Coalition of the Compass

Also known as Coalition, Traders, Adventurers

The adventurist trade organization came chasing wealth and opportunity and found just that. In a realm at its boiling point, they aimed to profit both from the conflict and the rare and exotic magical creations of Permia. Moreover, it would create a market of its own, a settlement to expand its own diverse culture and to pay for the grand expedition in this foreign realm. While some hold that they're underhanded, amoral, they hold that they are at the forefront of progress, with the wind of adventure at their back. Any and all can have a future with the coalition, no matter their origin. Those seeking to join The Coalition may do so to sell their sword to the war raging in the land, being a mercenary for hire, others might join the crafting guild to sell their goods, and some might just be looking for a simple job at the bathhouse.

Alignment

We care only for gold! This faction is true neutral. With a mighty navy to protect our investments, we fear no one and have the luxury of neutrality.

Perceptions

  • Academy of Wonders: The Coalition’s diverse membership may hold varied views of magic, but the Academy’s mystical goods and magical wonders are in many ways the primary reason for the Coalition to put so much effort into this realm in the first place. They are our most reliable allies in this realm.
  • The Black Horde: Pests, and worst, pests that are hard to be rid of. Their presence brings guards, disaster, sabotage and ruin, and it’d be ideal to keep them from the baths and markets. We are stuck with them for now, they can at least be directed as a blunt instrument and are certainly in the market for useful intelligence.
  • Court of Flies: The Coalition considers the Court a useful group of people, perhaps not the most affluent customers, but they can move goods and manipulate actions that we do not want our name associated with.
  • The Old Boughs: Their trade is welcome, but in all honesty, they’re not that interesting to the Coalition. Self sufficient pacifist isolationists are generally not remarkable trading partners.
  • Houses of Sarkada: Their desire to control trade is frustrating and annoying, and their patrols for ‘order’ and to prevent banditry are as helpful as they are harmful. Still, they are ensuring trade happens and are a necessary evil, and are massive consumers of weaponry. The Coalition would simply prefer to direct their less profitable actions elsewhere.
  • Silver Hold: While the Coalition sells the Hold weaponry and service, we are somewhat wary of the idea of them winning, as their goals would dry up a good deal of the profitability of the region. Still, as long as neither side gains a notable advantage, they will remain an incredibly valuable business partner.
Coalition XP Giver

Coalition XP Giver

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Coalition Bank

Coalition Bank

In the back room, hidden away from prying eyes, there is a secret vault behind a decorative flag. Click this to drop off your loot you want to share with your comrades.


Coalition Reset Point

Coalition Reset Point

In one of the warmly lit rooms off to the side of the main hall is a room full of comfortable beds and a glowing lamp. Click the lamp to rest yourself.


Coalition Faction Joiner

Coalition Faction Joiner

One of the cat people of the coalition waits by the front doors of Lantuga to offer contracts.