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Fullmetal Alchemist: Saga

Fullmetal Alchemist: Saga

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Mercenaries and soldiers working for the Amestrian military find themselves embroiled in a conspiracy big enough to end the world as we know it.

567 readers have visited Fullmetal Alchemist: Saga since Midnightclub created it.

Copyright: The creator of this roleplay has attributed some or all of its content to the following sources:

http://www.funimation.com/shows/fullmetal-alchemist-brotherhood

Introduction

"Alchemy is the science of understanding, deconstructing, and reconstructing matter. However, it is not an all-powerful art. It is impossible to create something out of nothing. If one wishes to obtain something, something of equal value must be given. This is the law of equivalent exchange; the basis of all alchemy. In accordance to this law, there is a taboo among alchemists. Human transmutation is strictly forbidden. For what could equal the value of a human soul?"


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It is July, 1908. Two months have passed since Fuhrer King Bradley issued Order 3066 and called the State Alchemists of the Amestrian military to arms in their war against the Ishvalans. Since then, the war has become a slaughter with the purpose of genocide. While many of the remaining forces are still attacking large cities, the military has taken to hiring mercenaries to accomplish smaller but important tasks elsewhere.

It is July, 1908. The Xingese Emperor has grown ill, his children, the heads of the clans of their mothers have been sent out searching for a method of immortality. The nationwide search has begun in earnest for whomever finds the path to immortality will surely gain the favor of the Emperor. Tension rises between the clans as well as from the border nations of Aerugo and Drachma as hopefuls invade those countries looking for answers there and across the vast reaches of the Xerxes desert and the Easter Ocean.

It is July, 1908. The Cretian Military pushes back against Amestris, attempting to regain ground in their border war. Spies and diplomats from this country venture out to make contact with other nations and gain information and allies.

It is July, 1908. The Drachman Jarls have settled into an uneasy peace with each other, instead turning their massive armies against nations all along the country's enormous border.

It is July, 1908. The nation of Aerugo divides its focus, guarding its border to the north against Amestris while the Pirate Lords send their fleets to raid and pillage along the coastlands, searching for treasure, ships, and slaves.

It is July, 1908. Tribals in the Southern Marches of Milos have grown restless. The leaders have begun meeting in secret, devising a way to push back against foreign invaders.

It is July, 1908. Franco exalts as a new King is crowned. The Nobles talk of him as a great leader with a grand quest in mind for the Knights of the Realm.

It is July, 1908. Across the ocean from Franco in the west and Xing in the East lies Namico. A nation engulfed in a 100 year Civil War, many a tired people leave their homes in search of more peaceful lands.


The world is at a turning point. Mankind does not live in peace, instead it broils itself into war with its neighbors, each country building up their military and naval forces and devising powerful weaponry. There is not a corner of the world that doesn't have its share of fighting and the endless wars are tearing it apart from the seams. Things that should not exist upon this world are being drawn to the violence, called by the mystical and scientific arts performed by mankind in its desperate struggle against itself. The world is about to change and whoever emerges victorious will be who the world has decided to follow.

You are a mercenary, come from any corner of the globe for any number of reasons to be hired by the Amestrian military for special assignments under an Amestrian Major. Each country has a specialty and has different ways to train their soldiers. The Mystical Science, known as Alchemy in Amestris is not isolated there. Many of the countries have their own version.

The ancient metaphysical science/mystical art of manipulating and altering matter by using natural energy. This act is known as "Transmutation" and its sequence is usually described as:
Comprehension - Understanding the inherent structure and properties of the atomic or molecular makeup of a particular material to be transmuted..
Deconstruction - Using energy to break down the physical structure of the identified material into a more malleable state so as to be easily reshaped into a new form.
Reconstruction - Continuing the flow of energy so as to reform the material into a new shape.
The proper application of this craft requires not only a full understanding of chemistry and ancient alchemical theory, but also a sort of natural talent towards recognizing and manipulating the physical objects with energy, which require uncommon levels of intelligence and aptitude. Those remarkable individuals capable of studying and practicing alchemy are known as "Alchemists" in Amestris but go by different names in other countries.
All users of Alchemy need to draw runic symbols along a circle or another type of array meant to give the idea of the cyclical form of energy.

Amestris

This highly militaristic nation is where the Campaign starts. Amestris is a global power and one of the strongest nations, militarily. This is mostly due to the large amount of Alchemists in the military. Among the Alchemists and other elite soldiers of Amestris are Automail soldiers (people who actually have limbs or other parts of their bodies surgically removed and replaced with automail outfitted with weapons) and their mechanics. High ranking scientific Alchemists have also created special human/animal hybrids known as chimera that have traits of both of their base species and the ability to tap into their more base animal nature and instincts.
Amestris is currently waging wars on three different fronts. They are in a stalemate if not full out winning in all three.

The most prominent form of that mystical art is Amestrian Alchemy. There are many paths by which Amestrian alchemists can transmute the various substances of the world, with some alchemists being said to transmute by way of the Four Classical Elements (Water, Earth, Fire and Air) and some by way of the Three Essential Principles (salt, sulfur and mercury), but the basic tenet at the very foundation of all alchemy is that of Equivalent Exchange.
Amestrian Alchemy claims to have its roots in the energy of tectonic shifts and practices manipulation of matter toward scientifically practical ends as well as a means to military supremacy.

Amestrian Alchemy is done using transmutation circles that take up to several minutes to draw, requiring a high amount of concentration and perfection in drawing techniques. This has led most State Alchemists to have special items, inscribed with their transmutation circle of choice, letting them transmute at a moment's notice.

Aerugo

They own the seas more than any other country. Their navies are filled with small, but quick ships that quickly surround and capture the larger ships of their enemies. They are loathe to let any part of the ship get away. They take captured vessels, the weapons, the cargo, and even the crew and sell them or keep them for themselves. Aerugo’s generals usually have their own fleets of ships at their disposal. There is little true order in Aerugo, just an uneasy agreement between pirates. Aerugo is at a technology level below Amestris, their flintlock weapons and cutlasses pale in comparison to the rifles of Amestris, let alone the weaponry in Drachma.

Aerugo’s Alcheonics stems from the cycle of the tides and from the water cycle. The Alcheonic symbols are placed on special gems that release the alchemy gradually while slowly chipping away at the gem like the tides might. The special properties of the gems allow the objects they are added to to become stronger, faster, more durable, or even other special attachments.


Creta

Creta is a Federal State composed of several nations reunited under a Union. That they have managed to stay out of every conflict with almost every other nation except for Amestris is astounding. They are a country known for keeping secrets and making allies. Every country fears infiltration by Cretian spies. It is known that Cretians use a special kind of the Art known as Alchemagos. As far as anyone knows, they are at a level of technology on par with XIng and Amestris.

Alchemagos is specialized and extremely complex. While every Alchemy focuses on cycles of energy and the laws of equivalent exchange, Cretian alchemy focuses on the cycle of the seasons and time. They place alchimagical timers on their circles, allowing them to lay down timed or proximity traps. It also allows for divination. While it is impossible to see the future (and many a hopeful Cretian has died trying), they can see the present and sometimes even the past. They lay traps of alchemagos(hexes) on the surfaces of objects and sometimes on the personal items of an unwitting victim. The advanced runes and hexes involved in Alchemagos take several minutes to transcribe. Those who use this Alchemy take the time to tailor their Alchemagos to the situation at hand. Scrying and Divination Alchemagos take several hours to perform and require absolute concentration.

Drachma

The large country to the north is filled with deadly creatures and deadlier weather. To survive, the people became hardened and strong. Drachmans are known for their prowess in all things to do with weapons. Their weapons technology is years ahead of any other nation. It is a well known fact that this large, militaristic nation has a faith that focuses on the survival of the fittest. As such, there are not many laws governing them. Even murder is legal. Most of the women of Drachma are infertile. In order to keep up their large population, Drachman soldiers regularly raid their neighbors for their women. The country is ruled by 12 Jarls and a High King. Each murdered the one before them. Drachma’s average temperature in the summer is just below 0 degrees. In the winter that drops below negative 22. Most creatures in Drachma hibernate but those that do not regularly hunt down the natives of this land. Drachmans tend to hunt harder though, and most of the ‘normal’ animals have all but become extinct.

Franco

Brilliant strategists and chivalrous workers of Faith, Francans have also proven themselves to be excellent in battle, even though they are technologically still in the medieval ages. Its is an awesome sight to see the battlefields of Franco, as knights charge on their exotic mounts through Drachman gunfire and assault their front lines. Also an awesome sight are the many castles of Franco, dotting the entire country and surrounded by small cities of feudal peasants. Each city is surrounded by a wall. Francans are known for their faith in The Lady, a deity to whom they attribute the strange alchemical properties their weapons and armor possess. Whether from blessing or from an unknown type of Mystical Science, these 'blessed' items are certainly fascinating scientifically. Many Francans take vows daily, weekly, monthly, or yearly and strive to complete those vows so that they too might be blessed by their Lady.

The weapons and armor that Francans use are often morphic in nature, changing to fit the needs of their wielders. Francan Vows often involve writing their intent with their own blood and sending prayers to their Lady who is said, often blesses them upon completion of the Vow.

Ishval

Ishvalans are also known for their strong faith in their god, Ishvala a luck goddess. Many warrior monks ask Ishvala for blessing before going out to war without any weapons at all and then hold their own in battle against heavily armed Amestrian soldiers. Currently, most seem to think they've lost favor with their god as they are losing the war of their own extermination. Ishvalans have no Mystical Art to speak of and they share most of their technology with Amestris, the country they used to be annexed to. While some Ishvalans, warrior monks and the poor, fight without weapons; most do. They buy weapons from Aerugo, Creta, and even Drachma in an attempt to defend themselves from Amestris.

Milos

Even further south than Aerugo and across a small ocean, is the large tribal nation of Milos. Amestrians have yet to take much notice of the country, but those who have often note the lack of any real technology at all, the natives there have been seen with clubs, bows, and stone weapons and tools. Instead, these tribal people use what seems to be a kind of Mystical Art along with guerrilla tactics when forced to fight. They are obviously reverent towards nature and often worship the plants and animals they live with. Aerugo often raids the villages of Milos, looking for gold, slaves, and other valuables. However, they are usually less successful than it seems they should be.

The Totems that the Milosians paint and tattoo their bodies with are actually powerful transmutation arrays. These arrays allow them to transmute plant and animal life around them and in extreme cases, give themselves some animal-like properties for a time. The warriors and shamans that tattoo their bodies with these Totems call themselves Wendigo and believe that eating the flesh of their victims adds strength to their Totems.
It takes several hours to inscribe or tattoo a single transmutation array. Once done, however, the array can be activated in a matter of seconds.

The Combined City-States of Namico

Highly technologically advanced, the CCsN is a very powerful nation in control of its own continent far to the west of Franco and the East of Xing. Travellers from this country talk of inhuman super-soldiers, metal men, machines that can fly, creatures that should not exist, weapons that fire energy instead of bullets, a severe lack of any true Mystical Art, and Civil War. It seems that Namico is in a full on civil war with itself, half of the continent against the other half.
The only other thing that is known about the country is that Xing and Aerugo both trade with Namico and skirmish with each other for the trade routes.

Xing

Separated from the cluster of western nations by expansive, sandy badlands, Xing's culture and customs vary rather greatly from those in Amestris and its border countries and little information passes freely across the harsh, barren divide in either direction. Warriors of Xing, rather than relying on traditional western means of combat, have developed their own style of martial arts which blends acrobatic skills with melee weapon combat and their own type of Mystical Art: Alchehestry. Additionally, Xingese martial artists appear capable of greatly heightened senses such as sight and hearing as well as the development of a sixth sense that allows them to detect and appraise the presence and flow of life energy as it exists within human souls. While there is enough to suggest that Xing is not far behind Amestris in terms of technological advancement, common Amestrian practices such as automail limbs are but stories within the empire. However, Xing's own arsenal of specialized grenades is rather impressive, boasting explosive types unknown in Amestris, such as capsicum tear gas grenades and flash bombs. Xing is currently in a border war with Drachma to the northwest and Aerugo to the southwest. It has several trade routes to Namico, but Namican's are loathe to give over their technology to anyone.

Alkahestry operates on the concept of fashioning elixirs and, therefore, is focused on mainly medicinal purposes. The basic principle of Alkahestry is centered on a concept called the "Dragon's Pulse" which speaks of the earth itself having a constant flow of chi (life energy) which flows from the tops of mountains down to the land, nourishing everything it passes with that energy as does blood coursing through the veins. Alchehestry focuses on the movement of chi and as such requires no special runic symbols inside of the transmutation circle. Those well trained in the art have been able to draw the circle and its inner pentagram in a matter of seconds. This simple design can even be activated from long distances away with another design like it. Inscribing elixirs takes much more time, usually days and requires much concentration.

Toggle Rules

1. This is an adult roleplay, as such it will explore adult themes. Death is extremely possible. However you can always make more than one character. Please keep that in mind.

2. Treat your fellow roleplayers with respect.

3. No autohitting or godmodding.

4. Original characters only. If any canon characters do show up, I will play them.

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