45 Cycles after the CORE Realms converged, the leaders across the Pillar of The Harborer sought to establish a military force that could protect their new way of life. Leaders from the Rune Forger Order along with the rest helming the Capital Environments (CE) at the time came together to draft a pledge for all denizens seeking refuge on the first Pillar!
Any CORE denizen that finds their way to The Harborer, Runic Core, or any Pillar Associated Jurisdiction will gain access to an Acolyte Assembly. There, fully simulated field-training will be held in order to shape resilience amongst the CORE, and forge the strongest Military these realms will ever witness.
This pledge became known as The CORE Command, prompting many refugees that made their way to the Pillars to begin training in order to protect what eventually became the Pillar Lifestyle; a peaceful and prosperous way of life that The Harborer and its CE's promoted, a safe-haven for all denizens to enjoy.
However, since the CORE Reset occurred, things have changed in a multitude of ways...
The Foundation Emerges:
Before the CORE Reset (BCR), CORE Command grew to similar height compared to the Rune Forger Order due to the Legend of Zyron Rath. This legend brought about an elite training regiment for the best of the best, known as the 405th Legion!
Now, After the CORE Reset (ACR), CORE Command protects the Pillars of the CORE along with the established Command Colonies, founded in Cycle 16 ACR by the Elite Command Squadron, Hearts of Glory!
Due to this expansion of CORE Command's jurisdiction, the Sodorian Alliance had to come up with a way to keep Command in check, with its growing power and authority. This caused Alliance Archivists, Sodorian Senators, and even Rune Forgers, to work in-tangent with one another. Establishing a new type of squadron, Foundation Squads.
The Foundation Region:
This Region of the CORE was originally titled the Pillar Region. Once the Command Colonies were established, the Pillar Region became a little out-of-date for the leadership.
It wasn't until one of the Command Officials, General Fredon Mason, alongside the Runic Council drafted an Entry known as The Foundation.
Here is an excerpt from The Foundation Entry:
The Foundation:
General Fredon Mason
Zeril 19 - Array 5 - Cycle 16 ACR
"...Although I voted against the movement to establish our so-called, 'Command Colonies', the verdict has been finalized, and now as we speak, 46 out of 100 Command Squadrons have been deployed to find more worlds in need of liberation from devastating environments, tyrannical societies, and help in beginning initiatives to recruit them into our training regiments. Thereby expanding CORE Command forces amongst their people, and establishing these 'Command Colonies' on their worlds.
In order to make sure my fears do not come to fruition, we must establish a Foundation for every world colonized this way. A code of ethics that cannot be subverted by the potential corruptibility of our own feeble-minded views.
Therefore, I draft this entry so that these 'Command Colonies' are for the Alliance before CORE Command. Yes, CORE Command is the leading source of this movement, however, this Alliance was established to keep each of our power's in check!"
Foundation Initiatives:
After the Foundation Entry was received by the Sodorian Senate, the Foundation Initiatives began. These initiatives focused on the further advancement toward helping establish Capital Environments on existing Command Colonies and the liberation efforts for new Command Colonies.
Initiative I: Foundation Squadrons
Unite the Alliance with 'Foundation Squadrons' assigned to a set of Command Colonies. Foundation Squadrons consist of the following vocations:
1 Rune Forger
1 Commander
1/3 Operative(s)
1/2 Enforcer(s)
1 Archivist/Sage
1 Diplomat
Initiative II: Elect Senators
Each Command Colony's native inhabitants that have been liberated will nominate representatives to send to the Sodorian Alliance on The Harborer. They will follow the Sodorian Senate: Charter for their entire term.
Once their term has concluded, their Command Colony must nominate a new representative to become a Sodorian Senator.
Initiative III: Command Acolytes
As Command Colonies, the native inhabitants agree to the statutes laid out by the CORE Command Pledge. This allows for a Command Acolyte Assembly to be built, bringing the populations of each Command Colony into the forces of CORE Command.
Initiative IV: Runic Seminaries
Once a Command Colony has built its C.A.A. and has a representative serve 1 Term in the Sodorian Senate, a Runic Seminary is to be built. If there is an Energy Well on the Command Colony, the Seminary is to be built within 500 meters of it.
Initiative V: Alliance Archives
Once a Command Colony has built its C.A.A., Runic Seminary, and has had a representative serve 1 Term in the Sodorian Senate, an Archive is to be built.
The Colony's Archive will be filled with all historical/geographical/astronomical information regarding the Colony within the span of 3 Cycles after its inclusion into the Foundation Region.
Command Acolyte Assembly:
Across the Foundation Region, approximately 60 Command Acolyte Assemblies (CAA) have been built to bring in and train thousands of recruits into CORE Command. Thanks to the expanse of the Command Colonies, CORE Command has been able to pull from volunteers that have seen devastation most of their lives.
Although most CAA are modeled after Pillar Command and the great CAA of Orbital 3, most acolytes in the military still seek to transfer to the famed CAA of Runic Core.
Pillar Command:
On the Pillar of the Harborer, the Capital Environment of Vo'estivez is home to the ground hub of CORE Command.
Considered the largest Capital on The Harborer, the stands an expansive ringed cityscape known as Pillar Command that acts as the central point for all interplanetary command structures. At the heart of the ring is Command HQ; where the Command Officials report for major briefings across all jurisdictions amongst the Pillars.
As for the Ringed Cityscape, four Gravitational Transitioning Devices (GTDs) were built into each zone in order for citizens to explore the inaccessible portions of the ring. Thanks to the GTDs, gravity alters to allow for vertical and even inversed exploration.
From afar, Pillar Command looks like a massive Ring on the horizon, but the truth is it is more of a square shape with four internal Quad-Zones:
Quad-Zone I:
On the surface, upon entering Pillar Command, the first Quad-Zone does not use any GTD since it is unnecessary. Zone I therefore consists of the largest housing district across Vo'estivez, perhaps even the entire Harborer.
Quad-Zone II:
On the westside of Pillar Command, citizens must pass through a GTD to reach the second Quad-Zone. Zone II is home to a massive Market District known as the Resource Pump. This location is broken down into the following districts:
Culinary District: Restaurants, Bars, Clubs, and Nutrition Vendors
Crafting District: All kinds of Gear Vendors
Art District: Libraries, Art Exhibits, and Instrument Vendors
Service District: Hotels, Motels, Bathhouses, and Concert Halls
Quad-Zone III:
On the eastside of Pillar Command, citizens must pass through a GTD to reach the third Quad-Zone. Zone III is the largest Business District across the entire Harborer. It was designed based off of the Executive Zone on the Pillar of Vy-Chroniux.
Many Executives across the Foundation Region have made a name for themselves in Quad-Zone III but aim their sights toward the Sync-Zone Pillar, so they may be funded by Vos Industries.
Quad-Zone IV:
In order to reach the fourth Quad-Zone, citizens must present proper identification and sign a waver to enter. There are two GTDs that are on each vertex of the zone, connecting directly to Zones II & III. Citizens may enter from either zone using the GTDs, but upon entering they are given a surveillance drone for their safety.
Why this is the case is due to Zone IV being the largest military district across the Pillars. Many facilities are found at the top of the ringed cityscape that hosts the best weapons manufacturers for all kinds of operations. However, most militaristic technology found in Zone IV is still being tested.
This is also where Pillar Command's CAA along with the Pillar's largest and most secure Detention Zone resides.
Command HQ:
At the center of Pillar Command hovers a station where military leadership comes to report to Command Officials on Pillar matters. Not only is it the leadership of CORE Command, but also the Sodorian Alliance as a whole may sometimes report to the Officials here at Command HQ.
This includes Seminary Forgers along with Sodorian Senators, and other notable figures across the Foundation Region.
There is also a Holding Zone that acts as a Detention Zone for the most notable of criminals across the Pillars. It is in this Holding Zone that they await their verdict.
Orbital 3:
In the first Cycle of the CORE, an entity known as The Endowed emerged from the converging realms and created the four Orbitals that came to be the Runic Core!
Once CORE Command settled itself into the role of protecting the Pillar Lifestyle, the Rune Forgers who had become the first Runic Council chose to provide an Orbital to the Pillar's military force. This is when the first Command Acolyte Assembly was built and with it came the model used for every CAA constructed after it!
Command Hall:
Entering a CAA encompasses the sheer might that CORE Command embodies. Command Hall is said to consist of the central chamber where all acolytes that pass their Regiment Assessments will be honored along with Command Officers that perform exemplary acts of service.
Within a Command Hall are seven sealed gates along the walls and a raised platform at the center. The platform has a single door that has a Report Desk for acolytes to receive their next assignments.
Regiment Gate:
At the northern side of Command Hall, there are three sealed gates. The center gate is known as the Regiment Gate and it is where acolytes are placed into one of the three Command Regiments; Commander, Enforcer, or Operative.
Upon entering the Regiment Gate, there is a Report Desk with three separate Augmented Simulation Domes (ASDs) for acolytes to enter. Each ASD is designed for a specific Mission Directive in mind for each regiment.
Before entering an Enforcer or Operative ASD, all acolytes are tasked to enter Commander ASDs in order to assess the best leaders amongst recruits.
Commander Gates:
Beside the Regiment Gate are two Command Gates on both sides of it. Each one has sigil on it that is the badge for all Commanders.
The Left Gate: Brings acolytes to a 5-Level Lift. Each level enters into a pentagon which holds 10 barracks with 20 private quarters. That's 200 chambers per level. Each level also has the following:
Training Center
Dining Station
Med Bay
The Right Gate: Brings acolytes to a 5-Level Lift with each level having a Training Center, Dining Station, and Med Bay. Each level enters into a rectangular chamber with the walls decorated by CORE Command banners, awards given to notable Commanders, as well as a Course Board that assigns specific Commander Acolytes to courses based on their Regiment Assessment.
Operative Gates:
On the right wall of Command Hall are the two Operative Gates. Same as the Commander Gates, these two have the Operative sigil on them for all Operatives to wear as a badge.
Both the Left & Right Gates mirror the Commander Gates. In these though, Operatives focus solely on the 5 specializations they are trained in:
Archivist
Doctor
Pilot
Spy
Technician
Enforcer Gates:
On the left wall of Command Hall are the two Enforcer Gates. Same as the other regiments, these two have the Enforcer sigil on them representing the badge that all Enforcers have on their uniform.
Just as the other gates are designed, Enforcer Gates make sure the same amount of living quarters, but also provide more Training Centers in order for Enforcers to get in more training time.
Branches of CORE Command:
In the Foundation Military Force there are 5 Branches that make up all of CORE Command. Each Branch has specific Command Officials to report to when assigned a directive. Here are the 5 Branches of CORE Command:
Branch I: Security
The Security Division of CORE Command focuses on the protection of rights in each Pillar Jurisdiction. They police are Capital Environments as well as societies who have requested or been given access to Security Resources.
This Branch is helmed by General Rives Plutell of the Estivez Garrison.
Branch II: Martial
The Martial Division of CORE Command is the ground infantry of all Pillar Jurisdiction. They are the military force that is sent for ground operations and well as major ground battles across the Foundation Region.
This Branch is helmed by General Fredon Mason of the Requisite Garrison.
Branch III: Aerial & Naval
The Aerial/Naval Division of CORE Command is in control of the skies & seas of all Pillar Jurisdictions. They receive advanced submarines and vessels that are especially designed for their environments.
This Branch is helmed by both General Plutell & Mason, with Plutell handling the Aerial Division while Mason handles the Naval Division.
Branch IV: Space
The Space Division of CORE Command is focused on the interconnected stations scattered across the Foundation Region, with several fleets focused on protection and liberation of Command Colonies.
This Branch is helmed by the Admirals assigned to Fleet Titans. Admiral Optina Mize of the Fleet Titan Barricade & Admiral Inzen Voltan of the Fleet Titan Evisceral are the current helms of Branch IV.
Branch V: Science
The Science Division of CORE Command was made to provide the other branches with the supplies they need in order to stay the most formidable force across the realms.
This Branch is helmed by the Grand Admiral Dezier Reeves of the 405th Legion.
Garrisons, Fleets, & Legions:
The Command Officials are each assigned to a specific type of military command post. There are three types of Command Posts and each one determines the status of an officer.
Garrisons:
Garrisons are Command Posts that consist of Officers from Branches I, II, & III. Each CORE Command Garrison has between 4-8 Command Outposts linked to them. A Garrison/Outpost can be a port, bunker, and/or airbase.
Generals & high ranking Commanders are typically assigned to these posts.
Fleets:
Fleets are Command Posts that consists of Officers from Branches III & IV. Each CORE Command Fleet has between 3-6 Large Spacecrafts + 1 Titan Spacecraft with hundreds of thousands of Command Officers in each. A Fleet has approximately 10 Cosmic Stations they report to across the Foundation Region.
Admirals & high ranking Commanders are typically assigned to these posts.
Legions:
Legions are Command Posts that is only provided to the most notable Officials in CORE Command. There are a total of 405 Legions spread across the Foundation Region since before the Reset occurred. These emerge in challenging times when CORE Command requires leaders to step up and form powerful forces.
Admirals & Generals generally form new legions.
A Command Officer's Duty:
CORE Command Officers are warriors by nature, focusing on the most efficient ways to survive in a multitude of scenarios. Depending on their assigned Vocation, each Command Officer fills a role in their assigned directives that allows for a unified squad experience.
It is important for each Officer to fill their regiments role and remember why they join CORE Command to begin with. Whether it be to protect the Pillar Lifestyle, liberate new Command Colonies, or even defend their loved ones from threats domestic and beyond, each Officer is required to keep a personal directive locked in their minds.
This is a fundamental aspect of training inside a CAA for each regiment. When an Officer starts out, they must fulfill the Command Directive 1:
Report to assigned Command Post
If assigned to a Squadron, Squad Commander reports to Command Official at the assigned Command Post
If assigned to an Infantry, personally report to Command Official at the assigned Command Post
Based on Regiment, Directive 1 entails completing a full thorough sweep of the assigned Command Post
Legend of Zyron Rath:
In the time before the CORE Reset, it is archived that the Cult of Reckoning had a resurgence that sought to revive the Will of Raygos. All that is said about the myth revolving around Raygos is that it was an Evil Being that caused each of the Regal Entities to converge in order to combat its might!
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