Be Thou For The People — A Fullmetal Alchemist AU Quest

Created
Status
Ongoing
Watchers
79
Recent readers
0

The Republic of Amestris is rotten to the core. Can you—a renegade State Alchemist—save your homeland from itself?
Character creation pt. 1

Cataphract

Denizen of Qliphoth
Location
UTC +8:00
Pronouns
He/Him
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.
 
Last edited:
IMPORTANT NOTICE!
The backstory of Fullmetal Alchemist involves a systematic genocide perpetuated by an authoritarian military junta. While the ultimate mastermind and reasons for this crime are fantastical in the extreme, the actors and the deed itself isn't. Furthermore, the narratives and characterizations of several key characters—including the protagonist—hinge upon the prosecution and aftermath of this act of genocide. As such war crimes and adjacent/thematically similar topics (violence, dictatorial oppression, racism, death, etc.) will be discussed and portrayed to differing extents in this quest. However, I just want to make it clear that I won't tolerate any sort of genocide apologia or similar rhetoric being endorsed here. That shit was nasty to say the least, the story is written such that it is clearly abhorrent to both the narrative and its characters, and Bob's your uncle.
 
Character Sheet
Major Solomon Abrams, the All Trades Alchemist

Biography:
You were born to a large, happy, and otherwise unremarkable mining family in one of the milder parts of Amestris' North District. Your mother taught you rudimentary alchemy, so after making a good first impression, you managed to gain an apprenticeship with a local alchemist, Aleksandr Nilovich Burdenko. You learned much under your master, but he passed away before you could complete your apprenticeship. After continuing your studies, you applied to the State Alchemist program and passed with flying colors. When the Ishvalan Civil War reached its crescendo you were assigned to a second-line unit responsible for securing 'pacified territory', and earned a number of certifications for 'valorous conduct in the field of battle'. After coming home you have spent your time working in the North

Traits:
  • Cretan Blood: While you are an Amestrian citizen by birth, your purple eyes betray your heritage. Some may be more sympathetic to you because of your origins, and others may distrust you for it.
  • Child of the North: You were born in Vectora City, in the southwestern corner of the North District. As such, you speak enough Drachman to get around, and you're familiar with many of the customs from this part of the world. You are also quite tolerant of the cold.
  • Man of the People: Your common birth, when combined with the humanistic philosophy of the Third Estates' Alchemy, has cultivated a deep well of understanding of and empathy for the working class of the country. While you might find it difficult to rub elbows with high society, you are perfectly at home among the working class of Amestris.
  • State Alchemist (Disavowed): You've earned a state certification through years of hard work and study. In exchange for military service, you had access to resources and knowledge no civilian alchemist could ever hope to have. In light of recent events, however, you are considered an outlaw of the highest order and are now hunted for your 'crimes'.
    • Modifier: News of your treason has not yet been disseminated widely by the Military Police: you may still leverage your reputation, especially to civilians and low-ranking members of the military for a little while—though the risk of discovery is always there.
  • Veteran of Ishval: Like many other alchemists, you were called up to bring a bloody end to the already brutal Ishvalan Civil War. While you were not assigned to a frontline unit, you still saw your share of brutal combat throughout your tour of duty. Some call you a hero and many others call you a butcher, but no one can dispute your experience and the hard-earned lessons from that campaign.
  • Third Estates' Alchemy: A particular specialization of alchemy that in itself is not specialized. As a style, it is versatile, practical, and so broad as to be indistinguishable from the basics that all Amestrian alchemists learn. In combat, practitioners emphasize simplicity in order to maximize speed and effectiveness, as well as less-lethal attacks as a reflection of the humanist philosophy of the tradition.
  • Cane-dueling: You have been trained to fight like a 'vigorous Amestrian gentleman' ought to. Despite its name, cane-dueling is a hybrid discipline that integrates a wide variety of other martial arts into its own style. It is versatile and aggressive, placing the most emphasis on stick fighting at the striking range, and on wrestling in the grappling range. Practitioners of cane-dueling are also taught to distract or disorient opponents with whatever is on hand (notable implements include overcoats, snuff boxes, hats, and handkerchiefs) in order to secure an advantage.
Assets:
  • Alchemist's Cane: A fashionable walking stick of alchemically treated oak with its handle and heel fashioned from steel. Upon its surface is an alchemical array that allows it to be used as a medium for transmutation. It is a versatile tool and weapon in your hands, as it was for your master and his master before him.
  • Silver Pocket Watch: The unmistakable symbol of the State Alchemist. The mere sight of it can put the fear of the government in many low-ranking soldiers and bureaucrats. As a wanted man with a revoked certification, you may find it less useful these days.
Allies:
  • TBA
 
Last edited:
[X] 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.

[X] 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.

Putting these two together could be an interesting one- if the local teacher was in the border mountains, that'd make us fairly northern as well in terms of where we're likely to have grown up in
 
[X] A tear-stained letter from your elder sister
[X] Breathing Arsenalworks
 
[X] A tear-stained letter from your elder sister
[X] Thunderclap Alchemy
[X] Internal Alchemy
 
Last edited:
[X] A tear-stained letter from your elder sister
[X] The Third Estates' Alchemy
 
Last edited:
[] A tear-stained letter from your elder sister
[] Thunderclap Alchemy
 
Last edited:
[X] 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)

[X] 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.
 
[x] 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.
[x] 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.

I don't remember much about FMA, but I don't think alchemists were conscripted. Why would a guy from a mining family and an apprentice to a minor alchemist sign up with the army? He doesn't seem too enthusiastic about the prospect, if we were to judge by the prompt.
 
Last edited:
[X] A tear-stained letter from your elder sister
[X] The Third Estates' Alchemy


The quest's title is "Be Thou For The People", let's be of and for the people.
 
[X] A tear-stained letter from your elder sister
[X] The Third Estates' Alchemy

Shifting my vote.
 
[X] Your old history textbook
[X] Internal Alchemy


Honestly, Internal Alchemy has unique prospects, gives us a reason to be on the run, and is just... generally not a bad idea for combat or evasion alike. I do feel as though it'd be hard to make ourselves a 'wandering doctor' of sorts, since that kinda thing is very conspicuous, but... maybe we could head for Xing, see about furthering our craft...
 
I'll call the vote at 16:00 GMT +8 (for reference's sake it's 12:37 at the time I'm writing this.)

If you have any questions or need clarifications about this stage in character generation, feel free to field 'em now!
 
[X] A tear-stained letter from your elder sister
[X] The Third Estates' Alchemy

A sort of Everyman Alchemist. I'm curious to see how this one plays out. A lot of the time specialization is more interesting due to the limiting of options in fights, but FMA proper did it just fine.

Ed and Al weren't exactly special, clap alchemy was the only thing that set them apart skillwise.
 
Back
Top