As I suspected, Shuka doesn’t want to have Kaname’s baby. She’s only naked because she was too tired to change into PJs after carrying him home and dressing his wounds. Fair enough…
As for the “family” she seeks, after a long time playing (and winning) solo, she now wants to create a guild of sorts within the game. Kaname is eager for allies (not to mention the saying about keeping your enemies closer) so he’s all for joining forces, much to Shuka’s delight.
Shuka believes the first step to being good partners is to become good friends, so she suggests a date in Shibuya the next day, when she wears the same red dress (she either really likes the dress or the show lacks the budget to put her in too many other outfits for too long).
In between doing date-y things, Shuka feeds Kaname more exposition about Darwin’s Game, or “D-Game” as it’s called in public (spreading info to non-players is a heinous breach of the rules). The episode kinda drags throughout the date…it’s just so talky and bland.
Even as a countdown begins for a special D-Game Treasure Hunt Event, Kaname is challenged to a fight by Inukai, a high school student a grade below him who is interested in fighting the noob who defeated the Undefeated Queen.
Kaname uses a stun gun and Inukai’s own warning about taking care of one’s phone, not to mention intervention from Shuka, to force Inukai to surrender. Then the Treasure Hunt begins, and since there are more players (300) than treasures to find, not everyone is going to survive.
After a quick look at someone standing on an I-beam high above the city, we begin with a chase that isn’t quite as thrilling as the music would want us to believe. But the chase kinetically, succinctly presents and answers questions about the nature of the titular game.
Will you be relentlessly pursued by a baseball panda with a cloaking device and a cleaver? Yes you will! Can you call for help? Sure, but it will cost you, with no assurance anyone will respond. What if you lose? You die. So far so good. All we need is a protagonist more likable than the guy who just died.
Enter Sudou Kaname, friend of the deceased, who was one of the people the guy texted before he died. That text is an invite to a free-to-play mobile game. Before his other friend Kyouda can stop him, Kaname accepts, and a goddamn snake pops out of his phone’s screen and bites him.
Now that he’s an official player in the game, he almost immediately ends up in his first battle, not knowing the rules or that the stakes are all too real. The baseball panda Banda-kun is his first opponent, and the bear apparently notorious for beating up on rookies like Kaname.
Fortunately for Kaname, his “Luck” stat in the game must be pretty high. After a frightful chase during which Banda kills a cop, Kyouda intervenes but is injured, and Kaname gets a basic grasp of some of the game’s rules, Banda is hit by a car and Kaname gets the win.
The catch? Both Banda and Kyouda are killed in the most unnatural way: being blinked out of existence one cube at a time. Kaname has lost two friends and narrowly escaped with his life. When he checks the loot from his win, a handgun appears at his door. He doesn’t like this game. You can’t really blame him.
Still, as far as inescapable Battle Royale scenarios go, it could be far worse for Kaname. His first battle is a fluke win, while an experienced player in Karino Shuka reaches out with an offer to teach him more about the game, and she’s gorgeous. Shuka’s also not very trusting, so when Kaname reveals he brought weapons to their meeting, she initiates a battle between them.
Despite having air superiority and knowing the warehouse location back to front, Shuka’s mistake is not achieving her objective of eliminating a potential threat without dilly-dallying. Their battle only stokes Kaname up, awakening his inner sense of self-survival at any cost—even shooting a gun at a woman, something he’d never do. That gun is conjured by his previously-unknown “sigil”, or special skill.
Yet as exhibited when he cared for Kyouda, Kaname is a nice, well-adjusted guy. He doesn’t end up having to kill Shuka, as she surrenders instead, and promises to obey Kaname henceforth. That’s a surprising wrinkle in what had been presented as a “win-or-die” scenario, but not an unwelcome one, as Darwin’s Game had already killed off a fair number of characters and Ueda Reina is too good a seiyu to only bring in for one episode.
This show is full of battle royale and shounen cliches, one of them being the hero suddenly collapsing from exhaustion moments after victory. Another is his one-time-opponent seemingly falling for him on the spot. It yet another spot of luck (or possibly horror), he wakes up Shuka’s bed, with a naked-as-a-jaybird Shuka dozing beside him.
In addition to T&A, Shuka offers an abrupt proposal for Kaname: she wants to “make a family” with him. Huh. BIT random, but not altogether out of the blue. It’s clear Shuka, nicknamed the “Undefeated Queen”, has been doing this for a while. It’s likely been lonely game, and she likely hasn’t met someone quite like Kaname before: someone who risked himself to trust and spare her.
At this point I’d like it more if this was some long game to exploit his kindness to use and dispose of him, or perhaps it’s the start of an earnest romance in the making. Either way, this was a diverting and intriguing enough opening double episode to warrant further viewing.
The Danish King Sweyn orders his armies’ English advances halted to give them time to rest for the winter. That means Askeladd’s crew’s contract work with the army ceases, which means they have to do as the birds do: migrate south in search of food.
It turns out there are already various factions within France fighting one another, including a siege on the Loire river in which a numerically superior Frankish force is unable to take a fort held by only a handful of their enemies. Askeladd sends in Thorfinn, older but still a kid, to make a deal with the besieging army.
Their general—who has a distorted cartoony design that resembles a fat toad, and with a weird voice to match—reluctantly agrees to ally with Askeladd’s men for the siege. The general’s out-of-place appearance is another sign that while Vinland Saga can be very realistic when it wants to be, it’s still depicting a highly stylized version of history and reality.
A more overt sign is when Askeladd’s men join the Frankish general’s armies in the siege the next morning, they come lugging their three boats on their shoulders and running at full speed; at least 25mph (the current record for human speed is Usain Bolt’s 27.8mph; he was not carrying a viking ship).
So yeah, even if the Vikings did carry their ships around on occasions when it was necessary to take land shortcuts, they certainly didn’t carry them that quickly, and I imagine when they were done carrying them they didn’t have enough energy remaining to not just fight a battle, but absolutely dominate in it.
Of course, challenging realism in this show is a slippery slope, so I’ll stop there, as it’s more plausible that after however many years Thorfinn has trained and killed for Askeladd, he’s become a finely-honed, ninja-like killing machine. There’s a long line of soldiers between him and their commander, but he cuts through them all like butter. Unfortunately, when he beheads the commander, the head falls into the lake, and the whole reason he went up there was to claim their leader’s head.
The Frankish general/prince was planning to betray Askeladd when it made the most sense to do so, but Askeladd betrays him first, pillaging the village of all treasure and leaving the worthless empty fort, and the victory, for the general.
Presenting the head of the commander, Thorfinn formally challenges Askeladd to the duel he’s owed once more, and Askeladd formally accepts…but only after they’ve escaped to safety. That means rowing their three big viking ships—likely overladen by treasure and other spoils—down a steep waterfall. Not only do the ships make it down without a scratch, but not a single gold coin spills out.
Despite all the action in this episode, it still felt rather static, in that Thorfinn and Askeladd’s unresolved conflict hung over everything, and the fact it was once again delayed despite Finn meeting the requirements feels like another artifical delay, for which their French excursion felt like so much window dressing. The comic-relief buffonish toad man and questionable physics further undermined the outing.
On November 13, 1002, King Æthelred II of orders all Danish immigrants in England killed. The Danish respond by sending troops across the sea, and the Vikings—Danish pirates—serve as the “army’s army.” Askeladd’s crew are right in the middle of this.
When English archers ambush their camp, Thorfinn gets a crash course in mass death, killing, and living with it, taking his first life and letting out a cry of vicious despair that carries through the forest, while Askeladd observes in quiet approval.
The battles with the English continue, and Thorfinn continues to kill and gets better at it, with his enemies continually underestimating him due to his size and youth. Askeladd starts using him as a scout, and he manages to kill two foes who come at him, gaining a second dagger with which he dual-wields henceforth.
While on another scouting mission he takes an arrow to the shoulder and washes up on a branch in a river in East Anglia. A kindly, God-fearing mother and her daughter take him in, clean him up, and feed him. The daughter worries (rightfully) that he’s a Dane, their enemy; but her mom doesn’t think any women or children should be bothered with the quarrels of men.
The mother even combs the fleas and lice from Thorfinn’s unruly hair, with the same comb she used to use on her son, who died of a cold two years ago. An English soldier arrives looking for a pint-sized scout, but the mother covers for Finn.
That night, while the daughter continues to argue with her mother about harboring him, Finn abruptly takes his leave, saying just one word to them in English: Run. He then sets a cottage on the beach aflame; the signal to Askeladd to make his landing.
The mother doesn’t run as Finn urged her; she comes to the beach and sees for herself the boy she nursed back to health and harbored: a rabid killing machine. When Finn spots her among the crowd, tears streaming down her cheeks, guilt momentarily washes across his face, as he remembers his own mother and older sister.
Then the mother is simply gobbled up by the charging viking horde, Finn takes a deep breath, and the guilt is replaced by cold detachment as he too gets lost in the crush, joining his fellow fighters in the latest retaliatory raid on a relatively well-off English village. The comb the mother used on him is trod upon and broken, and perhaps with it any possible chance of Thorfinn turning back from his current, blood-soaked path.
Enen no Shouboutai took a week off out of respect for the victims of the Kyoto Animation fire. There was probably never going to be an ideal way to return to regularly scheduled programming, but it felt particularly awkward to frontload the first episode back with repeated accidental gropings of poor hastily-introduced Kotatsu Tamaki, the show’s new resident Revealing Outfit Girl. I could forgive the empty fanservice if the episode had better points to focus on…but sadly, it didn’t.
What this disjointed episode did have was a whole lot of plot and table-setting. The Rookie Fire Soldier Games begin with all the fanfare of a quaint high school sports festival, but the episode abandons the games almost as quickly as it introduces them, by taking a sharp right onto the tired “Evil Clownlike Villain” road, introducing “Joker,” a name I think we can all agree is not the most imaginative.
When Shinra enters the building, Joker is assaulting two fire soldiers. He also threatens to kill Shinra, but also offers him the chance to join him, becoming a “devil” instead of a “hero.” This doesn’t fly too great for Shinra, partly due to his lifelong dream to become a hero (not a devil) and partly because the Joker assaulted two of his comrades. The two duel (Shinra’s no match for Joker), Arthur and Tamaki pitch in a bit (neither are they) and Joker fills the building with highly explosive ash.
Shinra grabs Arthur, Tamaki and the two injured soldiers and flies out of a hole in the roof. Tamaki’s captain praises Shinra, but doesn’t offer any more info on the circumstances of the fire twelve years ago. Joker hoped to lure Shinra to his side by sharing “the truth,” including the claim his brother, just one year old when he died, is actually still alive.
Some lengthy still shots filled with exposition from Captain Oubi later (seriously; the last five minutes are barely animated), we now learn the 8th Company has a mandate to investigate the other seven as part of an effort to uncover the truth of spontaneous human combustion, the explanation for which may already be known. Whatever their mission, Shinra wishes to remain on the hero’s path. We’ll see how hard Joker makes that.
With the Rookie Fire Soldier Games coming up, Captain Oubi has high hopes for young Shinra. But he’s not the only rookie assigned to Company 8. That’s right, it’s the Rival/Friend His Own Age Who Is More Like Him Than Not, Arthur Boyle, the self-proclaimed “Knight King.”
Maki and Iris are enjoying the nice day on the roof when the two prepare to go at it, but Lt. Hinawa puts an end to both Maki’s idle fire manipulation (technically against regs, but he’s a stickler) and the attempted duel. Instead, he rearranges the fight so Shinra and Arthur have to go up against their senpai Maki.
While both third-gens are unconcerned about taking on a second-gen, Maki’s military training, experience, wonderful muscles, and most important, her ability to manipulate the flames of others means both guys end up taking quick losses.
Maki may be a little self conscious about her “ogre gorilla” alter-persona, but there’s no doubting her toughness despite not being the latest generation of pyrokineticist. If Shinra’s a devil and Arthur a knight, she’s a witch—and a very accomplished one, at that.
Taken down a few pegs, Shinra and Arthur shift their battle to see who can eat the ramen Oubi treated them to faster…which is not the point of eating delish ramen. There’s also a mention of how much gear a non-user like the captain has to wear (and Hinawa has to maintain) for the job, while Arthur’s Excalibur and Shinra’ feet and Type 7 ax are sufficient for them. Speaking of which, the alarm sounds and the now five-person Company 8 answers the call.
The scene is eerily quiet but the Infernal is inside, the father of a girl who already lost her mother to “infernalization,” and dreads being next as a matter of genes (though it could just be a coincidence). When Shinra and Arthur take out their weapons in public, they are scolded by Oubi. The Infernal they’re about to fight was a human, with family. It’s not a glorious battle, but a solemn funeral. If the rookies think otherwise, they can leave the 8.
Oubi is proven right when they enter the house and find the girl’s infernalized father just sitting quietly at the table, the shrine of his wife nearby. Shinra wonders why they should attack an Infernal that isn’t doing anything, but Arthur corrects him: the person sitting there is in tremendous pain, and they must put him out of his misery.
As Iris says the prayer, all it takes is a single quick strike form behind with Arthur’s plasma sword to send the father to rest. A quick and dignified end, but no consolation for his daughter as she never saw it.
Before they went in, a cloud of flames above the house formed into a smirk, and after they defeat the Infernal, the house inexplicably comes tumbling down; fortunately Oubi is tough and isn’t injured, but he and Hinawa immediately suspect a third party that’s messing with their duties. Indeed there is someone outside among the crowd, who leaves smoke letters in the sky reading “Joker.” Huh.
Meanwhile, Oubi completes his duties by doing what he can to comfort the surviving daughter in her time of greatest despair. He posits that because his parents protected her so thoroughly from the flames, she’ll be safe form now on, even if they’re gone. The fire soldiers didn’t fight a battle this week; the Infernals did, for the sake of their daughter, and they won, because she’s still alive.
Neither Shinra nor Arthur can sleep that night (obviously they were assigned the same bunk bed), realizing that the academy could not prepare them for the most terrifying part of being a fire soldier: getting accustomed to what they do. But as much as they snipe and sneer at nip at each other, they’ve perhaps started to realize that they’d rather have one another by their side than not, to help deal with those solemn times.
As Violet flies south from her mission, her intended destination is not home, but the town of Distery. That’s where Cattleya, Benedict, and a group of peace envoys will travel north to Gardarick via the completed transcontinental railroad. The military puts Gilbert’s brother Captain Dietfried Bougainvillea in charge of security for the mission. The troops Violet encountered up north were only the tip of an Anti-Peace spear that is not as decimated as the south believes.
This means that at some point Violet and Dietfried, her harshest critic despite knowing very little of who she’s become, will cross paths. Before that happens, he interacts with Cattleya and , who bristle at his harsh words for Violet, who like everyone is doing her best…and her best means letters that “slip right into people’s hearts”. Diets can’t believe it.
Violet and her pilot are among the first to notice the first stages of the Anti-Peace faction’s plan, involving fires along the railroad. Their next stage involves infiltrating the envoy train with troops. When Violet spots the train halted in Distery, she has the pilot drop her off.
Vi reports what she saw to Dietfried and requests orders, rejecting the notion that doing so means she’s still just a military tool that needs orders to follow. She’s doing what she wants, and what she knows she can do: avoiding war and protecting her friends.
Once the Anti-Peacers execute their plan to separate the front and backs of the train (a nice microcosm of their larger goal to keep the continent divided), Violet is a half-step ahead…fortunately for Dietfried, who must rely on her in the absence of his troops. He heads for the engine to regain control, and orders her to protect the civilians. Atop the moving train, she encounters the very same unit that she encountered in the forest.
Their commanding officer bears the physical and emotional scars of the fall of Intense, the battle where Violet lost Gilbert. He wants the fort back, and while his monologue to Violet is tinged with the thirst for vengeance and the burning of the world, he argues his side’s case well. He and his comrades have been abandoned. Everything was taken from them. Under those circumstances, you can’t blame them for wanting to burn everything down.
Violet resolves not to kill ever again, no matter what, in doing so making her battle atop the railcar that much trickier. Between the need to refrain from fatal blows, keep fallen opponents from falling off the train, and her attachment to the green pendant Gilbert gave her, there’s simply too many variables working against her.
She’s eventually subdued by the general’s superior numbers. But before he can behead her, his saber is shot away by Dietfried, who proceeds to dispatch the bulk of the troops and their general, using deadly force Violet wouldn’t.
Upon saving her, Diets is furious that she attempted to stop the troops without killing. “What’s the use of a battle doll that won’t kill?”, he fumes, blaming that kind of foolish thinking for his little brother’s demise. No doubt he gifted Gilbert Violet so that someone (something in his mind) would always be by his side to protect Gilbert in his stead.
Diets can holler all night about Violet being the one who killed Gilbert for failing to protect him, but he’s the one who decided that Violet was a tool and nothing else. Gilbert didn’t see his dynamic with Violet as user and tool, or brother and protector. He made it his goal to make amends for what was done to Violet; to restore the humanity, individuality, and emotions he knew still resided within her. Her orders were to live, not kill.
In the middle of this spat, a suriving enemy soldier gets a shot off before falling off the train, and Violet dives in front of Diets, deflecting the bullet with her metal arm. The ricochet causes an explosion, which in a crucial railroad tunnel connecting the north and south, may mean Vi inadvertently did the Anti-Peace faction’s work for it, but the ramifications will have to wait.
For now, Violet is committed to following Gilbert’s last orders. And considering she intends to stay alive, she might as well keep putting her skills to use keeping others alive. If she couldn’t protect him, then she’ll protect Dietfried…even if he never stops hating her.
A lot of great reflected themes swirled around this episode. The war between north and south reflecting the war between Dietfried and Violet; in each case with a latter party that doesn’t want to engage. The fragility of the peace efforts reflecting the fragility of the railroad, tunnel, and bridge that peace must travel on.
Making Dietfried and Violet temporary allies of necessity was a great move to get them together, while the train setting gave the episode an excellent surging momentum—as train episodes tend to do.
It’s clear that deep down Dietfried indeed blame himself for getting his brother killed, but keeps using Violet as a scapegoat. That Violet was capable of moving on from the past makes him even angrier, because he hasn’t figured out a way. But if he can’t forgive himself and move on, he’s no different than the Anti-Peace faction, and their general was right: the war will never end.
It is with a not-particularly-heavy heart that I say adieu to Children of the Whales, a show that just hasn’t been doing if for me the last couple of weeks. Its appalling lack of focus and momentum, the blandness of its many characters, and its thoroughly incoherent mythos (glowing hands, anyone?) all conspired to sap away any interest I might have initially harbored. To sit and watch the show try to flesh out and humanize the magenta-haired sadistic murderer who’d been nothing but a detestable jerk this whole time…yeah, I’m out.
I asked for the battle to finally begin, and I got what I wanted…sort of? As intimidating as the looming Skylos appears out of the sandstorm and as meaty the score sounds, the battle largely lacks punch. Neri’s song is nice, I just wish more were going on while she sang it. As for the return of Mr. Pinkhair, lets just say I wish he’d stayed out of this; he’s a thoroughly uninteresting, annoying “crazy killer warrior.”
I am somewhat relieved this battle isn’t as large or lopsided a slaughter as the first; the Thymia-armed defenders, many of them kids, get their licks in before, say, one fighter lets her guard down and gets stabbed by Pinky.
The Elder who wanted to sink the whale also gets an excellent death, getting cut right down the middle of his face but using his momentum to send the two attackers plummeting to their deaths with him, saving several children.
Suou finds the elder, but before he can say goodbye properly, Pinky is there to torment him. Pinky is everywhere! How does he cover ground so quickly? At any rate, the Kamiya Hiroshi-voiced Shuan is poised to rescue Suou by giving Pinky a good fight. Not this week, though.
The raid on Skylos goes all too predictably well at first, until half of the force walks straight into a just-as-predictable trap right when they thought they were nearing the finish line. They all get slaughtered, though Lykos hung back, sensing said trap, while Ginshu guards the door with a wounded Nibi.
It would seem Falaina’s raiders were allowed to have their fun; now the hammer of Skylos is poised to come down on them, and hard. The commander was quite clear that all should be annihilated, even Lykos, despite her brother’s status.
Chakuro—I haven’t mentioned him yet, have I?—really doesn’t want to fight or kill, but did a decent job with his defensive magic. It’s clear Team Falaina is going to need more of it if what’s left of them are going to survive this thing.
The people—specifically the youth—of Falaina prepare for battle. After a certain age even the Marked can’t use Thymia, so they’ll be depending on children to fight, many of them quite small, and like everyone else, tought their entire lives not to use their power to hurt people.
They must unlearn all that pacifist conditioning and learn to kill, which is what their enemies will be experts at right out of the gate. A seldom-seen elder makes sure Suou understands what leadership is: he’ll be sending children to kill and die. Suou seems to. I mean, what’s the alternative; just sit around and wait to be killed?
One Falainan who’s never had trouble hurting people with his Thymia is Ouni, and he mentally prepares for the task ahead with his old friend Nibi, who welcomed him into his gang when they were kids when Ouni showed him that things like the Bowels weren’t really that scary.
There are scary times ahead, but it certainly seems that Nibi will be by Ouni’s side for them. Whether that spells the end for him when they infiltrate Skylos and try to kill its Nous…this isn’t the episode about that fight, but the final build-up to it. And at that, it works generally well.
As one of the people going on the infiltration mission, Chakuro will be doing more than simply witnessing events, he’ll be a direct participant in them; forced to use his infamous “destroyer” powers for actual destroying; maybe of the Nous, maybe of fellow humans, maybe both. It’s uncharted territory.
Fortunately, Lykos will be by his side, and while her gradual falling for Chakuro was both inevitable and predictable, it sure beats her having no emotions at all, even if, as she says, “feelings get in the way.” It’s true! But without feelings, would life really be worth living? I mean, what are we doin’ here, trying to win a stoicism contest, or LIVING?!
While preparing for the battle that may decide the fate of many a person, as well as that of the entire Mud Whale, the show remains content to keep us in the dark about Neri and her apparent twin, Ema, or what is up with her angel wings of light.
Suffice it to say, she’ll play a more satisfying role educating Chakuro on the secrets of the Mud Whale perhaps nobody knows besides the elders; and some stuff that even they might not know. But for Ema to start spilling the beans, Chakuro has to come out of this in one piece.
The villagers throw sand at each other in a tradition called the “sand returning” which kicks up those who have been lost into the air. In a touching scene Lykos witnesses Chakuro doing this for the late, dearly departed Sami.
After that calm comes the storm—a sandstorm, of course! Skylos can be heard before its red lights can be seen, but the great battleship doesn’t fully emerge quite yet; we get the credits. That means next week will be the battle – no more procrastinating!
Zestiria can still effortlessly deliver vista after gorgeous vista, but the excitement and urgency came up a bit short this week, and reminded me that it’s rarely been able to satisfying depth beneath its shiny surface. It also has a tendency to be clunky in its pacing, as demonstrated in this Alisha-focused episode filled with perfunctory talking scenes.
Giant tornadoes are threatening Ladylake…until they aren’t, as they’ve all dissipated so far. Alisha is waiting for the Big One, all while being branded a criminal by the sniveling Lord Baltrow, who is the worst kind of dull wallpaper paste villain. Unable to catch Alisha, he tries to bait her by putting her mentor Maltran on display to starve to death or be picked at by birds. Swell.
After Zaveid decides to randomly show up to save Alisha and her knights from a giant mud hellion, then leaves to go find and shoot a dragon (see ya Zaveid) Alisha sits by a pond, seemingly for hours, wondering what to do. Lunarre is another random visitor, basically asking her to change up her methods, since, like Ned Stark, her unswerving dedication to high-minded nobility and honor may well get her killed.
That is, if she didn’t have a Shepherd for a friend. She managed to contact Sorey last week, but he and the others take their sweet time starting off for Ladylake. I know their contact was cut off, but surely her saying “Ladylake is in dire straits” tipped him off that maybe he should hurry to Ladylake, which he, Rose, and the seraphim finally do at the end of the episode.
I can’t help but think some of the overarching stiffness and vanilla-ness of the show could be pepped up a bit with the kind of light humor in the previews. But those are fourth wall-breaking affairs, and Zestiria isn’t meant to be a comedy.
Still, it’s troubling that the biggest rise I got was from the preview, not from anything in the episode that preceded it. Alisha’s daring stealth raid on Ladylake looks like it might be interesting, but this week was a bit too leisurely getting her there.
This week Sorey & Co. finally make it to Pendrago, but not before Sorey meets with Emperor Doran of Rolance, who is sympathetic to Sorey’s cause because he’s been informed of the existence of malevolence, just as have all of his predecessors, by storytellers like Mayvin. Sorey even learns about Velvet Crowe, some of whose exploits we saw in the first season.
While chatting with the emperor, who has decided to accompany Sorey to the capital should there be any problems with access, Rose is wondering what to do next. She’s done so much in the name of justice and righteousness, and yet she’s never seen the malevolence that is the true cause of the world’s ills, nor has she ever seen her “guardian angel” Dezel. She wants to rectify that.
To do so, Dezel tells her she must become the shepherd’s squire, as Alisha has done. Lailah goes over the pros and cons while everyone is en route to Pendrago, and while Sorey seems reluctant to tie his life to Rose’s (if she fails and he dies, she dies too), Rose is pretty adamant, and there’s never any doubt she’ll be Sorey’s squire.
When she finally does, it’s pretty abrupt, and in the middle of the city’s main church where the malevolence is intense and focused around a dead dragon. It’s a nice transition from what Rose sees before her transformation to after, when she can not only see the malevolence oozing from the dragon, but Dezel and all of Sorey’s seraphim pals.
When trying to purify the dragon on his own fails, Sorey pairs up with Rose, who takes on some of the malevolence flowing into him, and after some spirited synchronized yelling, and some tactical support from the seraphim, the blue flames overcome the red, the dragon is purified. The rains cease, the clouds part, and the sun returns to Pendrago. Not too tricky a mission, when all’s said and done.
Of course, the next crisis is just around the corner in a tornado-filled Ladylake, as Alisha reports to Sorey using her squire-telepathy skills. Rose is ready for her next mission as his squire, so they seem poised to head out immediately, having proven beyond doubt to the doubters that the shepherd’s power is not only real, but vital.