FullMetal Alchemist: Saga

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Basic Information

Name: FullMetal Alchemist: Saga

Starting Date: ???


  • Midnight


  • Darkling
  • DBN006
  • Kahunanekojin
  • Curator



Known Amestrian Timeline as of July 1908

  • July 1558 Amestris Attacks the City State of Riviere
  • October 1661 The Civil War of Cameron Begins
  • March 1811 Open conflict in Wellesy
  • October 1835 War of Aerugo starts
  • April 1850 Border War with Creta starts, Pendleton is captured
  • January 1874 Bradley Becomes Leader of Amestris
  • September 1900 Non-Agression Pact Signed with Drachma
  • August 1901 Start of the Ishval Civil War
  • May 1908 Order 3066 is issued and State Alchemists are called to arms



This highly militaristic nation is where the Campaign starts. Amestris is a global power and probably the strongest nation, militarily. This is 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.


More than any other country, Aerugo controls the seas. They rank third to last in technological prowess but more than make up for it with naval power and a special kind of Alchemy known as Alcheonics. 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 military generals usually have their own fleets of ships at their disposal. There is little true order in Aerugo, just an uneasy agreement between pirates. Most of Aerugo's fighting men are seasoned veterans of the ocean.

Since Aeurgo has more naval power then military power, they are currently on the loosing side of their war with Amestris to their north. However, they have managed to bring the war to a standstill.


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. It is known that Cretians use a special kind of Alchemy known as Alchemagos. They are currently in a war with Amestris. Not much else is known about the secretive nation. Those within its borders tend not to give away their secrets, even under torture.


The large country to the north is filled with deadly creatures and deadlier weather. To survive, the people became hardened and strong. Drachmmans are known for their prowess in all things to do with weapons. It is a well known fact that this large, militaristic nation has a faith that focuses on the survival of the fittest, and not many other laws governing them.

Drachma’s average temperature in the summer is just below 0 degrees Fahrenheit. In the winter that drops below negative 22. Most creatures in Drachma hibernate during the winter. Those that do not regularly hunt humans. Drachmans tend to hunt harder though, and most of the ‘normal’ animals have all but become extinct in these regions. Drachma is currently skirmishing with almost every nation along its very large border.


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 horseback 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 who is known to bless the knights of that realm's weapons and armor. Whether from blessing or from an unknown type of Alchemy, 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.

Franco is located west of Creta.


Ishvalans are also known for their strong faith in their god, Ishvala. These easterners are highly religious and generally very wise. Many warrior monks ask Ishvala for blessing before going out to war without any weapons at all (an act that seems unwise for such a wise people.) 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 Alchemy 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 (The Southern Reaches)

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, they have been seen with clubs, bows, and stone weapons and tools. Instead, these tribal people use what seems to be a kind of Alchemy 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 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. Spies in this country talk of powerful super-soldiers, men in giant metal machines, machines that can fly, weapons that fire energy instead of bullets, a severe lack of any true alchemy, 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.


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 Alchemy: 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 flashbombs.

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.


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, including the flow and balance of potential and kinetic energy within.
  • 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.


The most prominent and powerful form of this 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.


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 elixers takes much more time, usually days and requires much concentration.


Alcheonics focuses on the movement of the oceans tides and the water cycle. Their alchemy is placed on special gems that release the Alcheonics 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 abilities.

The method of transcribing these specialized gems takes months and requires diligent work at a set time, usually under the right phase of the moon. The gems are then added to the item that the user wishes to modify, and the Alcheonics begin their work of modifying the item passively, slowly wearing away at the gem. It may take anywhere from weeks to years for a gem to crumble to dust and become useless.


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. This odd alchemy allows them to do things like lay down alchemical circles as timed or proximity traps. It also allows for the divination or mystical arts. 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.

Milosian Totems

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.

Francan Weapons, Armor, and Vows

These may or may not be Alchemical in nature, but 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 prayes to their Lady who often blesses them upon completion of the Vow.


Yana Dzhamgerchinov (Played by DBN006)

Sieg Kamala (Played by MR. RAGE)

Iron Spectre (Played by Darkling)

Ian Hahalua(Played by Kahunanekojin)

Albért Clouseau (Played by Curator)



As for experience, it's 4 for a new trait, 5 for a new attribute point or standing up to six dots, 6 for a new point in powers up to six dots, 10 to get to 7 dots in an attribute or standing, 12 to get to 7 in a power, 20 to Savant in an attribute or standing, and 24 to savant in a power.