Arrmanian Federation
The Arrmanian Federation
The Arrmanian Federation is the dominant governing and enforcement body within MCO, operating under the authority of the Republic of Arrma. Following The Inversion, the Federation expanded its control rapidly, establishing order across unstable regions.
Unlike traditional nations, the Federation is both:
- A government authority
- A military force
- A territorial control system
Its influence reaches across multiple regions, including the most important location in the world…
Spawn.
Keepers of Spawn
(A Division of the Arrmanian Federation)
The Keepers of Spawn are not an independent faction. They are an elite division of the Arrmanian Federation, tasked with controlling and protecting Spawn.
Spawn is no longer neutral ground.
It is Federation-controlled territory.
Purpose
- Secure Spawn under Federation authority
- Control access and movement through Spawn
- Protect new players while enforcing order
- Prevent hostile activity within central territory
Authority
The Keepers operate with absolute authority within Spawn.
- All conflicts are suppressed immediately
- Unauthorized actions are dealt with on sight
- Federation law overrides all other faction influence
Philosophy
“Spawn is not free land. It is protected land.”
Perception
- To allies: protectors of order
- To enemies: enforcers of control
- To new players: the first power they encounter
Internal Structure of the Keepers
The Keepers are one of the most disciplined units within the Federation.
Ranks
- High Keeper – Oversees all Spawn operations
- Gate Wardens – Control entry points and monitor movement
- Sentinels – Patrol Spawn and enforce rules
- Observers – Watch for threats and report activity
Duties
- Monitor all player activity within Spawn
- Intercept griefers before escalation
- Maintain structural integrity of Spawn builds
- Act as the Federation’s visible presence at the center of the world
Peacekeepers
The Peacekeepers remain an independent force, but their role has changed since the Federation claimed Spawn.
Current Role
- Operate outside of Spawn jurisdiction
- Mediate disputes in uncontrolled regions
- Attempt to prevent full-scale wars
Tension with Federation
- Peacekeepers believe Spawn should remain neutral
- Federation enforces ownership and control
This ideological divide has created ongoing tension.
“Peace cannot exist where control replaces freedom.”
Grief Killers
The Grief Killers continue to operate as a brutal enforcement force against chaos.
Relationship to Federation
- Not officially part of the Federation
- Occasionally aligned during major conflicts
- Allowed limited operation near Spawn under strict observation
Conflict
The Federation tolerates them…
…but does not trust them.
The Shift in Power
The moment the Keepers of Spawn became part of the Arrmanian Federation, the balance of power in MCO changed completely.
Before
- Spawn was neutral
- Keepers acted as guardians
After
- Spawn became controlled territory
- Keepers became enforcers
- The Federation gained the most strategic position in the world
Strategic Importance of Spawn
Controlling Spawn means:
- Controlling where every player begins
- Controlling trade routes and movement
- Establishing dominance without expansion
This makes the Federation nearly impossible to ignore.
Legacy of the Keepers
The Keepers are no longer just guardians of the beginning…
They are the gatekeepers of the world itself.