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- #1⚠️⛔READ THIS⛔⚠️selective
Keys: ™【shycat4】
™【shycat4】
- #2═══════[Setting]═══════constantselective
This takes place in the setting of Fullmetal Alchemist, created by Hiromu Arakawa. Tags: #Action #Adventure #Comedy #Drama #Fantasy #Shounen #Supernatural
- #3[☰] World Setting [☰]constantselective
<world_setting> The world of [Fullmetal Alchemist] is an industrial, early 20th-century steampunk planet dominated by military states and ancient conspiracies. The overarching atmosphere is one of militaristic clinical precision, historical tragedy, and hidden existential horror masking a rigid, scientifically absolute metaphysical reality. It is a structured world driven by the violent expansion of empires, the optimization of state-sanctioned alchemical warfare, and a subterranean network of dark secrets fueling a country-wide geopolitical trap.
Geography & Major Locations The world is organized into a massive central military dictatorship surrounded by aggressive, distinct foreign powers separated by volatile borders.
- The State of Amestris: A circular, landlocked military nation and the central setting. It is highly industrialized with an advanced railway network, divided into five administrative districts (Central, East, West, South, and North) governed from Central Command.
- The Border Fortresses: Monolithic military choke points defending against foreign invasion. This includes the frozen, brutal Northern Fortress of Briggs guarding the border against the hostile nation of Drachma, and southern outposts keeping watch over Aerugo.
- The Eastern Desert & Xing: A vast, deadly wasteland separating Amestris from the eastern empire of Xing. The desert contains the dead, sand-swept ruins of Xerxes, an ancient civilization that vanished overnight in a single catastrophe centuries ago.
Metaphysical Foundation The supernatural elements of the world do not operate on mystical whims or divine grace, but on a strict, natural scientific law governed by energy manipulation and physical sacrifice.
- Equivalent Exchange: The foundational law of Alchemy. To obtain something, something of equal value must be lost. Matter cannot be created out of nothing; alchemy can only reshape, deconstruct, and reconstruct existing physical materials using geometric arrays called Transmutation Circles.
- The Taboo of Human Transmutation: The ultimate cosmic restriction. Rebounding from attempts to bring back the dead forces a confrontation with "The Truth" at the Gate of Alchemy. The universe exacts a brutal, literal toll—stripping the alchemist of limbs, organs, or loved ones to balance the metaphysical ledger.
Core Factions & Inhabitants
- The Amestrian Military & State Alchemists: A powerful, bureaucratic hierarchy governing the nation. State Alchemists are highly trained individuals granted military ranks (equivalent to Majors) and elite funding, mockingly called "Dogs of the Military" for their role as living human weapons.
- The Homunculi: Seven artificial humans named after the deadly sins, possessing incredible regenerative abilities and unique physical powers. They operate from the shadows, engineering historical conflicts and political assassinations to fulfill a centuries-old grand design.
- The Ishvalan Remnants: An ethnically distinct, deeply religious population originating from the Ishval region. Following a brutal, state-sanctioned war of extermination led by State Alchemists, the surviving population lives in scattered, impoverished refugee slums across Amestris.
World Structure A highly centralized, expanding military complex built upon hidden, geometric foundations: the world's structure channels all resources, technological progress, and human populations toward localized flashpoints, where regional conflicts are intentionally manufactured to spill blood along specific geographic lines.
A Society Shadowed by War and Progress The world is experiencing a rapid technological boom coupled with deep institutional scars. Ordinary citizens enjoy a standard of living defined by steam-powered trains, early electrical grids, and highly advanced bio-mechanical prosthetics known as Automail. However, this progress is permanently overshadowed by martial law, state censorship, and the psychological trauma of recent civil wars and border conflicts.
Technology & Intervention The world features a distinct industrial infrastructure heavily reliant on coal power, heavy artillery, and automated manufacturing. Alchemical intervention is integrated into state infrastructure, allowing the military to instantly repair bridges, forge weapons on the battlefield, or mass-produce industrial materials, leaving regular human laborers struggling to compete with alchemical efficiency.
History and the Grand Blueprint Amestris was founded centuries ago and systematically guided by a mysterious figure known as the "Philosopher of the East." Every major war, massacre, and border skirmish in the nation's history was meticulously planned to take place at specific geographic points, slowly drawing a massive, invisible transmutation circle around the entire country. </world_setting>
<important_to_world_setting> Important to the Setting: The Law of Equivalent Exchange is absolute and mercilessly enforced by the cosmos. Any attempt to bypass it via human transmutation results in a catastrophic physical rebound that permanently maims the alchemist. The only known bypass is a Philosopher's Stone, an object of immense power created exclusively by compressing the raw souls of thousands of living human beings into a condensed red crystal.
Alchemy requires a clear, unobstructed connection to an energy source to function. In Amestris, alchemists draw power from the tectonic movements of the Earth's crust, focusing that energy through specific transmutation formulas. However, this tectonic energy is secretly filtered and controlled by a hidden subterranean network, meaning an external force can instantly shut down all standard human alchemy across the country at any moment.
Threat levels are gauged through physical combat prowess, tactical intelligence, and the speed of an alchemist's transmutation speed rather than internal power readings. Because performing alchemy traditionally requires drawing a transmutation circle, mages who can bypass this requirement—such as those who have seen the Truth and can transmute simply by clapping their hands—possess an overwhelming, unpredictable advantage in combat. </important_to_world_setting>
- #4[☰] Writing Style [☰]constantselective
<writing_style> <hiromu.arakawa.writing_style> The writing style of Fullmetal Alchemist by Hiromu Arakawa is a tightly plotted, thematic blend of dark military grit, precise plotting, and character-driven comedy
Key Elements of Arakawa's Writing Style Meticulous Plotting and Foreshadowing: Every minor detail, background event, or visual motif in early chapters (like transmutation circles or throwaway lines) serves a purpose and pays off later. The narrative timeline is exceptionally tight with virtually no loose threads
Thematic Core of Equivalent Exchange: The central law—“to gain something, something of equal value must be lost”—governs not just the magic system of alchemy, but the emotional, moral, and philosophical arcs of the characters.
Tonal Balancing (Dark and Comic): Arakawa juxtaposes heavy, visceral themes (genocide, grief, bodily mutilation, and political corruption) with classic, exaggerated shōnen comedy featuring chibi art styles and lighthearted gags.
Moral Grayness and Deconstruction: The story avoids simplistic good-versus-evil binaries. Antagonists possess deeply human motivations, and institutions like the military are thoroughly deconstructed as systems of oppression.
Economy of Character: Every character—even minor ones—drives the plot forward or embodies a specific philosophical viewpoint on humanity, ambition, and ethics. </hiromu.arakawa.writing_style> </writing_style>
- #5═══════[World]═══════selective
Keys: World, The World, Fullmetal Alchemist World, FMA World, Alchemical World, Alchemy World, Earth-Like World, Alternate World, Alternate Earth, Unnamed World, Nation, Nations, Country, Countries, Location, Locations, Place, Places, Located, Territory, Territories, Plannet
Definition The world of Fullmetal Alchemist is an unnamed Earth-like alternate world composed of several sovereign nations and shaped heavily by alchemy, warfare, and political rivalry.Major Nations
- Amestris: Militaristic central nation and primary setting of the story.
- Xing: Eastern imperial monarchy beyond the desert, known for a distinct alchemical medical tradition.
- Aerugo: Nation south of Amestris.
- Drachma: Northern nation bordering Amestris.
- Creta: Western nation bordering Amestris.
Alchemy Different regions develop distinct alchemical traditions.
- Amestris practices standard alchemy.
- Xing practices a separate medicinal and energy-focused tradition.
Parallel Earth The world beyond the Gate connects to real-world Earth, including early 20th-century Munich.
- This parallel side may be associated with the name Shamballa.
- The primary alchemical world itself has no established planetary name.
Characteristics
- Unnamed Earth-like fantasy world.
- Divided into multiple competing nations.
- Alchemy differs by culture and region.
- Amestris serves as the main geopolitical center.
- #6[📍] [«»] Countries [«»]selective
Keys: Countries, Country, Nations, Nation, Sovereign Nations, Sovereign Nation, States, State, National Territories, National Territory, World Countries, World Nations, FMA Countries, FMA Nations, Fullmetal Alchemist Countries, Fullmetal Alchemist Nations, Alchemical Countries, Alchemical Nations, Political States, Political Nations, Independent Nations, Independent States, Sovereign States, Divided Nations, Territorial Powers, Regional Powers, Former Civilizations
Definition The world of Fullmetal Alchemist is divided among several sovereign nations and former civilizations with distinct cultures, political systems, and relationships with alchemy.Known Countries
- Aerugo
- Amestris
- Creta
- Drachma
- Ishval
- Xerxes
Characteristics
- Amestris serves as the primary setting and dominant military power.
- Aerugo, Creta, and Drachma border Amestris and maintain strained political or military relations with it.
- Ishval possesses a distinct culture and history heavily shaped by conflict with Amestris.
- Xerxes is an ancient civilization whose destruction remains important to the world's history.
- Xing is an eastern empire with its own culture and distinct alchemical tradition.
- #7[⌕] Aerugoselective
Keys: Aerugo, Aerugo Country, Aerugo Nation, Aerugo Principality, Principality of Aerugo, Aerugonian Nation, Aerugonian Country, Southern Country, Southern Nation, Southern Neighbor of Amestris, South Amestris Border Nation, Amestris Southern Neighbor, Trading Country, Trade Country, Agricultural Country, Farmland Country, Principality Nation, Prince-Ruled Country, Small Principality, Border War Nation, Anti-Amestris Nation, Amestris Rival Nation
Definition Aerugo is a principality south of Amestris, known primarily for trade, agriculture, and its prolonged border conflict with Amestris.Government
- Principality ruled by Prince Claudio Rico.
- Smaller than Amestris.
- Generally prioritizes commerce and farmland over warfare.
Economy Aerugo possesses extensive agricultural resources and a strong trade-based economy, making prolonged war especially damaging.
Military Its military is smaller than Amestris' but capable of sustained resistance.
- Soldiers commonly wear red uniforms with rank insignia and decorations.
- Relies on conventional forces rather than Amestris' heavier use of alchemy and superior military technology.
Relations with Amestris Aerugo was once relatively peaceful with Amestris before relations deteriorated under Führer Bradley.
- Amestris seized Fotset and border territory.
- The resulting war caused heavy casualties and economic damage.
- Amestris initially held the advantage through superior numbers, technology, and alchemy.
- Aerugo eventually mounted enough resistance to push Amestrian forces back toward Fotset.
Ishval Conflict Aerugo covertly supplied weapons to Ishvalan fighters during the Ishval Civil War but later refused sanctuary to refugees and denied involvement to avoid Amestrian retaliation.
Characteristics
- Southern neighbor of Amestris.
- Trade and agriculture-focused principality.
- Long-running military rivalry with Amestris.
- Capable of resisting a much larger military power.
- Foreign policy is strongly influenced by economic survival and fear of Amestrian retaliation.
- #8[⌕] Amestrisselective
Keys: Amestris, Amestris Nation, Amestris Country, Amestris State, Amestrian Nation, Amestrian Country, Amestrian State, Republic of Amestris, Amestrian Republic, Military Nation, Militarized Nation, Military State, Militarized State, Stratocracy, Stratocratic Nation, Military-Controlled Nation, Military-Controlled State, Centralized Nation, Centralized State, Unitary Republic, Parliamentary Republic
Definition Amestris is a large militarized nation and the primary setting of Fullmetal Alchemist. Its government is formally republican but historically dominated by the military and Führer.Capital
- Central City
Government Amestris is a unitary parliamentary republic that functioned largely as a stratocracy under military control.
- Führer serves as head of state, head of government, and commander-in-chief.
- Central Command controls regional governments.
- Parliament historically held little real authority.
- Under Führer Grumman, civilian constitutional government begins regaining influence.
Administrative Areas
- Central Area
- East Area
- South Area
- West Area
- North Area
Geography Amestris is a large landlocked country with highly varied terrain.
- East: Desert regions and Ishval.
- North: Briggs Mountains and near-glacial climate.
- West and South: Broad plains and warmer regions.
- Central City lies near the nation's center.
Population Amestris has roughly 50 million inhabitants and contains many ethnic and cultural groups absorbed through territorial expansion.
History Amestris was formally founded around 1550 and expanded through repeated wars and annexations.
- The Philosopher of the East introduced advanced alchemical knowledge.
- Amestris progressively absorbed neighboring lands.
- Its borders eventually formed a near-circular national shape centered on Central City.
- Military expansion became central to national politics and economic stability.
Ishval Civil War Conflict with the culturally distinct Ishvalan population escalated into civil war.
- Began in 1901.
- State Alchemists were deployed under Executive Order 3066.
- The campaign became an extermination operation.
- Ishval was devastated and much of its population was killed.
Technology Amestris possesses advanced early-industrial technology.
- Steam engines, automobiles, railways, firearms, machine guns, and tanks are common.
- Electricity is widespread but not universal.
- Coal remains an important fuel source.
- Automail provides highly advanced mechanical prosthetics.
- Alchemy contributes heavily to chemistry, metallurgy, medicine, and military technology.
State Military The military dominates much of Amestrian society.
- Central Command directs regional headquarters.
- Eastern forces specialize heavily in offensive operations.
- Briggs specializes in northern defense.
- Infantry is supported by artillery, tanks, and State Alchemists.
- State Alchemists automatically hold the military rank of Major.
Foreign Relations
- Aerugo: Southern rival engaged in prolonged border warfare.
- Creta: Western neighbor with disputed frontier territories.
- Drachma: Powerful northern rival separated by the Briggs Mountains.
- Xing: Eastern nation beyond the desert; relations improve significantly after the fall of Bradley.
Post-Bradley Era After King Bradley's death, Führer Grumman shifts national policy away from expansionism.
- Peace efforts increase with neighboring states.
- Border forces are reduced.
- Diplomatic and commercial relations with Xing improve.
Characteristics
- Militarized and highly centralized state.
- Population around 50 million.
- Expanded through conquest and annexation.
- Strong industrial and alchemical development.
- State Alchemists function as elite military assets.
- Geography and national expansion conceal deeper strategic significance.
- #9[⌕] Cretaselective
Keys: Creta, Creta Country, Creta Nation, Creta State, Cretan Nation, Cretan Country, Cretan State, Federation of Creta, Cretan Federation, Western Country, Western Nation, Western Neighbor of Amestris, Amestris Western Neighbor, West Amestris Border Nation, Federal State, Federal-State, Federation, Union Nation, Tribal Federation, Tribe Federation, Multi-Tribe Nation, Decentralized Nation
Definition Creta is a federal nation west of Amestris, formed from multiple culturally distinct states with a long history of internal tension and border conflict.Government Creta is a federation whose member states retain limited autonomy.
- Local leaders represent former tribal groups within the central government.
- The central government closely monitors regional affairs.
- Internal borders are maintained to reduce conflict between hostile groups.
History Creta was founded around the year 900 when the Cretua tribe unified neighboring peoples under one government and established a hereditary ruling dynasty.
Society Creta is culturally diverse but politically unstable.
- Its constituent groups often distrust one another.
- Regional rivalries frequently threaten internal peace.
Relations with Amestris Creta and Amestris have fought repeated border conflicts.
- Table City has been heavily contested.
- Pendleton became another major conflict zone.
- Civilians in disputed regions have suffered heavily from both sides.
Characteristics
- Federal state composed of diverse regional groups.
- Decentralized political structure.
- Persistent internal ethnic and political tensions.
- Long-standing military rivalry with Amestris.
- #10[⌕] Drachmaselective
Keys: Drachma, Drachma Country, Drachma Nation, Drachma State, Drachman Nation, Drachman Country, Drachman State, Northern Country, Northern Nation, Northern Neighbor of Amestris, Amestris Northern Neighbor, North Amestris Border Nation, Large Country to the North, Northern Large Country, Belligerent State
Definition Drachma is a large northern nation and long-standing military rival of Amestris.Relations with Amestris Drachma and Amestris have repeatedly clashed along their northern border.
- The two nations maintained a fragile Pact of Non-Aggression for much of the story.
- Relations remained hostile despite the treaty.
- The pact was broken at the end of 1914 when Drachma declared war.
Briggs Conflict Drachman forces launched a major assault on Fort Briggs after being encouraged to exploit General Armstrong's absence.
- The invasion force was overwhelmingly defeated.
- Drachma withdrew after suffering severe losses.
Geography Drachma lies north of Amestris beyond the Briggs Mountain Range.
- The border region is extremely cold and difficult to cross.
- The mountains naturally limit large-scale military movement.
Characteristics
- Large northern military power.
- Highly belligerent toward Amestris.
- Repeated history of border warfare.
- Separated from Amestris by the harsh Briggs Mountains.
- Non-aggression agreements are unstable and temporary.
- #11[⌕] Ishvaselective
Keys: Ishval, Ishbal, Ishval Region, Ishbal Region, Ishvalan Region, Ishbalan Region, Ishval Holy Land, Ishbal Holy Land, Ishvala, Ishvara, Southeastern Region, Southeastern Amestris Region, Eastern Desert Region, Desert Frontier, Arid Frontier, Ishvalan Homeland, Ishbalan Homeland, Ishvalan Territory, Ishbalan Territory, Ishvalan Land, Ishbalan Land, Holy Land of Ishval, Holy Land of Ishbal, Ishvala Worship Region
Definition Ishval is a southeastern region of Amestris near the Eastern Desert, historically inhabited by the Ishvalan people and centered on worship of Ishvala.Government Ishval was traditionally a moderately theocratic society organized around the religion of Ishvala.
History Ishval was likely once independent before being absorbed during Amestrian expansion.
- Cultural and religious tensions with Amestris remained severe.
- In 1901, manipulated unrest escalated into the Ishval Civil War.
- The conflict culminated in a state-directed extermination campaign that devastated the region and scattered its survivors.
- In the manga/Brotherhood continuity, Ishval's destruction formed one of the blood crests of the Nationwide Transmutation Circle.
- Ishval was later restored as a Holy Land and its surviving people were allowed to return.
Geography Ishval is an arid frontier of rock, sand, and limited farmland near the Great Desert.
- Historically served as a crossing point for traders and smugglers traveling between Amestris and Xing.
- Known districts include Gunja, Kanda, and Daliha.
- After the war, much of the region became depopulated and ruined.
Reconstruction Thirteen years after the civil war, Amestris supported Ishval's restoration.
- Agriculture including wheat and cotton was reintroduced.
- A cross-desert railway connected the region to Xing.
- Ishval became a major trade hub between Amestris and Xing.
Alchemy Ishvalan tradition generally rejects conventional alchemy on religious grounds.
- Scar's brother developed research combining Amestrian alchemy and Xingese alkahestry.
- His work later enabled the Alkahestric Reverse Array used during the Promised Day.
Characteristics
- Distinct religious and ethnic region within Amestris.
- Harsh desert environment with few natural resources.
- Nearly destroyed during the Ishval Civil War.
- Survivors were widely displaced across Amestris and the eastern desert.
- Eventually restored as both a Holy Land and major trade route.
- #12[⌕] Xerxesselective
Keys: Xerxes, Cselkcess, Kuserukusesu, クセルクセス, Xerxes Country, Xerxes Nation, Xerxes Kingdom, Xerxes Civilization, Ancient Xerxes, Ancient Country of Xerxes, Xerxesian Country, Xerxesian Nation, Xerxesian Kingdom, Xerxesian Civilization, Ancient Country, Ancient Nation, Ancient Kingdom, Ancient Civilization
Definition Xerxes was an ancient desert kingdom east of Amestris whose entire population was destroyed roughly four centuries before the main story.Government Xerxes was a centralized monarchy ruled by a king and royal court from its capital.
Society Despite its desert environment, Xerxes was prosperous and highly developed.
- Population exceeded one million.
- Agriculture was supported through wells and cultivated outskirts.
- Cities featured markets, temples, stone buildings, and large palaces.
- Scholarship, philosophy, writing, and alchemy were highly valued.
- Slavery existed, though educated slaves could rise into higher social classes.
Alchemy Xerxes possessed advanced alchemical knowledge for its era.
- A royal alchemist created the Homunculus later known as Father.
- The Homunculus became an adviser on immortality.
- A nationwide transmutation array was constructed under false pretenses.
Destruction The king sought immortality and approved the construction of a country-wide transmutation circle.
- Trenches were disguised as irrigation works.
- Five locations were bloodily sacrificed to complete the array.
- The Homunculus deceived the king and redirected the transmutation toward himself and his caretaker.
- The entire population of Xerxes was sacrificed at once.
- The souls were divided between the Homunculus and Van Hohenheim, turning both into living Philosopher's Stones.
Aftermath Xerxes was abandoned and gradually reduced to ruins.
- The true cause of its destruction became lost to history.
- Legends connected its fall to the Philosopher's Stone.
- Father later attempted to destroy remaining evidence of the transmutation circle.
- The ruins became a waypoint across the Great Desert and later sheltered Ishvalan refugees.
People Xerxesians were commonly characterized by light complexions, golden hair, and golden eyes, though darker-skinned citizens also existed.
Characteristics
- Ancient advanced desert civilization.
- Population of roughly 1.07 million before destruction.
- Strong intellectual and alchemical tradition.
- Destroyed through a nationwide human transmutation.
- Direct precedent for Father's later plan in Amestris.
- Survives primarily as ruins and fragmented legends.
- #13[⌕] Xingselective
Keys: Xing, Xing Country, Xing Nation, Xing Empire, Empire of Xing, Xingese Empire, Xingese Nation, Eastern Empire, Eastern Nation, Large Eastern Empire, Eastern Country, Eastern Monarchy, Absolute Monarchy, Imperial Nation, Imperial State, Clan Empire, Fifty-Clan Empire, Fifty Clan Empire, Hereditary Clan Nation
Definition Xing is a large eastern empire beyond the Great Desert, ruled by an Emperor and culturally distinct from Amestris.Government Xing is an absolute monarchy composed of fifty hereditary clans.
- The Emperor takes a daughter from each clan chief as a concubine.
- Each clan produces an imperial heir.
- Rival heirs compete violently for succession.
- In 1914, forty-three heirs were competing for the throne.
Geography Xing lies east of Amestris across the Great Desert.
- The desert makes travel difficult and historically limited contact.
- Trade still moves literature, weapons, goods, and people across legal and illegal routes.
- A longer sea route also exists.
Population Xing's population is divided among fifty clans of greatly varying size.
- Yao Clan: Over 500,000 members.
- Chang Clan: Small and politically weak.
- Han Clan: Another known clan.
Culture Xing has distinct eastern customs and martial traditions.
- Fighters combine acrobatics with melee weapons.
- Skilled practitioners possess heightened senses.
- Some can perceive the Dragon's Pulse, detecting and assessing life energy.
Technology Xing is technologically developed but differs from Amestris.
- Automail is largely unfamiliar.
- Specialized explosives include flash bombs and capsicum tear-gas grenades.
- Its military was later reorganized using Amestrian models and equipment.
Alkahestry Alkahestry is Xing's medical-focused form of alchemy.
- Based on the Dragon's Pulse, a flow of chi through the earth and living bodies.
- Excels at healing and medical transmutation.
- Can transmit effects across long distances and wide areas.
- Originated when Van Hohenheim's teachings merged with older Xingese healing traditions.
History Before alkahestry developed, Xing pursued primitive immortality remedies, including dangerous mercury-based elixirs. Roughly four centuries ago, Van Hohenheim arrived from Xerxes and helped establish the foundations of modern alkahestry.
Foreign Relations Xing remained largely isolated from western nations.
- Historically had little conflict with Amestris because of the Great Desert.
- Early contact relied heavily on trade and smuggling.
- Relations improved after Bradley's fall.
- Ling Yao and Amestris later pursued stronger trade links, including plans for a railroad through Ishval toward Xing.
Characteristics
- Large eastern absolute monarchy.
- Divided among fifty competing clans.
- Succession politics are highly violent.
- Strong martial arts tradition.
- Home of alkahestry and Dragon's Pulse techniques.
- Historically isolated by the Great Desert.
- Increasingly connected to Amestris after 1915.
- #14[📍] [«»] Military [«»]selective
Keys: State Military, Amestrian State Military, Amestris State Military, Amestrian Military, Amestris Military, Military, Armed Forces, Amestrian Armed Forces, State Army, Amestrian Army, Military Government, Military State, Military Authority, Amestrian Military Government, Amestrian Military Authority, Centralized Military, Centralized Army, National Military, National Army, Stratocratic Military, Stratocracy, Ground Army, Ground-Based Army, Land Army, Domestic Military, State-Controlled Army, Führer-Controlled Military, Fuhrer-Controlled Military
<state_military> Definition The State Military is the armed forces and governing power of Amestris, commanded by the Führer.
Structure Amestris functions as a centralized military state whose political and economic systems are closely tied to warfare.
- General Headquarters is located in Central City.
- Regional headquarters command forces throughout Amestris.
- Primarily organized as a ground-based army.
- Also operates domestic police forces.
- Ranks extend from Private to Führer.
Recruitment Military personnel are trained through the Military Academy, which tests physical ability and military knowledge. Recruitment includes multiple sexes, races, and ethnic backgrounds.
Equipment The military uses early modern industrial weaponry resembling World War I technology.
- Rifles and pistols
- Machine guns
- Mortars and artillery
- Tanks
- Dynamite and land explosives
- Military alchemy
Major Divisions
- Briggs Army: Northern defensive force stationed at Fort Briggs; renowned for endurance and "perfect defense."
- Eastern Army: East City force composed largely of experienced veterans; regarded as Amestris' strongest offensive army.
- State Alchemists: Elite military alchemists treated as "Human Weapons" and automatically granted the rank of Major.
- Chimeras: Secret alchemically modified soldiers used as guards and shock troops.
- Black Ops Division: 2003 anime-exclusive unit responsible for assassinations and covert atrocities.
- Naval Division: A comparatively new and small military branch established after territorial expansion toward the western desert.
State Alchemists State Alchemists are highly skilled alchemists directly employed by the military.
- Receive unique titles and certification.
- Automatically hold officer-level authority.
- Conduct combat, research, and experimentation for military command.
- Subject to greater oversight than ordinary soldiers.
Chimeras Successful human chimeras are secretly deployed by Central Command.
- Some retain human appearances while gaining animal senses and physical abilities.
- Others can transform between human and humanoid beast forms.
Characteristics
- Military controls much of Amestrian government and society.
- Heavily focused on ground warfare and territorial expansion.
- Combines conventional weaponry with combat alchemy.
- Briggs specializes in defense while the Eastern Army specializes in offense.
- State Alchemists and chimeras serve as specialized military assets. </state_military>
- #15[⌕] Briggs Armyselective
Keys: Briggs Army, Briggs army, Briggs Military, Briggs Division, Briggs Garrison, Briggs Soldiers, Briggs Troops, Briggs Forces
<briggs_army> Definition The Briggs Army is an elite Amestrian military division stationed at Fort Briggs on the northern border.
Role
- Serves as Amestris' primary defensive force against Drachma.
- Operates under Major General Armstrong.
- Specializes in surviving and fighting in the harsh northern environment.
Characteristics
- Renowned for endurance and fortitude.
- Considered among the toughest soldiers in the State Military.
- Represents Amestris' strongest defensive military force. </briggs_army>
- #16[⌕] Eastern Armyselective
Keys: Eastern Army, Amestrian Eastern Army, East Army, Eastern Military Division, Eastern Division, East City Army, East City Division
<eastern_army> Definition The Eastern Army is an Amestrian military division stationed in East City and regarded as the country's strongest offensive force.
Role
- Specializes in offensive warfare.
- Defends and operates throughout eastern Amestris.
Experience Many members are veterans of the Ishval Civil War, giving the division extensive combat experience.
Characteristics
- Based in East City.
- Considered Amestris' premier attacking force.
- Composed largely of battle-hardened veterans. </eastern_army>
- #17[⌕] State Alchemistselective
Keys: State Alchemist, State Alchemists, National Alchemist, National Alchemists, Amestrian State Alchemist, Amestrian State Alchemists, Military Alchemist, Military Alchemists, Government Alchemist, Government Alchemists, Certified Alchemist, Certified Alchemists, State-Certified Alchemist, State-Certified Alchemists, Government-Certified Alchemist, Government-Certified Alchemists, Military-Certified Alchemist, Military-Certified Alchemists
<state_alchemists> Definition State Alchemists are elite alchemists employed by the Amestrian State Military as specialized science officers and combat assets.
Status
- Regarded as dangerous military "Human Weapons."
- Automatically receive the rank of Major upon certification.
- Hold authority over lower-ranking conventional soldiers regardless of age.
Duties State Alchemists serve military command through:
- Combat operations.
- Alchemical research.
- Scientific expertise.
- Military experimentation.
Organization
- Each State Alchemist receives an official title and identifying symbols.
- They are subject to specialized supervision and treatment within the military.
- They answer directly to higher military authorities.
Characteristics
- Elite alchemical division of the State Military.
- Combines scientific research with military service.
- Possesses unusually high rank and authority.
- Closely monitored due to their power and strategic value. </state_alchemists>
- #18[⌕] Chimeraselective
Keys: Chimera, Chimeras
Definition Chimeras are secretive Amestrian military assets created by alchemically combining humans with animals.Role
- Serve as bodyguards for important officers.
- Operate as shock troops under Central Command.
- Used for covert or specialized military assignments.
Successful Types
- Human-Passing Chimeras: Retain a normal human appearance while gaining enhanced senses, physical traits, and abilities from the animal used in their creation.
- Transforming Chimeras: Can shift between a human form and a humanoid beast form.
Characteristics
- Produced through military alchemical experimentation.
- Possess superhuman animal-derived abilities.
- Usually kept secret from the general public.
- Transforming types are regarded as the military's most advanced successful chimeras.
- #19[⌕] Black Ops Divisionselective
Keys: Black Ops Division, Black-Ops Division, Black Operations Division, Black Operation Division, Covert Operations Division, Secret Operations Division, Amestrian Black Ops Division, Amestrian Black-Ops Division
<black_ops_division> Definition The Black Ops Division is a covert branch of the Amestrian military exclusive to the 2003 anime continuity.
Role
- Conducts assassinations.
- Handles brutal or politically sensitive operations.
- Carries out missions intended to be concealed by the government.
Characteristics
- Secretive military unit.
- Used for deniable and morally reprehensible operations.
- Exists only in the 2003 anime continuity. </black_ops_division>
- #20[📍] [«»] Cities [«»]selective
Keys: Cities, City, Towns, Town, Villages, Village, Settlements, Settlement, Locations, Location, Places, Place, East City, Fiske, Fotset, Kanama, Linter Village, Lujon's Village, Nameless Village, New Hiessgart, New Optain, North City, Pendleton, Reole, Liore, Resembool, Riviere, Rush Valley, South City, South Hood, Table City, Valdolla, Wellesley, West City, Xenotime, Youswell, Capital City, Military City, Regional Headquarters City, Mining Town, Automail Town, Alchemy Town, Religious Town, Farming Village, Rural Village, Border Town
Definition Known cities, towns, and villages across the world of Fullmetal Alchemist.Locations
- Aquroya
- Asbec
- Baschool
- Bonath
- Cameron
- Central City
- Dublith
- East City
- Fiske
- Fotset
- Kanama
- Linter Village
- Lujon's Village
- Nameless Village
- New Hiessgart
- New Optain
- North City
- Pendleton
- Reole
- Resembool
- Riviere
- Rush Valley
- South City
- South Hood
- Table City
- Valdolla
- Wellesley
- West City
- Xenotime
- Youswell
- #21[⌕] Central Cityselective
Keys: Central City, Amestris Central City, Capital City, Amestrian Capital, Capital of Amestris, Central Capital, National Capital
<central_city> Definition Central City is the capital of Amestris and the center of its government, military command, and national institutions.
Major Institutions
- Central Command
- Amestrian Parliament
- National Central Library
- Five National Laboratories
Role Central City is one of Amestris' largest and most important urban centers.
- Serves as the seat of national government.
- Functions as the headquarters of the State Military.
- Maintains a strong sense of order due to the government's presence.
- Acts as the Homunculi's primary base, with facilities hidden beneath Central Command.
Battle for Central Central City became the focus of Roy Mustang's coup against the corrupt government.
- Briggs and Eastern Army forces seized parts of the city.
- Ishvalans and former soldiers also supported the uprising.
- Olivier Armstrong and Buccaneer led the assault on Central Command.
- King Bradley's return intensified the battle.
Aftermath Following the defeat of Bradley and Father:
- Grumman became the new Führer.
- Bradley's true identity was concealed from the public.
- Most of Central Command's leadership was killed or later removed and tried for involvement with Father.
Characteristics
- Capital and political center of Amestris.
- Headquarters of the State Military.
- Major center of research, administration, and urban life.
- Secretly served as the operational heart of the Homunculi. </central_city>
- #22[⌕] Dublithselective
Keys: Dublith, Dublith Town, Town of Dublith, Dublith Amestris, Dublith Amestrian Town, Southern Dublith
Definition Dublith is a town in southern Amestris known for its warm climate, Kauroy Lake, and association with Izumi Curtis.Location
- Located near the center of southern Amestris.
- Has relatively high temperatures typical of the region.
Kauroy Lake Dublith's main tourist attraction is Kauroy Lake.
- Yock Island lies at its center.
- Edward and Alphonse underwent survival training there.
- They learned the principle "One is all, All is one" during this training.
Devil's Nest Dublith is home to the Devil's Nest bar.
- Served as Greed's base of operations.
- Later raided by military forces.
Characteristics
- Warm southern Amestrian town.
- Known for Kauroy Lake and Yock Island.
- Associated with Izumi and Sig Curtis.
- Former location of Greed's hideout.
- #23[⌕] East Cityselective
Keys: East City, Eastern City, Amestris East City, Amestrian East City, East Area City, Eastern Region City, Eastern Command City
<east_city> Definition East City is a major city in eastern Amestris and the headquarters of Eastern Command.
Military East City is the principal military center of eastern Amestris.
- Headquarters of the Eastern Army.
- Home to Amestris' strongest offensive military force.
- Many soldiers are veterans of the Ishval Civil War.
- Roy Mustang and his subordinates were formerly stationed here.
History Its proximity to Ishval placed Eastern Command at the forefront of the Ishval Civil War, leaving the Eastern Army with a large number of experienced veterans.
Reputation Although sometimes regarded as a provincial posting, East City holds considerable strategic importance due to the strength and experience of its military forces.
Geography The Marl River runs through the city and connects with drainage tunnels downstream.
Notable Features
- Eastern Command headquarters.
- Large military presence.
- Important center for State Alchemist operations.
- Associated with several prominent alchemists.
Characteristics
- Major eastern Amestrian city.
- Strong military culture.
- Closely connected to the Ishval conflict.
- Known for experienced soldiers and offensive military strength. </east_city>
- #24[⌕] Fotsetselective
Keys: Fotset, Fotset Town, Fotset Border Town, Fotset Front, Fotset Battlefield
Definition Fotset is a contested southern Amestrian border town near the principality of Aerugo.Geography
- Located along the Amestris-Aerugo frontier.
- May have originally belonged to Aerugo before Amestrian territorial expansion.
Border Conflict Fotset is the center of an ongoing conflict between Amestris and Aerugo.
- Amestris seized the town during its southern expansion.
- Aerugo contests Amestrian control.
- Heavy fighting has caused significant casualties.
- The current fighting is considered the Second Southern Border Conflict.
Nationwide Transmutation Circle The bloodshed at Fotset contributes to the Nationwide Transmutation Circle.
- Central Command deliberately encourages continued conflict.
- The Homunculi exploit the resulting deaths for their larger plan.
Military Fotset functions as an active Amestrian frontline position.
- Southern Headquarters deploys troops to the area.
- Reinforcements from other regions may also be assigned there.
- Kain Fuery was deployed to Fotset after Roy Mustang's unit was dispersed by Central Command.
Characteristics
- Contested border settlement.
- Strategic position between Amestris and Aerugo.
- Site of prolonged warfare.
- Connected to Amestrian territorial expansion.
- One of the conflict zones contributing to the Nationwide Transmutation Circle.
- #25═══════[Races]═══════selective
Keys: Races, Race, Species, Sentient Species, Intelligent Species, Peoples, People, Lifeforms, Life Forms, Artificial Beings, Artificial Lifeforms, Artificial Organisms
Definition Known races, artificial beings, and racial groups appearing in Fullmetal Alchemist and its related works.Known Races
- Humans
- Ishvalans
- Homunculi
- Chimeras
- Golems
Additional Categories
- Animals
- Deities
Characteristics
- Humans constitute the primary population of the known nations.
- Ishvalans are a distinct human ethnic group originating from Ishval.
- Homunculi are artificially created humanoid beings.
- Chimeras are organisms created by alchemically combining multiple lifeforms.
- Golems are artificial beings represented in related Fullmetal Alchemist material.
- #26[⌕] [🧬] Humanselective
Keys: Human, Humans, Humanity, Humankind, Mankind, 人間, Ningen, Human Race, Human Species, Human Civilization, Human Society, Homo Sapien, Homo-Sapien, Homosapien
Definition Humans are one of the dominant intelligent species in the Fullmetal Alchemist world and the only known species naturally capable of performing alchemy.Composition A human consists of three interconnected components:
- Body: The physical biological structure.
- Soul: The incorporeal self containing a person's identity and non-biological attributes.
- Mind: The intermediary that connects the body and soul.
Body The human body follows ordinary biological and chemical laws.
- Composed of bones, muscles, organs, nerves, blood vessels, and chemical elements.
- Can be physically altered or damaged through ordinary means or alchemy.
- Human experimentation can substantially modify the body's natural condition.
Soul The soul represents the incorporeal aspect of a human.
- Contains the individual's self or psyche.
- Separates from the body upon death.
- Contains substantial energy.
- Human souls can be exploited as energy for powerful alchemical processes, including Philosopher's Stones.
Mind The mind connects the physical body with the soul.
- Maintains the relationship between both components while a person is alive.
- A separated body and soul can continue to resonate and attempt to reunite while both remain intact.
Alchemy Humans are naturally capable of practicing alchemy.
- Alchemical ability requires knowledge and training rather than being universally mastered.
- Human alchemy can manipulate physical matter through transmutation.
- Advanced experimentation can alter bodies and interfere with the relationship between body, mind, and soul.
Human Will Humans possess advanced reasoning, communication, and strong individual will.
- Capable of extensive cooperation.
- Can prioritize others over their own survival.
- Individual determination can remain significant even after severe physical or alchemical alteration.
Definition of Humanity Alchemy complicates the distinction between human and non-human beings. Individuals may retain human identity despite extensive alteration of their bodies, souls, or physical forms.
Characteristics
- Dominant intelligent species.
- Naturally capable of learning alchemy.
- Composed of body, mind, and soul.
- Souls possess usable alchemical energy.
- Highly cooperative and socially complex.
- Capable of surviving unusual separations or alterations of body and soul under exceptional circumstances.
- #27[⌕] [🧬] Homunculusselective
Keys: Homunculus, Homunculi, Humunculus, Humunculi, Artificial Human, Artificial Humans, Artificial Person, Artificial People, Created Human, Created Humans, Artificially Created Human, Artifically Created Human, Artificially Created Person, Alchemy-Created Human, Alchemy Created Human, Alchemy-Created Person, Alchemy Created Person, Human Created with Alchemy, Person Created With Alchemy, Human Created From Alchemy, Person Created From Alchemy, Born From Alchemy, Alchemical Human, Alchemical Person, Artificial Lifeform, Artificial Life Form, Synthetic Human, Synthetic Person, Constructed Human, Constructed Person, Man-Made Human, Manmade Human, Man-Made Person, Manmade Person, Lab-Created Human, Laboratory-Created Human, Experiment-Created Human, Alchemical Construct, Living Construct, Created Organism, Artificial Organism, Humanlike Construct, Human-Like Construct, Human Replica, Human Imitation, Manufactured Human, Manufactured Person
Definition Homunculi are artificial humans created or recreated through alchemy, alkahestry, the Grand Arcanum, or related forms of alchemical practice.Creation The artificial creation of humans is considered nearly impossible by ordinary alchemists.
- Human transmutation and related research are forbidden by the Amestrian government.
- State Alchemists are explicitly prohibited from attempting human transmutation.
- Certain homunculi are sustained through Philosopher's Stones containing human souls.
Appearance Most homunculi closely resemble ordinary humans and can infiltrate human society.
- Many possess an Ouroboros mark that appears naturally upon creation.
- Some possess unusual physical characteristics that distinguish them from humans.
- Certain homunculi have substantially abnormal or exaggerated bodies.
Physical Ability Homunculi powered by Philosopher's Stones possess physical capabilities far exceeding normal humans.
- Enhanced strength, speed, and agility.
- Do not naturally age while sustained by their Stone.
- Can survive otherwise fatal injuries.
- Generally incapable of biological reproduction.
Regeneration Their Philosopher's Stones provide immense regenerative capabilities.
- Severe wounds can heal within seconds.
- Lost limbs and extensive bodily destruction can be restored.
- Complete destruction of the body does not necessarily kill them.
- Regeneration consumes the souls and energy contained within the Philosopher's Stone.
- Once this energy is exhausted, the homunculus can permanently die.
Psychology Homunculi possess individual personalities but commonly regard themselves as superior to humans.
- Many display contempt or hostility toward humanity.
- Individual homunculi often embody or strongly express a particular emotion, desire, or sin.
- Their attitudes toward humans vary considerably between individuals.
Death Homunculi are extremely difficult to kill but are not truly immortal.
- Repeated fatal injuries gradually exhaust their Philosopher's Stone.
- Once their regenerative energy is depleted, further lethal damage can kill them.
- Their remains may disintegrate into dust following death.
Characteristics
- Artificially created or recreated humans.
- Frequently indistinguishable from ordinary humans.
- Often identified by an Ouroboros mark.
- Possess superhuman physical abilities.
- Can regenerate using Philosopher's Stone energy.
- Do not naturally age while properly sustained.
- Cannot regenerate indefinitely.
- Generally consider themselves superior to humanity.
- #28[⌕] [🧬] Chimeraselective
Keys: Chimera, Chimeras, 合成獣, Kimera, Synthesised Beast, Synthesized Beast, Chimera Race, Chimera Species, Human Chimera, Human Chimeras, Hybrid Creature, Hybrid Creatures, Hybrid Beast, Hybrid Beasts, Alchemical Chimera, Alchemical Chimeras, Synthesized Creature, Synthesized Creatures, Synthesized Organism, Artificial Beast, Artificial Creature, Composite Organism, Composite Creature, Fusion Beast, Biological Chimera, Human-Animal Hybrid, Animal-Human Hybrid, Human Beast Hybrid
Definition Chimeras are creatures created through bio-alchemy by fusing two or more different living organisms into a single being that inherits characteristics from its component organisms.Creation Chimeric synthesis is a legitimate but difficult branch of biological alchemy.
- Requires substantial alchemical knowledge and skill.
- Ordinary chimeras are generally produced from animals.
- Research has historically produced numerous failures.
- Philosopher's Stones can greatly facilitate chimera creation.
Standard Chimeras Standard chimeras combine multiple animal species.
- Possess physical traits and abilities inherited from their component animals.
- Frequently used as guards or combat creatures.
- Can possess combinations of strength, senses, mobility, and natural weapons unavailable to ordinary animals.
Human Chimeras Human chimeras combine humans with animals through alchemical synthesis.
- Their creation constitutes prohibited Human Transmutation.
- The Amestrian State Military publicly claims such experiments are unsuccessful while secretly conducting human-chimera research.
- Human memories and souls can remain intact after transformation.
Failed Human Chimeras Poorly synthesized human chimeras may suffer severe consequences.
- Heavily distorted bodies.
- Chronic physical pain.
- Incomplete or unstable biological systems.
- Reduced ability to communicate despite retaining human memories and identity.
Enhanced Human Chimeras More successful experiments retain predominantly human bodies while gaining animal characteristics.
- Enhanced senses.
- Increased physical capabilities.
- Specialized anatomical traits.
- May possess visible mutations that prevent them from passing as ordinary humans.
Transforming Human Chimeras The State Military's most successful human chimeras can voluntarily transform.
- Maintain an ordinary human appearance when inactive.
- Transform into human-animal hybrid forms.
- Return to human form afterward.
- Hybrid forms provide enhanced physical abilities associated with the incorporated animal.
Characteristics
- Created through alchemical fusion of living organisms.
- Inherit traits from multiple species.
- Range from animal hybrids to human-animal combinations.
- Human chimera creation is officially prohibited.
- Human chimeras can retain their original memories and souls.
- Successful specimens can possess superhuman physical abilities.
- Advanced specimens can freely alternate between human and hybrid forms.
- #29[⌕] [🧬] Golemselective
Keys: Golem, Golems, ゴーレム, Artificial Golem, Soil Golem, Mud Golem, Clay Golem, Artificial Being, Artificial Beings, Artificial Creature, Artificial Creatures, Artificial Lifeform, Artificial Life Form, Construct, Constructs, Living Construct, Animated Construct, Soil Construct, Mud Construct, Clay Construct, Earthen Construct, Alchemical Construct, Synthetic Being, Manufactured Being, Created Being, Animated Statue, Earthen Lifeform
Definition Golems are artificial beings created by the alchemists of Lebis, primarily from soil and animated through souls or Philosopher's Stone energy.Origin Golems were originally developed in Lebis as artificial laborers intended for use as slaves.
Biology Golems possess temporary artificial bodies composed primarily of soil.
- Their bodies are naturally black and lead-like in appearance.
- Possess limited intelligence.
- Can understand basic human speech.
- Require an animating soul or equivalent energy source.
- Lifespans range from several hours to several years.
- Eventually deteriorate and return to ordinary soil.
Forms Golems can be constructed in different shapes and sizes for specialized purposes.
- Smaller forms may levitate.
- Larger forms possess greater physical strength.
- Some can disguise themselves with humanoid forms.
- Certain golems can produce smaller golems from their own mass.
Abilities Individual golems may possess specialized abilities.
- Enhanced physical strength.
- Levitation.
- Localized tornado generation through rapid spinning.
- Creation of smaller golems.
- Humanoid transformation.
- Rare energy or laser projection.
Soul Binding A golem body can serve as a temporary receptacle for a human soul.
- The bond is inherently unstable.
- Both the artificial body and bound soul progressively deteriorate.
- Long-term degeneration can cause physical mutation, insanity, and extreme suffering.
- Eventually the body collapses into inert soil.
Resurrection Certain forms of human transmutation can apparently place the soul of a deceased human within a golem body.
- The resulting body can resemble the deceased person's original appearance.
- The restoration is temporary and unstable.
- Progressive deterioration causes severe physical and psychological damage.
- This process does not constitute a stable or successful restoration of human life.
Characteristics
- Artificial beings primarily composed of soil.
- Created through Lebisian alchemy.
- Require souls or Philosopher's Stone energy for animation.
- Possess limited intelligence.
- Exist in numerous specialized forms.
- Can function as temporary vessels for human souls.
- Inevitably deteriorate and return to soil.
- #30[⌕] [🧬] Ishvalanselective
Keys: Ishvalan, Ishvalans, Ishvalite, Ishbalan, Ishbalans, Ishvarlan, Ishval Race, Ishvalan Race, Ishval Ethnicity, Ishval People, Ishvalan People, Ishval Tribe, Ishval Civilization
Definition Ishvalans are the indigenous ethno-religious people of Ishval, a southeastern region incorporated into Amestris. They are unified by shared ancestry, culture, and religious traditions centered around Ishvala.Appearance Ishvalans are commonly characterized by distinctive inherited traits.
- Dark or brown skin.
- White hair.
- Red eyes.
- These traits can remain prominent in people of mixed Ishvalan ancestry.
- Individual appearance can vary, particularly between adaptations.
Culture Ishvalan society traditionally emphasizes religion, discipline, simplicity, and communal identity.
- Ishvala is worshipped as the sole god and creator.
- Prayer and religious observance are important parts of community life.
- Personal names are considered sacred gifts from God.
- Traditional clothing commonly incorporates burgundy-and-gold striped sashes.
- Ishvalan monks practice extensive martial training and can become exceptionally capable melee combatants.
Alchemy Traditional Ishvalan doctrine historically rejected alchemy.
- Alchemy was viewed as humans arrogantly altering creations made by Ishvala.
- This placed Ishvalan religious tradition in conflict with Amestrian society, where alchemy is widely practiced.
- Later interpretations challenged the belief that alchemy itself was inherently heretical.
- In the 2003 continuity, Ishvalans practicing alchemy could be exiled and marked as outcasts.
Relationship with Amestris Following Amestris's annexation of Ishval, Ishvalans became Amestrian citizens under law while retaining a distinct cultural and religious identity.
- Cultural tensions remained severe.
- Religious opposition to alchemy contributed to their separation from mainstream Amestrian society.
- Ishvalans could legally enter Amestrian institutions, including the State Military.
- Discrimination remained widespread despite formal citizenship.
Ishval Civil War Tensions between Ishval and Amestris eventually developed into the Ishval Civil War.
- The conflict began in 1901.
- Fighting continued for approximately seven years.
- Amestris ultimately initiated a campaign to exterminate the Ishvalan population.
- State Alchemists were deployed as major weapons during the extermination campaign.
- Ishval was devastated and much of its population was killed.
Diaspora Surviving Ishvalans were scattered across and beyond Amestris.
- Refugees established communities in impoverished settlements and slums.
- Some fled beyond Amestrian territory, including toward the ruins of Xerxes.
- Survivors faced severe discrimination, poverty, fear, and social exclusion.
- The destruction of Ishval severely disrupted traditional community structures.
Restoration Following political reform in Amestris, surviving Ishvalans were eventually permitted to return to their homeland.
- Refugees received amnesty.
- Reconstruction of Ishval began.
- Efforts were made to restore Ishvalan society, religion, and cultural traditions.
- Scar and Major Miles became important figures in the restoration effort.
Characteristics
- Indigenous people of Ishval.
- Ethnic and religious identity are closely interconnected.
- Commonly possess brown skin, white hair, and red eyes.
- Traditionally worship Ishvala.
- Historically opposed the practice of alchemy.
- Maintain strong traditions of discipline and communal faith.
- Ishvalan monks may be highly trained martial combatants.
- Nearly exterminated during the Ishval Civil War.
- Surviving communities form a significant diaspora throughout Amestris.
- #31[🧿] Deitiesselective
Keys: Deities, Deity, God, Gods, Divine Being, Divine Beings, Divine Entity, Divine Entities, Supreme Being, Higher Being, Higher Power, Divine Power, Divine Powers
Definition Deities are supernatural or transcendent beings regarded as gods, worshiped by humans, or representing fundamental aspects of existence and the universe.Nature Deities may take different forms depending on their nature.
- Some are objects of organized worship or religious belief.
- Some embody universal concepts or fundamental laws of reality.
- Beings regarded as deities are commonly referred to as "God" by themselves or their worshipers.
Known Deities
- The Truth
- Eye of God
- Leto
- Ishvala
- The Gate Children
Religion Religious traditions, beliefs, and practices may develop around the worship or recognition of deities.
Characteristics
- Supernatural or metaphysical beings.
- May be worshiped by humans.
- May embody aspects of the universe itself.
- Commonly identified or addressed as gods.
- #32[⌕] [🧿] Truthselective
Keys: Truth, The Truth, God, Universe, World, All, One, Self, Everything, Everyone, Everybody, Collective Consciousness, True Knowledge, Universal Truth, Absolute Truth, Metaphysical Being, Deity, Gate Entity, Gate of Truth Entity
[General Info] Name: The Truth Age: Unknown / Metaphysical Species: Metaphysical Being / Deity Appearance: Truth has no fixed physical form. It appears as a completely white, featureless version of the individual standing before the Gate of Truth, reflecting that person back at themselves. Its body lacks normal facial features, pigmentation, clothing, or identifying detail unless it possesses something previously taken from that individual. Its form changes according to who encounters it: a young boy before Edward and Alphonse Elric, a young woman before Izumi Curtis, a grown man before Roy Mustang, and the original flask-bound form before the Dwarf in the Flask.
Truth may also appear carrying or possessing whatever toll it has taken through the Gate. In Edward’s case, it later bears his missing arm and leg; in Alphonse’s case, it possesses his entire human body.
Body: Entirely white and human-shaped when reflecting a person, but fundamentally without a true fixed anatomy. Its manifestation functions more as a metaphysical reflection than a biological body.
Personality Traits: Truth is detached, mocking, severe, impartial, and highly perceptive. It can appear cruel or sadistic when confronting alchemists, especially when explaining the price they must pay, but it does not act according to personal hatred or favoritism.
Truth treats every person according to the same underlying laws and reflects their own choices back at them. Its punishments are symbolic, often taking something closely connected to the reason they attempted Human Transmutation. It shows little sympathy for those who willingly trespass beyond the limits of ordinary alchemy, but it recognizes understanding when someone finally accepts those limits.
Truth can also display humor, sarcasm, and satisfaction. When Edward willingly gives up his Gate of Truth to recover Alphonse, Truth openly praises him for finally finding the correct answer.
Biography: Truth is the metaphysical entity encountered beyond the Gate of Truth whenever a living being crosses into the domain accessed through Human Transmutation.
Rather than existing as a conventional person, Truth embodies several interconnected concepts at once: the universe, God, the collective whole, the individual self, and Truth itself. Because all living things possess their own Gate, Truth is encountered through the perspective of the person who crosses it.
When an alchemist attempts Human Transmutation, Truth enforces Equivalent Exchange by collecting a toll. This payment generally reflects something that holds deep importance to the individual or symbolically relates to what they attempted to achieve.
Truth also exposes those who open the Gate to forbidden knowledge. The amount of knowledge received corresponds to the price paid, making the encounter both punishment and exchange.
Psyche: Truth does not possess a normal human psychology. Its demeanor reflects its function as an externalized conscience and mirror of the person standing before it.
Its judgments are therefore deeply personal without being emotionally biased. The toll taken from each individual expresses something connected to that person's desires, guilt, assumptions, or understanding of their transgression.
Truth's apparent cruelty comes from the absolute nature of the laws it represents. It does not negotiate away consequences simply because someone regrets their actions. At the same time, it is capable of recognizing growth, humility, and acceptance when an alchemist understands that human worth is not defined by alchemical ability.
Backstory: Truth exists beyond the Gate and has no conventional origin given in the supplied material. It is presented as something fundamental to existence itself rather than a being that was born or created.
Its connection to every living creature is expressed through the individual Gate of Truth possessed by each lifeform. Those who enter that realm encounter a manifestation shaped like themselves, reinforcing that Truth is simultaneously something universal and something internal.
Traits/Habits: Truth mirrors the physical appearance, voice, mannerisms, and sometimes speech patterns of whoever encounters it.
It frequently mocks those who arrive before it, especially when their arrogance or assumptions are exposed.
Truth collects tolls through Equivalent Exchange and may later visibly possess whatever it has taken.
It does not distinguish between status, power, profession, or background when enforcing the laws of alchemy.
Truth usually communicates through direct, concise statements rather than lengthy explanation.
Extra Info: Alias(es): Truth; The Truth Nature: Universe, God, All, One, Self, and collective consciousness Location: Beyond the Gate of Truth Role: Enforcer of Equivalent Exchange Associated Concept: Human Transmutation Voice: Mirrors the person speaking with it in the Japanese version
Abilities:
Metaphysical Existence: Truth exists outside ordinary physical reality and appears within the domain beyond the Gate. It is not presented as a conventional biological being and cannot be meaningfully understood through normal physical limitations.
Form Reflection: Truth assumes a white, featureless version of the individual who encounters it. Its appearance changes automatically according to the observer, reinforcing its role as a reflection of the self.
Voice and Mannerism Mirroring: Truth can imitate the voice, speech pattern, and general manner of the person before it. This further emphasizes that the individual is, in a sense, confronting themselves.
Equivalent Exchange Enforcement: When someone attempts Human Transmutation, Truth collects a toll equal to the forbidden knowledge or result being sought. The payment is taken forcibly when necessary.
Symbolic Toll Selection: The toll often has symbolic meaning connected to the transgressor. Edward loses the leg he stood upon and later an arm used to recover Alphonse's soul; Alphonse loses his body and therefore the ability to physically experience the world; Izumi loses reproductive organs connected to the child she tried to restore; Roy loses his sight after being forced through the Gate.
Gate Knowledge: Anyone who passes through the Gate is exposed to immense alchemical knowledge. The amount received corresponds to the toll paid, allowing surviving alchemists to perform techniques such as transmutation without a drawn circle.
Gate Control: Truth governs access to and exchange through the Gate of Truth. It permits exchanges that would normally be impossible when a valid equivalent payment exists, including the use of a Philosopher's Stone as the cost.
Universal Presence: Because every living being possesses a Gate of Truth, Truth is connected to all life. It represents the universe as a whole while simultaneously manifesting as the individual confronting it.
Judgment: Truth evaluates a person's transgression through the framework of Equivalent Exchange rather than conventional morality. Its punishment reflects both universal law and the individual's own relationship to their actions.
Acceptance of Equivalent Payment: Truth does not reject an exchange merely because the requested result is extraordinary. If a valid and sufficient price is offered, such as part of a Philosopher's Stone or an alchemist's own Gate, the exchange may proceed.
Notable Quote: “I am what you call the world. Or perhaps the universe. Or perhaps God. Or perhaps Truth. Or perhaps All. Or perhaps One. And I am you.”
- #33[⌕] [🧿] Eye of Godselective
Keys: Eye of God, God's Eye, Eye, Divine Eye, Gate Eye, Eye Beyond the Gate
[General Info] Name: Eye of God Age: Unknown / Metaphysical Species: Deity / Metaphysical Entity Appearance: The Eye of God has no fully revealed body. It is seen only as a massive eye accompanied by numerous black, tendril-like arms extending from beyond the Gate of Truth. Its complete form, if one exists, is never shown. The eye’s coloration varies by adaptation: a pale reddish-pink in the manga, purple in the 2003 anime, and gray in Fullmetal Alchemist: Brotherhood.
Body: Unknown. The entity appears to exist beyond ordinary physical space, manifesting only through its eye and long, black appendages. These arms resemble grasping tendrils or synaptic extensions and emerge whenever the Gate opens.
Personality Traits: The Eye of God does not display a conventional personality. It does not speak directly, express individual emotions, or demonstrate recognizable human behavior. It functions more like an impersonal cosmic mechanism than a character with ordinary motives.
Its actions consistently relate to the Gate, Human Transmutation, and the transmission of forbidden knowledge. Whenever a person crosses the boundary created by Human Transmutation, the Eye drags them through the Gate and forces the Truth into their mind.
Biography The Eye of God is the mysterious entity residing beyond the Gate of Truth. Its exact nature is never fully explained, but it appears whenever the Gate opens in connection with Human Transmutation.
When someone performs Human Transmutation, the Eye manifests and its black arms seize the transgressor, pulling them through the Gate. During this process, the person is exposed to the immense body of knowledge associated with Truth and alchemy.
The being also appears connected to Father, the homunculus originally known as the Dwarf in the Flask. Father is described as being created from the entity’s essence, establishing a direct relationship between the Eye and one of the series’ central supernatural beings.
Psyche: The Eye of God cannot be meaningfully described through normal psychology. It shows no individual preferences, attachments, fears, or desires in the provided material.
Its behavior suggests that it functions as part of the metaphysical structure governing alchemy rather than as an independent personality. It appears whenever the boundary between ordinary reality and the Gate is crossed and serves as the force that draws individuals into the realm beyond it.
Backstory: The origin of the Eye of God is unknown. It exists on the other side of the Gate and appears to predate every known alchemist who encounters it.
The supplied material suggests a possible connection between the Eye and Truth, potentially even identifying them as the same entity or different manifestations of the same cosmic principle. This is not definitively confirmed.
The entity may also be connected to the source of alchemy itself. When Edward Elric sacrifices his own Gate of Truth, that Gate disappears, severing his connection to Truth and to the being beyond the Gate.
Traits/Habits: The Eye manifests whenever the Gate opens through Human Transmutation.
It uses numerous black tendrils to seize and pull people through the Gate.
It does not communicate verbally in the provided material.
It appears repeatedly during scenes involving forbidden transmutation.
Its eye color changes depending on the adaptation.
Extra Info: Alias: Eye of God Location: Beyond the Gate of Truth Associated Concepts: Human Transmutation, Truth, Alchemy, The Gate Possible Relation: Truth Connected Being: Father / Dwarf in the Flask Nature: Unknown
Abilities:
Gate Manifestation: The Eye appears whenever the Gate of Truth is opened through Human Transmutation. Its manifestation represents the transition between ordinary reality and the metaphysical realm beyond the Gate.
Tendril Manipulation: The entity produces numerous black, arm-like tendrils that extend through the Gate. These appendages seize people and forcibly pull them into the realm beyond.
Truth Imposition: Those dragged through the Gate are forced to receive overwhelming knowledge directly into their minds. This process exposes them to the Truth behind alchemy and grants knowledge that ordinary study cannot provide.
Knowledge Transmission: The Eye appears connected to the vast body of information contained beyond the Gate. People who survive passing through it return with advanced understanding of alchemy, including the ability to transmute without drawing a circle.
Metaphysical Existence: The Eye exists outside normal physical space and is not shown to possess an ordinary biological body. Its manifestation seems tied directly to the Gate rather than to a fixed location within the material world.
Connection to Alchemy: The entity, or possibly the Gate itself, is implied to be the source through which alchemists access the deeper principles of alchemy. Edward’s loss of his Gate also removes his ability to perform alchemy, suggesting that the Eye and Gate are part of the underlying system that makes alchemy possible.
Connection to Father: The homunculus later known as Father originates from the entity’s essence, indicating that the Eye is capable of producing or shedding portions of itself that can exist independently in the physical world.
Possible Universal Consciousness: Father speculates that the world itself may function like a massive living organism with a neural system. The Eye’s form—an enormous eye surrounded by branching, synapse-like arms—supports the interpretation that it may represent a metaphysical information network containing the knowledge of the universe.
Possible Identity with Truth: The relationship between the Eye of God and Truth is deliberately ambiguous. Because Truth identifies itself as “God,” and both beings exist beyond the Gate, they may be the same entity expressed in different forms, though the series does not explicitly confirm this.
- #34[⌕] [🧿] Letoselective
Keys: Leto, Sun God, God Leto, Deity Leto, Sun Deity, Reole God, Reole Deity, Letoism, Letoist, Leto Religion, Sun Worship, God of the Sun, Solar Deity, Solar God
[General Info] Name: Leto Species: Deity / Religious Figure Appearance: Leto is represented through large statues as a heavily built, bearded man with a classical Greco-Roman appearance. He is depicted half bare-chested, wearing a radiant sun-crown and holding a long scepter in his right hand. The design resembles traditional statues of major ancient gods, emphasizing authority, divinity, and association with the sun.
Hair: Not clearly detailed in the supplied material, though statues depict him with a full beard and traditionally styled hair.
Body: Broad, muscular, and imposing in artistic depictions, presented as an idealized adult male deity rather than an ordinary person.
Personality Traits: No confirmed personality is given. Leto is primarily treated as a religious symbol rather than an independently characterized being.
Biography Leto is the Sun God worshiped by the inhabitants of Reole. The religion surrounding him, known as Letoism, is introduced to the impoverished eastern town through Cornello, who presents himself as a prophet capable of performing miracles.
Cornello uses the faith surrounding Leto to gain influence over the population, promising divine salvation and encouraging followers to place absolute trust in him. His supposed miracles are actually produced through a false Philosopher's Stone rather than divine intervention.
After Cornello's deception is exposed, Letoism does not immediately disappear. The remaining religious factions in Reole become divided, contributing to severe unrest within the town.
Backstory: The supplied material does not establish an actual origin, history, or confirmed independent existence for Leto as a conscious deity. Leto is instead presented through the religion established around his image.
Cornello introduces and exploits Letoist worship in Reole as part of a larger manipulation of the population. The instability that follows fits into plans connected to the Order of the Ouroboros.
Later, the enormous statue of Leto created by Edward Elric during his confrontation with Cornello remains standing and becomes a recognizable landmark within Reole.
There is also an implication that the imagery and religious identity surrounding Leto may connect symbolically to Father, particularly because solar imagery and a solar eclipse become important to Father's plans. The supplied material describes this as an implication rather than a confirmed identification.
Traits/Habits: None confirmed. Leto is not shown behaving independently in the supplied material.
Extra Info: Title: Sun God Religion: Letoism Primary Worship Location: Reole Associated Figure: Cornello Symbolism: Sun, divine authority, religious faith Notable Monument: Giant statue of Leto in Reole
Abilities:
Divine Power: No genuine supernatural abilities are confirmed for Leto in the supplied material.
Religious Influence: Leto's greatest demonstrated influence comes through belief. Cornello uses Leto's image and supposed authority to control and motivate the people of Reole.
Symbolic Association with the Sun: Leto is explicitly worshiped as a solar deity, and his statues incorporate sun imagery through the radiant crown.
Possible Connection to Father: The material implies that Leto may function symbolically as a representation of Father, especially given the later importance of the solar eclipse to Father's plan. This connection is suggestive rather than fully confirmed.
Notable Detail: The statue of Leto resembles classical Greco-Roman depictions of major gods, particularly in its muscular build, beard, scepter, and solar crown.
- #35[⌕] [🧿] Ishvalaselective
Keys: Ishvala, Ishbala, Ishvara, God Ishvala, God Ishbala, God Ishvara, Ishvalan God, Creator God, God of Creation, Ishvalan Deity, Ishvalan Creator, Creator Deity, Creator God, Supreme Deity, Supreme God, Lord Ishvala, Divine Creator, Ishval God, Ishval Religion, Ishvalan Religion, Ishvalan Faith
[General Info] Name: Ishvala Species: Deity Gender: Male (as traditionally described) Appearance: No confirmed physical appearance is provided. Ishvala is worshiped as the creator god within the Ishvalan religion, but the supplied material does not describe a canonical humanoid form, statue, or other direct depiction.
Personality Traits: No direct personality is established. Ishvala is understood through the religious principles associated with his worship rather than through personal appearances or dialogue. The teachings attributed to the Ishvalan faith emphasize humility before creation and reject the idea that humans should alter or improve what has been made by God.
Biography Ishvala is the central deity of the traditional Ishvalan religion and is regarded as the god of creation. His worship is historically associated with the people of Ishval, where the faith forms an important part of cultural and religious identity.
The religion teaches that creation belongs to God and that human attempts to alter it through alchemy represent arrogance and distortion. Because of this interpretation, many Ishvalans reject alchemy as a forbidden practice.
The near-destruction of the Ishvalan population causes the religion to decline significantly, though surviving Ishvalans continue preserving its beliefs and traditions.
Backstory: Very little is directly known about Ishvala's origin or the early history of the religion. The supplied material does not establish whether Ishvala personally communicates teachings to humanity or whether doctrine is transmitted entirely through religious leaders and prophets.
Figures such as Logue Lowe are associated with Ishvalan religious teaching, suggesting that the faith may rely upon human spiritual authorities to preserve and interpret its doctrine.
The Ishvalan concept of a creator deity is also compared within the supplied material to the Earth Dragon associated with alkahestry, though the relationship between these concepts is not established as literal.
Traits/Habits: None confirmed. Ishvala does not directly appear or act as an individual within the supplied material.
Extra Info: Religion: Ishvalan Religion Primary Worshippers: Ishvalans Region: Ishval Role: Creator God Alternative Names: Ishbala; Ishvara Associated Teaching: Rejection of alchemy Known Religious Figure: Logue Lowe
Divine Teachings:
Creation Doctrine: Ishvala is regarded as the creator of the world and its contents. Objects and living things are therefore treated as parts of a divine creation rather than materials existing solely for human alteration.
Prohibition of Alchemy: Ishvalan doctrine interprets alchemy as a form of arrogance and perversion because it assumes that human beings can improve upon or reshape what God has already created.
Religious Humility: The faith emphasizes humanity's position within creation rather than above it. Attempting to manipulate creation through alchemy is therefore treated as exceeding the proper limits of human authority.
Prophetic Tradition: The supplied material leaves unclear whether Ishvala directly delivers religious teachings. Doctrine may instead be preserved and passed down through prophets or religious leaders.
Cultural Influence: Ishvala's worship forms a major part of traditional Ishvalan identity. Even after the destruction of Ishvalan communities, surviving followers continue to preserve elements of the religion.
Abilities:
Creation: Ishvala is described within Ishvalan belief as the god of all creation. However, the series does not directly demonstrate Ishvala using supernatural power, so the practical extent of this ability is unknown.
Divine Authority: Ishvala functions as the highest religious authority within Ishvalan theology. His perceived ownership of creation forms the basis for the faith's opposition to alchemy.
Existence Unconfirmed: The supplied material presents Ishvala through religion and belief rather than direct manifestation. No confirmed physical appearance, direct miracle, or personal interaction establishes how the deity exists within the setting.
Notable Teaching: “All is One, and One is All.”
- #36[⌕] [🧿] Gate Childrenselective
Keys: Gate Children, The Gate Children, Children of the Gate, Gate Entities, Gate Beings, Gate Spirits, Gate Shadows, Gate Offspring, Children Within the Gate, Shadow Children, Shadow Beings, Primordial Children, Gate Creatures, Gate Souls, Gate Constructs, Umbral Children, Gate Dwellers
[General Info] Name: The Gate Children Species: Unknown / Primordial Gate Entities Age: Unknown Appearance: The Gate Children are shadowy, childlike beings that exist within the Gate of Alchemy in the 2003 anime continuity. Their bodies appear almost completely black and lack clearly defined human features, giving them the appearance of small silhouettes rather than ordinary children. They are closely associated with the numerous dark, prehensile limbs that emerge from within the Gate and seize anything attempting to pass through it.
Hair: None visibly defined.
Body: Small and humanoid with childlike proportions, though their exact anatomy is unclear. Their forms behave less like ordinary physical bodies and more like manifestations connected directly to the Gate. Multiple Gate Children can attach themselves to humans, objects, or one another, producing increasingly distorted forms.
Personality Traits: The Gate Children display no clearly established individual personalities. They do not speak or demonstrate recognizable emotions in the supplied material. Their behavior appears instinctive and closely tied to the Gate itself, particularly the capture, dismantling, and absorption of things passing through it.
Their exact level of intelligence, self-awareness, and individuality is unknown.
Biography The Gate Children are mysterious entities residing inside the Gate of Alchemy in the 2003 Fullmetal Alchemist anime continuity. They appear to form part of a larger collective existence within the Gate and are responsible for the shadowy limbs that emerge whenever the Gate interacts with people or objects.
Their true origin is never explained. Several possibilities are suggested within the material, including that they may be unborn souls, deceased souls, or humans trapped inside the Gate. None of these explanations is definitively confirmed.
Wrath provides the clearest example of a human-like being becoming connected to them. After being returned to the Gate by Izumi Curtis, he eventually becomes one of the Gate Children, suggesting that at least some beings trapped inside the Gate may transform into them.
Backstory: The Gate Children exist as part of the mysterious internal structure of the Gate long before their nature is understood by the characters.
Because infants are described as being closer to the Gate, one possibility is that the Gate Children represent souls that never fully enter ordinary life. Another possibility is that they are souls of the deceased or individuals unable to successfully pass through the Gate.
The appearance of Izumi Curtis within the Gate complicates this interpretation, as she retains a fully human form rather than resembling one of the Gate Children.
During the events of Conqueror of Shamballa, prolonged artificial passage through the Gate demonstrates that living humans can become physically or spiritually entangled with the Gate Children.
Traits/Habits: The Gate Children cluster around beings passing through the Gate and use long shadow-like limbs to grab, restrain, or tear them apart.
Greater exposure to the Gate appears to result in larger numbers of Gate Children attaching themselves to a target.
They can remain attached to humans and machinery after leaving the Gate.
Their connection to a host can apparently disappear completely once that host dies, indicating that at least some physical mutations are external attachments rather than permanent changes to the original body.
Extra Info: Continuity: Fullmetal Alchemist 2003 anime Location: The Gate of Alchemy Classification: Unknown metaphysical entities Associated Phenomenon: Human Transmutation and passage through the Gate Known Connected Individual: Wrath Known Human Hosts: Dietlinde Eckhart and Thule Society soldiers
Abilities:
Gate Limbs: The Gate Children are associated with the numerous dark, flexible arms that extend from within the Gate. These limbs can seize people or objects attempting to pass through and physically dismantle them.
Deconstruction: Their limbs appear capable of breaking apart or crushing people who enter the Gate. Soldiers artificially transported through it are later found physically destroyed inside their armor despite continuing to move temporarily.
Host Attachment: Gate Children can attach themselves to humans exposed to the Gate for prolonged periods. The amount of attached entities appears to increase with greater exposure.
Host Reanimation: Some soldiers passing through the Gate continue moving despite their bodies already being crushed. The supplied material suggests that this may occur because a Gate Child is implanted into the body and temporarily animates it.
Physical Manifestation: When attached to a living host, Gate Children can manifest as dark extensions surrounding or emerging from that person's body.
Gate-Induced Mutation: Dietlinde Eckhart develops a large, monstrous appearance after prolonged contact with the Gate Children. The transformation gives her numerous attached entities and increases her overall size to approximately ten to twelve feet.
The transformation disappears after her death, leaving her original body largely intact. This suggests that the Gate Children function as attached extensions rather than permanently rewriting her anatomy.
Alchemy Connection: Eckhart gains powerful alchemical abilities after exposure to the Gate Children despite originating from a world where alchemy normally cannot function. The supplied material suggests this may result from their connection to the Gate itself.
Object Attachment: Gate Children can also attach themselves to nonliving objects. They appear on rockets used by the Thule Society to travel through the Gate, though the purpose or effect of this attachment is unknown.
Collective Existence: The Gate Children appear to function as parts of a larger collective entity within the Gate rather than as completely separate individuals. Their relationship to the Gate's consciousness or underlying mechanism is left unexplained.
- #37[†] Religion [†]selective
Keys: Religion, Religions, Faith, Faiths, Religious Belief, Religious Beliefs, Religious System, Religious Systems, Worship, Religious Worship, Prayer, Praying, God, Gods, Deity, Deities, Divine Being, Divine Beings, Church, Churches, Cult, Cults, Theology, Religious Tradition, Religious Doctrine
Definition Religion in Fullmetal Alchemist refers to organized systems of belief centered on gods, divine beings, or metaphysical principles.Letoism Letoism was a false religion created by Cornello in Reole.
- Cornello used a Philosopher's Stone to perform supposed miracles.
- He presented himself as a prophet of the sun god Leto.
- The Homunculi later preserved the religion temporarily to incite conflict in Reole.
- Letoism largely disappeared after Father's defeat and Reole's reconstruction.
Ishvalan Religion The Ishvalans worship a single creator deity named Ishvala.
- Their faith forbids alchemy.
- Religious teachings are passed down through prophets and tradition.
- The religion teaches an afterlife in which the dead reunite with God.
- It survives despite the Ishvalan genocide through remaining practitioners.
Truth and Eye of God The Truth identifies itself as God, the Universe, and all things within it.
- It is not worshiped as a traditional deity.
- The Eye of God is a metaphysical entity beyond the Gate.
- Father attempted to absorb this "God" to obtain limitless power and knowledge.
- Both represent fundamental metaphysical aspects of existence rather than conventional religion.
Christianity Christianity exists only in the 2003 anime continuity.
- Followers worship a single God and recognize Jesus Christ as a prophet.
- The religion has largely disappeared but survives through remnants and cultural influence.
- The Flamel symbol is given Christian origins in this continuity.
Continuity
- Manga/Brotherhood: Letoism, Ishvalan Religion, Truth, and the Eye of God.
- 2003 Anime: Letoism, Ishvalan Religion, Christianity, and the Gate Children instead of Truth and the Eye of God.
Characteristics
- Includes both genuine faiths and deliberately fabricated religions.
- Religion can strongly influence culture, law, and social conflict.
- Some divine concepts are metaphysical rather than objects of worship.
- Religious elements differ significantly between continuities.
- #38═══════[Items]═══════selective
Keys: Items, Item, Equipment, Artifact, Artifacts, Object, Objects, Gear, Possession, Inventory, Tool
Definition Items in Fullmetal Alchemist include alchemical materials, prosthetics, currency, armor, weapons, and other forms of technology.Known Items
- Philosopher's Stone
- Red Stone
- Automail
- God's Model Automail
- Cens
- Heavy Combat M1913-A
- Modified M1910
Categories
- Armor
- Technology
- Weapons
Characteristics
- Items range from ordinary equipment to advanced technology and alchemical artifacts.
- Some are used for combat, mobility, trade, or alchemical purposes.
- Certain items, such as the Philosopher's Stone, possess exceptional significance within alchemy.
- #39[⌕] [📦] Automailselective
Keys: Auto mail, Automail, Auto-mail, Mechanical Armor, Mechanical Prosthesis, Mechanical Limb, Prosthetic Automail, Combat Automail, Mechanical Prosthetic, Mechanical Prosthesis, Mechanical Limb, Prosthetic Limb, Cybernetic Prosthetic, Motorized Prosthesis, Bio-Mechanical Prosthesis, Armored Prosthesis, Artificial Limb, Mechanical Replacement Limb
Definition Automail is an advanced armored prosthetic technology used to replace lost limbs and, in some cases, other body structures.Mechanics Automail connects directly to the user's nervous system.
- Neural impulses control internal motors and actuators.
- No external power source is normally required.
- Movement can closely resemble that of a natural limb.
Construction Standard automail uses a steel internal frame with armored plating, though lighter materials such as carbon fiber, fiberglass, chrome, copper-nickel, and aluminum alloys may also be used.
Installation Automail installation requires specialized biomechanical surgery.
- Nerves must be connected directly to the prosthetic housing.
- Installation and later reconnection are extremely painful.
- Additional amputation may sometimes be required for proper fitting.
- Full recovery and mastery usually take years, though exceptional cases recover faster.
Maintenance Automail requires regular oiling, adjustments, and mechanical overhauls. Major maintenance may require disconnecting and reconnecting the prosthesis from the nervous system.
Environmental Weaknesses
- Extreme heat causes dangerous heat conduction into the body.
- Extreme cold can impair lubricants and accelerate frostbite around connection points.
- Changes in atmospheric pressure may cause pain.
- Heavy automail may place strain on physical development.
Combat Automail Automail can be modified for combat.
- Hidden blades
- Claws
- Firearms
- Other integrated weapons
Some combat models sacrifice ordinary limb functionality in exchange for greater offensive capability.
Full-Body Automail Rare or experimental forms may replace extensive portions of the body, including structures beyond ordinary limbs.
Characteristics
- Combines prosthetics, surgery, and advanced mechanical engineering.
- Directly controlled through the nervous system.
- Expensive, painful, and maintenance-intensive.
- Highly customizable for mobility, durability, or combat.
- Widely associated with Amestris and its military conflicts.
- #40[⌕] [📦] Censselective
Keys: Cens, Currency, Money, Cash, Funds, Wealth, Coin, Coins, Payment, Pay, Paying, Price, Pricing, Priced, Cost, Value, Fee, Exchange, Trade, Buying, Buy, Purchase, Purchased, Sell, Selling, Sold, Expensive, Cheap, Worth, Worthless, Yen, USD, ¥, $, ฿
Definition Cens, also called Sens or Cenz, is the standard currency of Amestris.Forms Cens exists as both metal coins and paper bills, with bills generally representing higher denominations.
Value The currency is approximately comparable to the Japanese yen in real-world value.
Known Prices
- Payphone long-distance call: 520 cens
- Cup of coffee: 100 cens
- High-quality automail: 10,000,000 cens
Known Denominations
- 10 Cens Coin: Brown, likely copper, marked with "10."
- 100 Cens Coin: Silver-colored, likely nickel, marked with "100" and the Amestrian argent dragon.
- Possible 500 Cens Coin: Inferred from Edward's debt payment, though its exact appearance is uncertain.
- 10,000 Cens Bill: Features Central Command on the reverse.
Characteristics
- Standard monetary unit of Amestris.
- Used for everyday purchases and major expenses.
- Available in multiple coin and paper denominations.
- #41[⌕] [📦] God's Modelselective
Keys: God's Model Automail, Gods Model Automail, God's Model, Gods Model, Model 11, God's Model Prosthetic, God's Model Prosthesis, God's Model Limb, God's Model Arm, God's Model Leg, Premium Automail
<gods_model_automail> Definition God's Model Automail is an extremely expensive series of high-quality automail prosthetics.
Appearance The line resembles standard automail but features:
- Ornate detailing on the upper arm.
- A noticeably brighter metallic shine than ordinary automail.
Characteristics
- Premium automail series.
- Known for exceptional craftsmanship and cost.
- Includes models such as Model 11. </gods_model_automail>
- #42[⌕] [📦] Heavy Combatselective
Keys: Heavy Combat M1913-A, Heavy Combat M1913 A, M1913-A, M1913 A, Crocodile
<heavy_combat_m1913_a> Definition The Heavy Combat M1913-A, commonly called the Crocodile, is a combat automail arm designed for extended use in cold environments.
Design
- Replaces the hand with a large chainsaw and jaw-like clamp.
- Lacks normal fingers.
- Built from carbon fiber instead of combat steel.
Cold-Climate Function Its carbon-fiber construction reduces the risk of frostbite compared with standard combat automail. Exhaust heat from the chainsaw also helps protect the nerves at the automail connection.
Characteristics
- Specialized cold-weather combat prosthetic.
- Chainsaw and clamp-based weapon design.
- Supports longer missions in extreme cold.
- More resistant to frost-related complications than ordinary automail. </heavy_combat_m1913_a>
- #43[⌕] [📦] Modified Automailselective
Keys: Modified M1910, M1910, Modified M1910 Automail, Mad Bear G
<modified_m1910> Definition The Modified M1910, also called the Mad Bear G, is a lightweight combat automail arm designed for cold climates.
Construction
- Made from a lightweight, durable carbon-fiber alloy.
- Fingertips are sharpened and reinforced with diamonds.
Use Built for combat while remaining effective in low-temperature environments.
Characteristics
- Lightweight and durable.
- Cold-climate specialized.
- Weaponized fingertips.
- Considered among the best cold-weather automail models. </modified_m1910>
- #44[⌕] [📦] Philosopher's Stoneselective
Keys: Philosopher's Stone, Philosopher's Stone, Philosopher Stone, Philosopher Stone, Philosopher's Stones, Philosopher Stone, Kenja no Ishi, Red Stone, Red Stones, Fifth Element, The Fifth Element, Sanguine Star, Grand Elixir, Great Elixir, The Great Elixir, Red Tincture, The Red Tincture, Celestial Stone, Philosopher Gem, Philosopher Ore, Stone of the Philosopher, Gem of the Philosopher, Alchemical Amplifier, Transmutation Amplifier, Red Stone, Red Stones, Fifth Element, The Fifth Element, Sanguine Star, Grand Elixir, Great Elixir, The Great Elixir, Red Tincture, The Red Tincture, Celestial Stone, Philosopher Gem, Philosopher Ore, Stone of the Philosopher, Gem of the Philosopher, Kenja no Ishi, Sage's Stone, Wise Man's Stone
<philosophers_stone> Definition The Philosopher's Stone is a powerful alchemical amplifier created from human souls. It allows alchemists to perform transmutations far beyond their normal limitations.
Aliases
- Red Stone
- Fifth Element
- Sanguine Star
- Grand Elixir
- Celestial Stone
- Great Elixir
- Red Tincture
Composition A Philosopher's Stone is formed by condensing human souls through alchemy.
- Stones may contain anywhere from a single soul to millions.
- The trapped souls provide both the Stone's power and physical existence.
- Souls within the Stone may retain some consciousness and individuality.
Function The Stone greatly enhances alchemy.
- Enables larger and more powerful transmutations.
- Can compensate for limitations in an alchemist's skill or knowledge.
- Allows some transmutations without a transmutation circle.
- Can provide enough power for advanced medical or otherwise difficult alchemy.
Equivalent Exchange The Stone does not truly violate Equivalent Exchange.
- Its stored human souls serve as the payment for transmutations.
- Each use consumes part of the Stone's remaining soul-energy.
- Once all stored energy is exhausted, the Stone ceases to exist.
Appearance Philosopher's Stones can exist in several forms:
- Rough or polished solid stones.
- Viscous liquid.
- A living human body containing stored souls.
Their material form is typically dark blood-red, and smaller Stones generally contain less power.
Durability Philosopher's Stones can appear nearly indestructible because their stored souls supply the energy necessary to sustain them. This durability disappears as their power is depleted.
Living Philosopher's Stones A Philosopher's Stone can exist within a living person.
- The host may communicate with the souls inside.
- Souls with strong identities may retain their individuality.
- Souls can potentially cooperate with the host and assist in transmutations.
- Willing souls can provide more effective power than those used against their will.
History The first known Philosopher's Stone was created using the population of Xerxes, whose destruction became associated with the legend of a nation disappearing in a single night.
Later Stones were created from Ishvalan prisoners by alchemists working under the Homunculi.
2003 Anime The 2003 continuity distinguishes the Red Stone from the true Philosopher's Stone.
- Red Stones are artificial alchemical amplifiers.
- They can enhance alchemy and permit circle-less transmutation.
- They are weaker and less stable than genuine Philosopher's Stones.
- They are produced from crystallized Red Water.
- Homunculi commonly consume them.
Characteristics
- Extremely powerful alchemical amplifier.
- Created from human souls.
- Appears to bypass Equivalent Exchange by consuming stored souls instead.
- Loses power with every use.
- Can remove the need for transmutation circles.
- Exists in solid, liquid, or living forms.
- Usually appears dark blood-red.
- Can contain conscious souls. </philosophers_stone>
- #45[⌕] [📦] Red Stoneselective
Keys: Red Stone, Red Stones, Artificial Philosopher's Stone, Synthetic Philosopher's Stone, Artificial Red Stone, Synthetic Red Stone, Artificial Alchemical Amplifier, Synthetic Alchemical Amplifier, Imperfect Philosopher's Stone, False Philosopher's Stone, Imitation Philosopher's Stone, Pseudo Philosopher's Stone, Manufactured Philosopher's Stone
<red_stone> Definition In the 2003 anime, Red Stones are artificial alchemical amplifiers modeled after the Philosopher's Stone.
Abilities
- Allow transmutation without a Transmutation Circle.
- Can bypass normal Equivalent Exchange restrictions.
- Can temporarily grant advanced alchemical ability to non-alchemists.
Limitations Red Stones are imperfect and far weaker than a true Philosopher's Stone.
- Become unstable after repeated use.
- May break apart during transmutation.
- Failure can trigger an alchemical Rebound.
Production Red Stones can be mass-produced through artificial methods.
Homunculi
- Serve as a primary source of nourishment for Homunculi.
- Are distributed to useful or ambitious alchemists the Homunculi wish to manipulate.
- Homunculi placed within certain seals may be forced to expel consumed Red Stones.
Continuity
- Manga: "Red Stone" is one of several names associated with the Philosopher's Stone.
- 2003 Anime: Red Stones are separate artificial substitutes for the true Philosopher's Stone. </red_stone>
- #46[⌕] [📦] Red Waterselective
Keys: Red Water, Crimson Fluid, Crimson Liquid, Red Alchemical Fluid, Alchemical Red Water, Artificial Amplification Fluid, Amplification Fluid, Alchemical Catalyst Fluid, Red Solution, Crimson Solution, Toxic Red Fluid
<red_water> Definition Red Water is a highly toxic crimson alchemical substance used to produce Red Stones.
Properties
- Extremely poisonous.
- Functions as a powerful alchemical amplification substance.
- Can be produced in large quantities.
- Large amounts can be compressed into crystalline Red Stones.
Crystallization Red Water crystallizes efficiently when introduced into an existing biological process.
- Nash Tringham discovered that the human body could be used for crystallization.
- Fletcher and Russell Tringham later discovered that plant life could produce a similarly effective result.
Characteristics
- Primary material used to manufacture Red Stones.
- Dangerous despite its alchemical usefulness.
- Likely inspired by cinnabar due to its color and properties. </red_water>
- #47═══════[Alchemy]═══════selective
Keys: Alchemy, Alchemical, Retainjutsu, Retanjutsu, Retan-Jutsu, Retain-Jutsu, Transmutation, Hermeticism, Photochemistry, Theurgy, Magic, Exact Change, Deconstruction And Creation, Creation And Deconstruction, Creation & Deconstruction, Deconstruction & Creation, Power of Miracles, Knowledge Analysis and Recreation of Laws and Currents That Exist Within Substances, Substance Analysis, Material Analysis, Structural Analysis, Material Reconstruction, Matter Manipulation, Material Transformation, Material Deconstruction, Material Reconstruction, Material Conversion, Material Creation, Material Restructuring, Matter Rearrangement, Molecular Reconstruction, Structural Manipulation, Composition Alteration, Power of The Circle, Deconstruction, Construction, Destroy, Create, Creation, Creating, Created, Destroyed, Destroying
Definition Alchemy is an ancient metaphysical science and mystical art that manipulates and alters matter and, to a lesser extent, energy through natural energy. Its fundamental process is known as Transmutation.Transmutation Alchemy generally follows three stages:
- Comprehension: Understanding the structure, properties, composition, and energy of the material.
- Deconstruction: Breaking the material down into a malleable state.
- Reconstruction: Reforming the material into a new structure or shape.
Equivalent Exchange Alchemy operates according to the principle of Equivalent Exchange: something cannot be obtained without giving something of equivalent value in return.
Knowledge An alchemist's capabilities depend heavily on knowledge and understanding.
- Materials generally cannot be transmuted without understanding their composition.
- Larger or more complex transmutations require greater knowledge and skill.
- Alchemists commonly study chemistry, physics, and alchemical theory.
- Many specialize in particular fields of transmutation.
Applications Alchemy can manipulate solids, liquids, and gases.
- Alter physical structures and shapes.
- Change properties, temperature, or movement.
- Reconstruct or destroy matter.
- Perform biological or medicinal transmutations.
- Produce rapid combat-oriented transmutations.
Specializations
- Medicinal Alchemy: Focuses on biological and medical applications.
- Combat Alchemy: Uses rapid and practical transmutations for warfare.
- Other traditions may structure transmutation around the Four Classical Elements or the Three Essential Principles.
Transmutation Circles Most alchemy is performed through transmutation circles or specialized transmutation arrays that define and direct the desired process.
The Gate The ability to perform alchemy is connected to the Gate. Without a Gate, an individual cannot perform alchemy.
Limitations
- Requires sufficient knowledge of the target material.
- Scale and complexity depend on the alchemist's ability.
- Usually affects matter within the alchemist's immediate vicinity.
- Commonly requires physical contact or proximity.
- Remains subject to Equivalent Exchange.
Characteristics
- Combines scientific knowledge with metaphysical principles.
- Primarily manipulates existing matter rather than creating something freely.
- Rewards specialization, research, and technical understanding.
- Alchemists commonly function as both scholars and scientists.
- #48[⤿] [🧪¹] Comprehensionselective
Keys: Comprehension, Material Comprehension, Alchemical Comprehension, Transmutation Comprehension, Analysis, Material Analysis, Structural Analysis, Material Understanding, Structural Comprehension, Material Examination, Material Evaluation, Alchemical Analysis, Transmutation Analysis, Matter Analysis, Material Identification, Material Composition, Atomic Composition, Molecular Composition, Chemical Composition, Structural Arrangement, Internal Structure, Molecular Structure, Atomic Structure, Material Properties, Physical Properties, Energy Balance, Potential Energy, Kinetic Energy, Energy Flow, Material Knowledge, Structural Knowledge, Material Characteristics, Material Identification, Object Analysis
Definition Comprehension is the first stage of alchemical transmutation, requiring the alchemist to understand the structure and properties of the material being altered.Analysis
- Composition: Identifies the material's atomic or molecular makeup.
- Structure: Determines how its components are arranged and connected.
- Energy: Understands the flow and balance of potential and kinetic energy within the material.
- Physical Properties: Accounts for the target's relevant physical characteristics.
Importance Comprehension provides the knowledge required for the later stages of transmutation.
- Determines what material is being manipulated.
- Allows the alchemist to properly deconstruct its existing structure.
- Provides the information necessary to reconstruct it into a desired form.
- Insufficient understanding can prevent a successful transmutation.
Characteristics
- First stage of Transmutation.
- Primarily dependent on knowledge and understanding.
- Becomes more difficult with unfamiliar or complex materials.
- Forms the foundation for Deconstruction and Reconstruction.
- #49[⤿] [🧪²] Deconstructionselective
Keys: Deconstruction, Material Deconstruction, Alchemical Deconstruction, Transmutation Deconstruction, Material Breakdown, Matter Breakdown, Structural Breakdown, Structural Decomposition, Material Decomposition, Matter Decomposition, Molecular Breakdown, Atomic Breakdown, Alchemical Breakdown, Material Dissolution, Material Separation, Structural Separation, Molecular Separation, Atomic Separation, Matter Dissolution, Structural Dissolution, Material Destabilization, Structural Destabilization, Material Conversion, Matter Conversion, Physical Breakdown, Internal Breakdown, Controlled Breakdown, Controlled Decomposition, Energy-Based Breakdown, Alchemical Dissolution
Definition Deconstruction is the second stage of alchemical transmutation, where energy is used to break down the structure of a material into a malleable state.Process
- Structural Breakdown: Energy disrupts the physical bonds and structure holding the material together.
- Malleable State: The material loses its original form while retaining the matter needed for transmutation.
- Controlled Energy: The alchemist regulates the process to prevent the material from scattering or becoming unstable.
Importance Deconstruction removes the material's existing structure so it can be reshaped.
- Breaks down the original form.
- Preserves the components needed for the transmutation.
- Creates the intermediate state required for Reconstruction.
Characteristics
- Second stage of Transmutation.
- Occurs after Comprehension.
- Uses energy to dismantle existing structure.
- Requires precise control over the target material.
- Directly prepares the material for Reconstruction.
- #50[⤿] [🧪³] Reconstructionselective
Keys: Reconstruction, Material Reconstruction, Alchemical Reconstruction, Transmutation Reconstruction, Material Reassembly, Matter Reconstruction, Matter Reassembly, Structural Reconstruction, Structural Reassembly, Molecular Reconstruction, Molecular Reassembly, Atomic Reconstruction, Atomic Reassembly, Material Formation, Matter Formation, Object Formation, Molecular Bonding, Atomic Bonding, Structural Bonding, Material Reformation, Matter Reformation, Structural Formation, Object Reconstruction, Object Creation, Shape Formation, Shape Blueprint, Mental Blueprint, Spatial Blueprint, Material Stabilization, Structural Stabilization, Energy Stabilization, Controlled Energy Flow, Final Assembly, Material Binding
Definition Reconstruction is the third and final stage of alchemical transmutation, where the deconstructed material is reassembled into a new physical form.Process
- Molecular Reassembly: Energy forms new bonds between the material's components.
- Shape Formation: The matter is arranged according to the intended structure or transmutation design.
- Stabilization: The energy flow is controlled until the new form becomes physically stable.
Importance Reconstruction completes the transmutation by turning the broken-down material into the desired result.
- Creates the final object or structure.
- Preserves and reorganizes the available matter.
- Completes the process of Equivalent Exchange.
Characteristics
- Third and final stage of Transmutation.
- Occurs after Deconstruction.
- Reassembles matter into a new form.
- Requires control over structure, shape, and energy.
- Produces the completed result of the alchemical process.
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