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Welcome to Symphonic Melody, an original post-by-post role play based on the Video Game/Manga/Anime Tales of Symphonia. At this active and friendly rp, you can create a character and role-play through the worlds of Sylvarant and Tethe'alla as one of the many races of people such as humans, evles, desians, or even Cruxis to name a few. You can even audition to role-play as one of the original characters or the Summon Spirits! This rp contains all of the locations from the original Tales of Symphonia, including shops, landmarks and the World Maps! All are welcome to join this endless adventure today and continue the original quest for the regeneration of the world!
Both worlds have left behind the green, hot paradise that was summer. Now, the trees are beginning to turn a flurry of orange, red, purple, and brown. The air is cool and crisp in the morning and in the evening, but still hot during the day. There's a lot of wind flurrying around, and all of the birds are starting to fly south to Altamira or Triet. Most locations are pretty balanced, though Tethe'alla is a little colder than Sylvarant.
June 22nd, 2009
Here's another one! Okay, so activity has been nice, and timing wise, you're all doing a great job. Compliments aside, you all just need to, in general, shape up. Sure, your timing is great, but everything else needs work. I'm not saying this to offend people, but it's true. Please, all of you, just work on shaking off that 'new' smell and get into the roll of the site. We've all been here for a while, we all know what to do. In general, you all just need to pay attention to things and make sure you're staying in the rules and restrictions of the site. Basically, shape up, or I'll do it for you. That's all~
Starting to get confused because you have too many characters? Come here and start a thread with links to all of your bios to keep everything organized.
You enter through the southern gates and emerge into a small town square with a watch tower and a few houses. At the Northeast side of the town is a small schoolhouse and a northern exit that leads to the Martel Temple. The house in which a Chosen once lived is located in this village.
You enter the small area and head up a large staircase to a small temple, and if you are the Chosen a bright beam of light blasts from the top. Heading inside, it is dark and creepy, and a warp panel stands at the back that leads up to the Altar.
A traveling Caravan where Nova, a Zoologist, and his family travel all over Sylvarant discovering the land's secrets. They were the first to report about Aska and the Linkite tree, they've investigated about the Sand Worm... they're everywhere! Very friendly to travelers.
In the dead center of the raging desert lies Triet, the Desert Oasis. In the center of the town you see to the right a bunch of shops and to the left an inn. Ahead of you is the Catz Exploration Team and beyond that lies the oasis and the fortune teller.
The Sylvarant Renegade Base. A large base with complicated security systems, and the only place in Sylvarant that contains Rehards. It has dozens of elaborate rooms and guards in every hallyway, so watch out.
Beyond Triet lie the Triet Ruins, only accessable by the Chosen placing his/her hand upon the Oracle Stone. Within the ruins lie ancient rooms and puzzles, eventually leading to the teleportation ring that leads up to the Altar.
A grassy path that leads up and over the mountains. A twisted trail full of items dropped by past explorers as they fought to stay alive against the demonic monsters here. Underneath the trail is an old mine, of which inside lies dozens of treasures--and an ancient enemy seeking an opponent.
Located right on the shore, this small port village has a few houses and a large dock system of which many fishing boats lay docked, and few go out on occasion. All the capitans are too afraid of the risk of monsters to set out to sea anymore, but if you persuade them enough, I'm sure you can hitch a ride.
The largest city in all of Sylvarant, this city is famous for its Palma Potion. This city has everything--A Hotel, an Academy, the largest Martel Temple in Sylvarant, a large market, and a steam boat. The whole city is lead by Govoner-General Dorr, who is thought to be a great man...
Beyond Palmacosta lies Hanoksia Peak, the only route to get across the mountains. The entrance is a small hill with a house belonging to the toll man, leading up to the trail, and to be able to get through, you're going to need a pass... but they most certainly aren't cheap. Good luck trying to get one.
Through a break in the mountains beyond Palmacosta lies the Palmacosta Human Ranch. This large ranch led by Magnius is much stricter in security than the Iselia Human Ranch, and has an elaborate teleportation puzzle that leads to Magnius's Room that is not easy to figure out.
Once purchasing a trip to Thoda Guiser to ride in the washtubs at Thoda Dock, you will be taken to Thoda Guiser, where dozens of hot steam vents shoot water and entertain tourists. Though, here also lies an Oracle Stone to lead into the Seal of Water, where once one uses water to balance the pathways, access to the Altar is granted.
An ancient city tucked in to the side of a mountain, Asgard is easy to miss. It is full of ruins for tourists to visit, with 3 different places to stay overnight. At the tip of the city lies the Balacurf Ruins, which is the most popular tourist spot.
An almost pyriramid-like building, this ancient building is home to the Seal of Wind. An oracle stone lay right outside, and inside is a dangerous route of spikes and monsters, with tablets of information lying around, giving clues to figuring out the fan puzzle that will open the door that leads to the Altar.
Depends on what you'd prefer. This wonderous little town borders a Human Ranch, and is under strict control from the Desians. It's a peaceful little town located directly on the face of a lake, with small piers connecting it all.
The tightest security Human Ranch, this one is lead by Kvar. It's a very major exphere production factory, where thousands of Expheres are made from human beings. If you're ever to get to Kvar, you're going to have to split your party into two groups--one to shut down the security system and the other to Infiltrate.
This small village is located right on a cliff, with a steep path leading up from the the ground. This is where those who have managed to escape the human ranch flee to, though they are affected by the curse and eventually die. From the highest avalable point, a Dragon Tour is hosted, and you can get a great view of the Tower of Salvation.
A large tower tucked beside a mountain, it requires a key to get into. Inside the main room is a vast collection of books and a strange pedestal that requires four people to stand on in order for a door to open. It then leads to a large staircase, and a strange device that opens the door for the remaining three. Beyond that is a mirror puzzle that leads to the teleportation pad that leads to the Altar.
A peaceful lake located near Asgard, this is home to the only Unicorn in the world, and only a pure maiden may approach it. The neat part about it, though, is that they live forever--one is born when another dies, hence thier known for being the symbol of life and death.
On a large island unknown to most "humans" lies the village of the Katz People. Many say that they aren't human--others say that they're just weird people in costumes. There's an... inn here, as well as a small item shop and a harbor. It's very musical and cheery, with purrs all around!
Located on a small, remote Island in the middle of the ocean is the Otherworldly Gate. It has a strange rock formation, and is thought of as the Gateway to Hell. Other rumors say that if you go there on the full moon, you'll be transported, "Off of the earth, to another world!" This is the only way to get from Sylvarant to Tethe'alla.
A Human Ranch located on a remote island, as the name suggests. This place is huge--it's run by Rodyle afterall. There's a large elevator system, floating vehicles, transportation... It's just top-of-the-line security.
In a place that cannot be reached by foot lies a large and beautiful tree, with Linkite Nuts growing on it. These nuts play a pure note when air passes through them, so when the wind blows the tree plays a fantastic melody. It is said that the tree can call upon Aska, one of the Summon Spirits of Light.
The main range of the continent of Fooji, where lots of smaller monsters reside. A small path leads from the ground to the peak, where you can see all of Tethe'alla, including the Tower of Salvation.
The largest and richest city in the world, home to the Colosseum, Castle Tethe'Alla, and home to the famous Chosen, Zelos Wilder. Also has the largest Martel Temple in the world and the Elemental Research Laboratory. There are three areas of Meltokio--the middle class area, the Slums (lower class), and the high-class area where the Castle, the Martel Temple, and the Chosen's mansion are. Overall it's a grand city beyond belief.
A massive bridge that stretches straight across the ocean connecting two of Tethe'Alla's continents. It runs on three thousand Expheres and takes a VERY long time to cross. Every portion looks exactly the same, as if you're going on forever. Luckily you can tell your progress by the small islands passing by as you go.
A town for smart people; an eitire town made strictly of Schools. It homes the Imperial Research Academy and a massive library that holds all possible knowledge contained in books. A heaven for smart people, but is quite intimidating to those who, well, aren't so bright.
Not far from Sybal lies an enormous, dark forest that is the only route to getting from one side of the Continent to the Other. It is very dark and grown-in, and a complete labyrinth. If you don't have a light, there's no way you're going to make it through.
This small, traditional village is home to powerful leaders and skilled assasins. It homes precious information that even the government doesn't know about, but you'd never guess from the few small buildings and people in kimono.
According to the Royals of Meltokio, this is nothing but a Boondocs Village. It's built straight into a large tree, with vines and roots serving as pathways. It's very steep, and always seems quiet. The people are anti-social to travelers, and there's just a sad, lifeless feeling about it.
You approach a small cliff with a pathway and a wood pile next to it, and a door is built right into the face of the cliff. Going inside, you see small stone rooms and a pretty doll walking around, with a room to the right and to the left, both leading to bedrooms. In one of them sit Altessa, one of the only dwarves in Tethe'Alla.
Located on the southern continent, this large Exphere mine is property of the Lezorano co., and is self-automated. Though, lots of ore can be found here as well, though the strange creation Naploosa Bacura protects it.
A large, overgrown tower stands on a remote island accessable by ship, lying due north of Mizuho. This large temple is constantly struck by bolts of lightning, which are conducted through small towers that must be activated and deactivated as a puzzle in order to power the Altar.
The Tethe'alla renegade base, located among the rocky areas near Flanoir. It's bigger than the one in Sylvarant, and more high-tech for sure. The Renegades that work here are thought of to be Desians, which terrifies the Tethe'allans.
Deep within the mountains lies the Temple of Earth, where rocks lay tumbled all over the place and gnomeletts run around all over the place. A Dragon lies down in a deeper cavern for those who want to test thier stregnth, as well as the altar for Gnome, the Summon Spirit of Earth.
In the dead center of the blizzard wasteland lies this beautiful city covered by eternal snow. A large Martel Temple lies here, as welll as a beautiful inn. They hold snow sculpting contests in the winter, and in the summer it's still freezing cold. It snows at night here.
A temple built right into the caves of the rocks along the edge of the snowy continent. It's cold and slippery, with winding paths and a large frozen lake in the middle, which leads into the cavern containing Celcius' altar. The flower Celcius' Tear grows here.
Located on a tropical island, this amazing resort is truly paradise. It has a large, 5 story hotel, the Lezareno Company Building, an Amusement park, an amazing Beach, and at night the Casino and the Theatre. What more could you want for a vacation?
A fantastic rock formation on a small island in the middle of the ocean. It has a creepy air about it; some say it's the gate to Hell. According to the rumors, if you go there on the night of the full moon, you'll be, "Sucked into the Hellish land of Sylvarant!" This is the only way to travel back and forth between Sylvarant and Tethe'alla.
A large temple deep within the mountains, this temple is straightforward--head down a few ramps, move through a labirynth of pathways and you're at the altar. This place is--very obviously--dark, and creepy, and if you fall off the edge of any of the pathways, prepare to plunge into an endless abyss of darkness.
An enormous marshy forest, where many musical flowers effect the behaviour of animals. Elaborate, twisting paths both arial and on the ground lay over this marsh, where at the end lies Hiemdall.
A large, dry path where hundreds of flowers live, blowing wind and sending those with Scorcerer's Rings across the Gorge. A large Waterfall sits in the center of this place, as well as many caves behind it. An ancient Storyteller lives at the top of this gorge, who--if you ask him nicely--will tell you about the Ancient War. The Mana Leaf Herb also grows here.
Dotted around Tethe'alla are Abbeys and Houses of Guidence, which are very simalar to Houses of Salvation in Sylvarant. They offer a small Martel Chapel and an inn on the top floor that is very cheap compared to those inns in the cities and villages.
From forests stretching into Deserts, crossing rocky trails, heading across the ocean to the mountains, Sylvarant is a tri-continent land (not including Katz Island). They're all connected, making travel easy, but it's very large and fairly barren in places.
From mountain ranges to huge stretches of water, to endless forests, to gorges and marshes to a snowy wasteland. Tethe'alla has 4 contenents, none of which are connected. It's very large and takes a long time to cross, but it's very well inhabited in a lot of places.
The tower that appears in the prospering world, or the World that is in standby for the Regeneration. The tower is the same in both worlds, and is in a way the link between them. The Eternal Sword rests here.
A massive metor--almost like another world living in the sky above. This place is Hellish, with winding pathways to nowhere. A place like this could drive a person mad--the endless abyss below, nothing but paths stretching ahead that might lead you to your death...
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