It is New Year's Eve in the Republic of Amestris and the mood on this northbound train is one of wary happiness. All across the country, people are sitting around their dinner tables, exchanging gifts with friends and loved ones. The end of the old year and the beginning of a new one is a time to eat good food and make merry, to reflect on what's passed and to look forward to the future. Though this is no luxury train and thus no dining car, you see one of the conductors hand out small treats—caramels and lozenges and such—courtesy of the railway company.
And what a New Year's Eve it's supposed to be; you've heard rumors that for the first time in a few years, the Fuhrer's holiday ceasefire offers were accepted by Aerugo, Creta, and Drachma at the same time. If that's true—for as any Amestrian knows, no one loves to gossip more than an off-duty soldier—it means that for the next day or so, the entire country will be at something resembling peace.
Peace. The one thing you have naught right now.
You sit in one lonely corner at the back of the train car, content to let the other passengers spin the rumour mill amongst themselves with talks of peace. Soldiers slouch on the benches here and there, their blue uniforms frayed and their rucksacks full. These ones don't seem to know of you yet, thankfully, for the lack of attention they give you.
These soldiers talk too, but with more weariness. From your place behind them you can catch a few snatches of their conversation—according to them, the Drachman front wasn't the hellscape of the Aerugo and Creta, but it was close. As for you, you opt to distract yourself and allow yourself to relax. Then, for the first time in a while, you have an opportunity to catch up on some reading that isn't an alchemical treatise.
In your coat pocket, there is...
[ ] A tear-stained letter from your elder sister: You were born to a large, happy, and otherwise unremarkable mining family. Your mother taught you rudimentary alchemy, so after making a good first impression, you managed to gain an apprenticeship with a local alchemist. You learned much under your master, but they passed away some years ago before completing your apprenticeship. As their sole apprentice, you were left with their library, their equipment, and their personal research notes—eclectic by the standards of State Alchemist training but unique in an unreplicable way. Despite their many eccentricities, you miss your teacher fiercely.
And now, you miss your family, who you may never see again. (Background: The Apprentice; your character's surname will be Abrams)
[ ] A lengthy exhortation from your father: You are the firstborn son of a distinguished lineage that boasts a long heritage of official and unofficial service to the nation of Amestris since the days of the old monarchy, one founded even before the republic. Many of your relatives and ancestors have served the country in various functions. From commanders to politicians to scholars, your line is distinguished and the tradition continues to this day. In the halls of your venerable house, you were raised by an army of tutors and instructors, including a family friend who once served in the State Alchemist program, with the expectation… no, the duty that you may one day don your ancestral mantle of service to Amestris and her people.
A duty that you might have just failed. (Background: The Scion; your character's surname will be Lockheed)
[ ] Your old history textbook: You were left at the doorstep of one of Amestris' many state-run orphanages in the North. The others called you 'bookworm boy' whenever they thought your caretakers were out of earshot, but you always had the last laugh whenever report cards came in. While you didn't have many friends, your talent for alchemy and relentless drive for self-improvement was noticed early. After a State Alchemist nearly fell over themselves to meet you, you secured a full scholarship for a military academy with the requirement that after graduating, you would find a proper alchemy master and apply for a State Alchemist's license—or failing that, an officer's commission in the army.
A commission that you can't go back to. (Background: The Foundling; your character's surname will be Walker)
You sigh, putting aside your reading material as your hand brushes against your silver pocket watch. You should probably rid yourself of it but… it remains something special for you—a good luck charm or a mark of shame, you can't say which.
Is it proof of your accomplishments?
A reminder of your sins?
Such ruminations, you decide a moment later, are not worth your time right now.Merit is merit—for all its manifold sins, the Amestrian government was not stupid. Its standards were high and its examiners merciless; the State Alchemist Department only chose the best, for better or for worse. And as an alchemist you can still take solace from your art—the product of years of hard work and ceaseless dedication, the very reason you once served Amestris as a soldier. It is your…
[ ] Thunderclap Alchemy: A highly specialized form of combat alchemy that focuses on creating and directing bolts of electricity. Your focus has left you merely adequate in most other typical applications of alchemy, though you'd say the ability to wield a storm in your hands is a fair trade.
Your master was a strange one, a hermit who lived in a tower perched atop the northern mountain ranges that served as a bulwark between Amestris and Drachma. But he cared not for the rattling of machine guns nor the crash of artillery fire—he would ignore the entire world, save for the rumble of thunder and the flash of lightning. "The lance of the Gods", or so he would describe it. Some say that he's an Auroran of Drachma, incorporating their astromantic tradition with the earthen focus of traditional alchemy. No matter what though, the old man tried his best to inspire such a fascination in you as well; there was such a singular focus in his studies that some might have called it manic. Indeed, manic would be what you called your teacher after he single-handedly vaporized a squad of Drachman mountain troops who, in their attempts to infiltrate Amestris, had dared interrupt his work. You have followed in his footsteps, and more of that single-minded desire has rubbed off on you than you'd be comfortable admitting.
The same monofocus that got you where you are.
[ ] The Third Estates' Alchemy: A particular specialization of alchemy that in of itself is not specialized. It is versatile, practical, and so broad as to be indistinguishable to the basics that all Alchemists learn. But then, that's part of the point, for the ideal of this path for an Alchemist to be all of the people, indistinguishable to the masses they were supposed to serve.
Amestrian folktales speak at length of the generosity of the alchemists, those seekers of truth who serve no one but the people of the nation. Your alchemy training involved a lot of 'practical experience' in living up to this ideal by addressing the hurts and worries of the people, no matter what form they took. At your master's behest, you spent a good part of that time simply hearing people out—some people visited you just to gossip about their neighbors! Furthermore, much of your alchemical knowledge is almost mundane in nature; you spent a lot of your time mending public property or healing injuries and minor illnesses. It was hard work, but it kept you honest and kept you thinking of the people you were meant to serve. Several years of such work endeared you to many in your hometown. While strangers would sometimes scoff and call you a glorified repairman, most would then be underestimating your hard-earned skills and the versatility it affords you. Some problems—or so you were taught—could only be resolved by a sound thrashing, with or without alchemy's aid.
It is an art that will help you blend in. For decades if need be.
[ ] Breathing Arsenalworks: Less of an alchemical technique than a martial art, albeit one that involves the spontaneous creation and use of a prodigious amount of weapons and armor. Your training has also included instruction in the use of various melee and ranged weapons and effective—if a little outdated—military tactics.
While the public contempt for "dogs of the military" seems as enduring as the institution itself, it cannot be denied that prior generations of alchemists had devoted their lives to devising better and better ways to apply transmutation to warfare. The establishment of the State Alchemist program led to the normalization—even the flourishing—of these destructive arts. Still, your master's particular brand of combat alchemy is allegedly as old as Amestris itself. As such, your education involved much more tactics and weapons training than that of the average alchemist. It also involved an inordinate amount of spontaneous sparring sessions, though you prefer the term ambushes to describe what your master put you through. Alchemists like you, or so your master would say, should be able to arm themselves and fight without a moment's hesitation.
And perhaps soon, kill as well.
[ ] Internal Alchemy: A highly unorthodox and nigh-heretical style of bio-alchemy that focuses on enhancing one's body through constant low-level work, molding your own body into a tool and weapon in equal measure. Due to its relations to both alkahestry and chimeric alchemy, it is considered obscene at best—if not a violation of the taboo on human transmutation to almost everyone else—but the benefits are not to be understated.
As the two of you created chimaeras from rats and pigeons—so as to grasp the finer points of bio-alchemy—your master would speak at length of Xing's alkahestry. It is a craft that developed in parallel to Amestrian alchemy, and one whose practitioners sought immortality rather than the Philosopher's Stone. While the two of you were very far from 'true' practitioners of the Eastern art—indeed, your teacher loved to talk about how alchemists and alkahestrists alike would weep at the bastardization that passed for a curriculum—you have spent your entire alchemical career by strengthening human flesh and alter its functions, mostly your own. It is only by the meanest technicality that your art evades the long-standing government ban on Human Transmutation, and even then your master was always quick to remind you of what happened to her own master back in the day, even before he was arrested.
And soon enough, you mayhaps meet him.
Hey hey folks. I've got a bad itch to write and I just finished my rewatch of FMA:B and I'm making both of those things your problem.
This is a narrative-driven quest where you'll direct the actions and ambitions of a former State Alchemist before and then during the events of the series. As a narrative quest, player choice and input will definitely be honored and valued.
I'm sticking with the manga/Brotherhood canon for the canonical basis of this quest, but there will be AU elements, especially personal liberties taken with the setting to flesh the rest of the world out, and maybe adaptations of 2003-only characters if I think they will do well in this story. With all that said and done, I'll try my best to serve up something fun.
A big shoutout goes to
@Vocalend who has done a lot of work in forming the AU elements as well as helping me write this intro post!
As a last note, please consider your choices during these first few phases of character generation carefully—they will affect the way characters will receive the protagonist and the opportunities available to him.