Kingdom of Alvanista

The Kingdom of Alvanista (アルヴァニスタ王国) is one of the major kingdoms of Aselia in Tales of Phantasia. Its capital is the City of Alvanista, and its boundaries include the entirety of the Alvanistan continent.

Geography
It is a verdant land, covered in forests, rivers, and lakes. Its eastern portion is dominated by a long mountain range where the Morlia Mineshaft is found. Numerous small encampments and ports are scattered among its trees and beaches. The continent is connected via bridges to the Kingdom of Euclid, the Kingdom of Midgards, as well as Freyland. Alvanista's capital, the City of Alvanista, is interestingly placed not closer to the center of the continent but on an island between the Euclidian and Alvanistan ones, connected by bridges between the two. It is also where the the elves make their home in the Elf Colony and also holds the manor of Arsia the Woodcutter. The Ninja Village is also hidden in the depths of Treantwood.

Cities
City of Alvanista
 * The continent's capital and the city situated a little bit farther from the center of Aselia. In the future timeline the city would be a battle front against Dhaos.

Elf Colony
 * A town made up of elves who separated from the humans years ago. Perhaps the most famous characteristic of the town is the clean environment, which may attribute to the elves' longevity.

Ninja Village
 * A secluded village deep within Treantwood, north of the Elf Colony. The chief of the village is Ranzo Fujibayashi. In case he dies, his granddaughter, Suzu, will become chief of the village. The village's specialty is Miso, and it's really expensive because it's precious to the people living there.

Morlia Mineshaft
The Morlia Mineshaft (モーリア坑道) is a large, expansive dungeon that cuts deep in the center of the world. It is the left-over mine of the Dwarves, and it is riddled with monsters and traps. To even enter, one must have a Pass from the Alvanistan government. Many adventurers attempt to reach its deepest depths, but few make it. The path is scattered with people who question whether they have the resolve to go further. All manner of tricks and traps lay in wait. From spikes which randomly appear to doors that lead to nowhere and even jets of flame, the unwary will quickly fall prey to the damage from the traps alone. Fortunately, there is a staircase that runs down to the ninth floor with a break at the fourth, but both must be unlocked first.

After reaching the future, however, dwarven ruins are found past the ninth level, pushing farther into the Mineshaft. The ninth level becomes a base camp for the expedition into the further levels, complete with a resting place as well as the Supply Shop for the military, who will sell supplies to the party if asked. The newer levels are not as filled with traps as the first journey, but the monsters are among the toughest in the game and, upon entering, the party's Holy Bottles, which prevent enemy encounters, are immediately destroyed. The cursed miasma of Daemonium flows freely in some rooms, as it did in Lone Valley. It also brings opportunity; Claus F. Lester can contract the Spirits of Daemonium for summoning. The final level of the Morlia Mineshaft is the Dwarven Temple (ドワーフの神殿). Originally, it was just a room filled with treasure, but in the PlayStation remake, the King of Daemonium Pluto made its home there. Furthermore, the GameBoy Advance port expands it into another ten levels of dungeon, rather than a simple room.

In the past of Tales of Phantasia, Cress Albane, Mint Adenade, Claus F. Lester, and Arche Klein enter the Mineshaft in hopes of finding Pact Rings with which they can contract Spirits, as they are the work of dwarves. They obtain permission to do so from the Alvanistan royalty, as the place is under control of the Alvanistan military. After navigating the traps, they come across a room that requires the Four Elementals: Sylph, Undine, Efreet, and Gnome. The result summons the Spirit Maxwell, who challenges them to battle. Upon his defeat, he allows them access to the treasure room and also draws out some power from the spear Gungnir.

Ymir Forest
Ymir, Forest of Mirror Water (水鏡ユミルの森) is the name of the large forest in which the Elf Colony hides. It is a beautiful place covered in clear, sparkling water. Wooden walkways and bridges are the only way to walk through the forest, but the trees themselves hide some paths from view. Ymir is the home to the Elf Colony. A guard at the entrance disallows those without permission to enter; at this point Arche Klein, a Half-Elf forbidden from entering the Elf Colony, must leave the party. At the entrance, if she is recruited, Suzu Fujibayashi will also ask if Cress wants a teleport to the Ninja Village hidden even deeper. In the past of Tales of Phantasia, after they find the broken pact rings in Morlia Mineshaft, Edward D. Morrison directs the party to the Elf Colony in Ymir Forest for help in repairing them. Lundgrom gives them the Royal Crest of Alvanista in order to enter, but Arche is forbidden from entering due to her Half-Elf status.

Treantwood

 * For the area that should have been named Treantwood in Tales of Symphonia, see Torent Forest.

Treantwood (トレントの森), which the Elves also name Heimdall, is a sacred forest within Ymir Forest, past the Elf Colony. Much larger than its Ymir counterpart, it is a maze of similar passages surrounded by cliff walls that only allow exits and entrances in select sections. Wildlife blossoms freely from insects to small animals, and numerous ponds dot the place. In its depths hide the Black Stone and the Spirit Origin's home, as well as the Ninja Village.

In the past of Tales of Phantasia, Brambert, Lord of the Elves, takes the party within Treantwood to the Black Stone. The Black Stone has the power to revert things to their original form, so Brambert uses its power to return the broken pact rings to working condition. When Cress Albane asks if the same can be done for a broken bow, Brambert says no but directs them to the Colony's bowsmith instead. The party eventually returns to Treantwood in the future in search of the Spirit Origin. After defeating him in combat and forming a pact, they ask him to forge the Eternal Sword, which has dominion over time and space and can pin down Dhaos's Castle, which hides in time. Origin does so reluctantly, and the party has a new weapon.