Classic Saturday-morning cartoon series featuring magical blue elf-like creatures called Smurfs. The Smurfs, named for their personalities, inhabit a village of mushroom houses in an enchanted forest. These loveable creatures are led by Papa Smurf and live carefree... except for one major threat to their existance: Gargamel, an evil but inept wizard who lives in a stone-built house in the forest; and his feline companion, the equally nasty Azrael.
Edward and Alphonse Elric's reckless disregard for alchemy's fundamental laws ripped half of Ed's limbs from his body and left Al's soul clinging to a cold suit of armor. To restore what was lost, the brothers scour a war-torn land for the Philosopher's Stone, a fabled relic which grants the ability to perform alchemy in impossible ways.
The Elrics are not alone in their search; the corrupt State Military is also eager to harness the artifact's power. So too are the strange Homunculi and their shadowy creator. The mythical gem lures exotic alchemists from distant kingdoms, scarring some deeply enough to inspire murder. As the Elrics find their course altered by these enemies and allies, their purpose remains unchanged – and their bond unbreakable.
Two young brothers are raised as alchemists, but when they are severely injured trying to perform a forbidden act, they begin searching for the one thing that can save them; the fabled philosopher's stone.
During a concert by idol group Zwei Wing, an alien force known as the Noise attack the stage. Group members Tsubasa Kazanari and Kanade Amou suppress the attack using their Symphogear armor, but despite their best efforts, innocent bystander Hibiki Tachibana is fatally injured. Distraught and much to Tsubasa's dismay, Kanade sacrifices herself in the process to save Hibiki.
Two years later, Hibiki lives on. Tsubasa now fights alone. With the threat of the Noise increasing, Hibiki finds herself encountering the Noise once again but this time she is granted a chance to become attuned with the same Symphogear that Kanade wielded.
For a lonely orphan, there is almost only one career path to success. That is to get a national qualification as an alchemist. After graduating from the Royal Alchemist Training Academy, which requires nothing but ability, Sarasa is presented with the rights to a store by her master. After being sent off by her generous mentor, Sarasa sets off on her journey, dreaming of a slightly elegant life as an alchemist, but upon arrival, she is shocked to find that the countryside is even more rural than she had imagined. However, even in such a place, she has to manage a store somehow to make a living.
During the early 1930s in Chicago, the transcontinental train, Flying Pussyfoot, is starting its legendary journey that will leave a trail of blood all over the country. At the same time in New York, the ambitious scientist Szilard and his unwilling aide Ennis are looking for missing bottles of the immortality elixir. In addition, a war between the mafia groups is getting worse. On board the Advena Avis, in 1711, alchemists are about to learn the price of immortality.
In order to survive the eventual arrival of the "Dusk End," people of the western reaches of the "Land of Dusk" devoted their efforts to rediscover and recreate lost alchemic technologies. Those technologies were then gathered in the alchemy city known as "Central," where research was conducted on how to halt the advance of the twilight. Having learned the newest alchemic techniques in Central, young alchemist Logy requested a transfer to an understaffed town of Colseit on the frontier to make use of his abilities. There he meets Escha, an apprentice girl assigned to the Development Department. Together, the two make a promise to use their alchemic techniques to bring success to the Development Department.