DanMachi II – 05 – Assets and Liabilities

In what is very much a post-climactic battle, catching-your-breath episode that doesn’t skimp on the fanservice, Hestia Familia familiarizes themselves with their sprawling new digs, which have been purged of Apollo’s, er, distinctive decor.

As thanks for joining her familia, Hestia also made sure Mikoto had a huge cypress bath and Welf has a well-stocked forge for blacksmithing. It’s nice to see Hestia and Bell somewhere other than dilapidated ruins.

Considering how all of Apollo’s assets were seized in addition to his mansion, such relatively extravagant renovations don’t seem like a problem; Hestia is rolling in cash now, and everyone in Orario wants to join the David that defeated the Apollo Goliath.

Only one problem: while Hestia is rallying the new recruits, Mikoto happens to find a debt slip in the amount of 200 million valis, incurred by Hestia for Bell’s blade. Bell faints upon hearing she spent all that money she didn’t have for him.

Just like that, the hordes of recruits scatter and Hestia’s children are contemplating some overtime in the dungeon. But she’s committed to paying back the debt on her own, and reiterates as such after overhearing Bell speak such kind words to her in the bath. As for Apollo’s money? All spent on renovations. Not the best with money, this Hestia!

Hestia Familia’s going to be alright; at least, depending on what news Shigure delivers to Mikoto about a certain fox/dog-eared woman—who features prominently on the show’s promo art and is thus probably going to play a sizable role going forward.

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DanMachi II – 04 – The Lightning Rises

With Liliruca successfully rescued and Bell sufficiently trained up, he arrives home to find his familia has grown by three, with Lili, Welf, and Mikoto official Hestians. Ryu, merely a helper and not a familia member, keeps her distance, but is with them all the way.

The night before the siege, Cassandra relays to Daphnie what many a Star Wars character would call “a bad feeling about this,” particularly when she sees their pint-sized ally Luan entering the fortress at the last minute and pulling a wagon carrying a massive cargo. Who do we know who’s that small and can lug that much?

Cassandra calls this a Trojan Horse, and that it will seal their defeat. Who am I to argue with her?!

Every eye (and a good chunk of cash) in Orario is trained upon the magical viewscreens transmitting the War Game, from the adventurers in the tavern to the gods in their meeting place. Outnumbered 100-5, Hestia gets off to a rousing start, with their elven masked mercenary Ryu rushing the walls wielding not one but two of Welf’s magical swords, one fire, one lightning.

Ryu expends every drop of magical power in both those swords carving through as many Apollos as possible, including a fellow elf who is outraged by her use of the same swords that burned through their villages. Ryu feels helping a friend in need is more important than keeping the fires of hatred burning. She also makes such a rukus that Mikoto easily dashes right through the lines and into the castle courtyard.

There, she repels dozens of arrows and lets herself get surrounded by as many Apollos as possible before unleashing a spell that took a few minutes of incantation to cast, but is well worth it from a tactical perspective: it’s high-level gravity magic that immobilizes everyone who pursued her, taking still more Apollos off the board.

Proving each one of the five party members is worth at least ten Apollos, and that big, bold moves by every one of them is absolutely essential to snatch victory from such lopsided numbers, “Luan” “betrays his god and opens the front gate for Bell and Welf. Turns out he’s not Luan at all, but Lilisuke in disguise, who snuck in the night before. The huge wagon wasn’t the Trojan Horse, she was.

Welf covers Bell as he rushes to the central tower where Hyakinthos has so far been comfortably watching. Daphnie holds Welf up, but as one of the two main DanMachi themes blares (“Heroic Desire,” an all-timer that always gives me chills) Bell slides right in and blasts a massive Firebolt straight up, reducing the tower to a pile of rubble and bringing Hyakinthos right to him. He also wastes no time snapping his prized sword.

Cassandra almost spoils the upset when she tackles Bell, letting Hyakinthos unleash his special attack, but Lili tackles her just in time to let Bell dodge it enough to survive. Bell also got some help from that pendant Syr gave him before he went off to battle—one bearing the symbol of Freya Familia.

That moment, when he is so close to defeat and Hyakinthos so close to victory, is what Ais drilled into his head was the moment to wait for. When it comes, Bell doesn’t waste it. He knows Hyakinthos is about to finish him, so his opponent is basically opening himself up. Bell evades his dagger, kicks him off his feet, then delivers a knockout punch.

War Game Over: Hestia Familia is the winner.

Those who voted for the ultimate underdog get one hell of a payday while all of Bell’s friends who cheered him on rejoice, from Ais to Syr and even Freya. Even better, Hestia does NOT go easy on Apollo, who tries to backtrack and pretend he was just messing around because he found Bell cute.

Hestia confiscates all of Apollos property, declares his familia disbanded, and banishes him from Orario forever. She then takes her newly-expanded familia to the front gates of their new palatial home, and scrawls a new symbol to represent them: the guardian flame of Hestia, combined with the bell of…well, Bell.

I’m duly impressed by the speed with which DanMachi II has gotten things done. Here I was loathing a long, drawn out, multi-episode arc involving just the war game with Apollo, complete with constant reaction shots from the assembled spectators, changes in momentum, and cliffhangers.

Instead, the show understood that, outnumbered 100-5, the Hestians had to get shit done in a hurry if they wanted to win. And they did, in a superbly breathless battle helped in no small part by a cinematic orchestral soundtrack by Inai Keiji that absolutely fucking OWNS. Nice to see the little guys win one going away.

The Rising of the Shield Hero – 21 – Making Things Right

After a strange, ethereal dream, Naofumi wakes up in a bed, having not awakened for three days following the damage caused by Blood Sacrifice, surrounded by Raphtalia, Filo and Melty, who likely rarely left his bedside.

When two “medics” come to change his bandages, he immediately calls them out as Shadows, and sure enough, they’re escorting Queen Mirelia Melromarc herself to his chamber to introduce herself…and to talk about clearing his name and punishing those who poisoned it.

In that regard, this is an episode that’s been a long time coming, and one that rewards everyone who suffered beside Naofumi for so long as his reputation and life (and those of his party) were threatened by the lies and villainy of Malty and her father the King Consort.

After explaining where she was (putting out fires with nations angered that Melromarc summoned all four Heroes) and why no one kept her daughter husband in line (the lord she entrusted died in the first wave), Mirelia lowers her head in apology to Naofumi, promises to clear his name, reward him for his service, and give him justice.

That night, Naofumi has a premonition of the form of that justice: Malty’s and the King’s heads being placed in stocks, defiant and enraged to the last despite their guilt. But when the guillotines fall and Naofumi wakes up, he’s far more disturbed than relieved by the dream.

The next day, Queen Mirelia holds a trial for Malty and the King, placing a Slave Crest upon the former so she cannot lie without being shocked. Since lying comes as easily as breathing for Malty, she’s shocked quite a number of times trying to deny the crimes leveled against her. The only instance of her not being shocked is when she denies colluding with the church to kill the Heroes.

But everything else, right down to her false accusation of sexual assault that started Naofumi’s long path of misery, is exposed as lies. Even when she forms a slave pact with Motoyasu, she can’t help but lie and deny. There’s nowhere left to hide; not from Motoyasu, and not from the public, who are watching on magical screens and gradually turn against her and the King.

Mirelia finds them both guilty of high treason, strips them of their titles, and sentences them to death, to be carried out immediately in the courtyard. Naofumi’s dream starts to repeat itself, but where in the dream Malty is neither repentant nor scared, here she’s both, and increasingly desperate not to die.

That sour feeling returns to Naofumi’s gut; cancelling out whatever weights may have been lifted from his shoulders by the favorable verdict or clearing of his name. When Malty finally calls out to “Naofumi-sama,” the man she tried to kill many times, to spare her life—and her Slave Crest doesn’t react—Naofumi finally calls for the queen to hold up.

He doesn’t want to see Malty or the King executed, but puts on his brash/infamous Shield Hero persona in explaining why: a quick death is too good for them! Instead he suggests they be allowed to live on, but with new names: King Trash and Princess Bitch (with the adventurer’s name of “slut”).

Needless to say, I wasn’t particularly elated upon hearing such sophomoric, misogynistic names being thrown about so casually. But I was happy he realized their deaths wouldn’t make him happy, and, well, both of them do deserve harsh punishment, so Trash and Bitch it is. Now the two unquestionably owe the Shield Hero their lives, and had better not forget it.

With that, the Queen prepares the ceremony to bestow upon Naofumi all the awards he’s due, but he’s ready to leave Melromarc for other parts of the world that suffer the devastation of the Waves of Catastrophe. He leaves the other three Heroes on a good note, and the Queen accepts his decision. While leaving, Melty doesn’t get a chance to say goodbye to Naofumi, at least until her mother says if he hadn’t told her to stay the executions, she would have offered her own life to him for her husband and daughter.

As Naofumi, Raphtalia, and Filo depart the city at the head of a friendly, thankful, even adoring crowd (how fast public opinion turns), Melty manages to catch up, thank Naofumi, and say goodbye properly. He bids her farewell with a smile that moves her to tears. After twenty episodes of beating Naofumi down, his spirits have never looked higher, and he and his party look poised to do great things.

The Rising of the Shield Hero – 20 – Strong Bonds

Well, look at that…Queen Mirelia understands that you need to have a camp and supplies if you’re mobilizing a large force. She also understands the need to make a regal impression in front of that force, as she suits up in her armor against the wishes of her Shadows. Finally, it seems she’s ready to take a more active role, promising to bring the Pope and his flock to justice for their treason.

Meanwhile, in the magic Cathedral, the Pope manages to block, parry, or nullify pretty much every attack thrown his way, and unlike his opponents, he doesn’t particularly care if his acolytes push themselves so far they end up dying; he considers that martyrdom (though I bet if you asked him to lay his life down he’d have a different view).

When the other heroes urge Naofumi to break out his “overpowered” Rage Shield, the cursed dragon within takes hold of him. Like Emperor Palpatine, the dragon wants Naofumi to let the hate flow through him—not just the dragon’s hate, but his own, amassed during all the various injustices that have befallen him since arriving in this world.

Thankfully, Raph, Filo, and Melty pull him out of his rage spiral by reminding him that they love and support him, and aren’t about to lose him to the darkness.

Naofumi promises not to let the shield get the better of him, and coordinates with his allies and the other heroes to press the attack against the Pope.

But no matter what feints and combos they throw at him, he calmly deflects it all, and serves up more innane religious babbling as if anyone wanted to hear any more. All the while, his followers outside fall and expire one by one. He can’t keep this up forever.

Ultimately, the Pope decides to concentrate his remaining Mana into a large-scale illusion spell that creates a kaleidoscope of Pope clones along the inner surface of the Cathedral, enabling him to attack his foes from above and every angle.

It’s almost game over for our heroes, but Queen Mirelia casts an Icicle Prison spell that freezes him in place for them to finish off. Naofumi delivers the coup-de-grace by casting Blood Sacrifice, which, you guessed it, requires him to expend the majority of his own blood.

At first it looks ineffective, but the blood creates a mechanical serpent that bursts out of the ground, snatches up the Pope, snaps his staff, and basically dissolves him into a pool of blood. With that, the Cathedral falls, the Heroes are free, the lame boss I never cared about is gone (hopefully for good), and Queen Mirelia introduces herself to the nearly-bloodless Naofumi, apologizing for not showing up sooner and promising not to let him die.

Obviously, he’s not dying—we have at least five episodes left—but hopefully this victory marks the beginning of détente and future cooperation between Naofumi and his fellow Heroes. I’m just glad this Pope-Coup mini-arc is behind us, and that it was resolved in reasonably satisfying fashion.

TenSura – 24 (Extra) – Conqueror Of Flames

This being an extra episode and all, I had no idea what to expect, so it was a nice surprise to get a story about one of Shizu’s exploits, which takes place before Rimuru even appears in this world. As she arrives at Filtwood Castle to join a host of other adventurers in an effort to defeat a recently summoned demon, it’s made clear Shizue Izawa is already a legend among her peers and in Filtwood’s court.

But she’s weary that even the formidable Silver Wings have recently fallen to the demon, suggesting it at least has a name that lends it more power (as we’ll witness later with Rimuru’s namings). It’s also odd that the less bold adventurers aren’t allowed to leave when they hear of the strength of their foe.

After one of them is killed and a lesser demon extracted, it’s revealed they’ve all been gathered there because more of them are suspected of being possessed by demons, so they’ll all be rooted out for the good of the kingdom.

Their execution of this plan is interrupted by a cloaked mage, whose immense power Shizu only then detects (suggesting it’s an extremely powerful mage who can mask such power). The mage is himself a demon calling himself “Kuro”, and is willing to kill everyone in the hall to find the demon he’s after.

Needless to say, Shizu isn’t about to let that happen, and so…they fight.

And what a splendid fight it is! At least as good as anything TenSura has served up. Shizu is a tough customer, but even she seems to be aware that Kuro is merely toying with her, and actually holding back quite a bit. Even her special finishing move only causes as slight amount of discomfort, yet even that is the most pain Kuro’s had the pleasure of feeling in some time.

What ultimately forces Kuro to withdraw, at least for the moment, is when he gets serious and attempts to behead Shizu. Her mask protects her and relieves Kuro of his arm, making him exclaim that the mask “surpasses time.” The assembled adventurers cheer for Shizu when Kuro departs in a black cloud…but this is only the beginning of the already exhausted Shizu’s busy day.

A knight comes to her quarters to escort her to an audience with the king, and while en route, this knight expresses both his gratitude for her heroism and awe at said heroism’s form…only the ever-observant Shizu doesn’t recognize him as someone who was present for her fight. Turns out she’s right.

The “knight” is actually the real king of Filtwood, and a demon at that. Not just any run-of-the-mill demon, either: a “legendary-class Greater Demon General,” which I assume is a real thing and not something he made up in a sudden chuuni fit. His name is Orthos, and he is revered by the people as a demon-defeating hero, giving him more strength.

Orthos thanks Shizu for being a “sacrifice”, something she has no intention of doing (and also obviously won’t die as Rimuru meets her much later). That said, Orthos is a tough customer, and Shizu has had no time to replenish her strength, magic, or stamina, which is of course Orthos’ plan all along.

Unfortunately for him, Kuro reappears in the nick of time to save Shizu. Before she was summoned into this situation, she recalled what Leon told her about demon “Progenitors” who are named after colors. Kuro is one of them, an identifies Orthos as an underling of another Progenitor, Red. That means Orthos is absolutely no match for Kuro, who utterly ends him.

In the end, Kuro is credited with killing the public king and minister of Filtwood (who were really Orthos’ puppet) while official records credit Shizu with defeating Kuro. In reality, the two agree to go their separate ways and forget they ever saw each other, and in exchange, Kuro won’t end Shizu like he ended Orthos. Still, Shizu predicts “someone will do something about that demon someday”…and that someone turns out to be Shizu, summoning him as “Diablo.”

This extra episode took a while to get going what with the need to set up an entirely new setting and scenario, but once Shizu drew her sword, good things started happening. It was a fun, exciting outing that added texture to the vast world of TenSura, not to mention demonstrated that it can do just fine without Rimuru or any of his entourage.

TenSura – 23 (Fin*) – Problems Solved

Rimuru and the five students enter the Dwelling of Spirits and…pretty much absolutely everything goes swimmingly! Seriously, one by one Rimuru either creates a superior spirit from hundreds of inferior ones with the Great Sage’s help, or in the case of Kenya and Chloe, a spirit is summoned by the kids themselves.

Bottom line, with superior spirits within them, the immense magical power is now under control, and will no longer send them to early graves. Mission Accomplished! The only problem is, there’s a lot more runtime to the episode after that, but it’s clear that’s all the story TenSura cares to tell, so the remaining ten minutes or so basically runs out the clock.

We get montages of How Far We’ve Come, followed by a number of Long, Tearful Goodbyes, as well as hints of Challenges to Come Next Season. As fantasy/Isekai anime go, TenSura almost always kept things light, breezy, and above all nice and easy for Rimuru.

I don’t see a second season messing with that formula too much, but rather expanding Rimuru’s powers, understanding of his world, and of course, introducing a smorgasbord of new characters who will then interact with his already vast crew. The MAL score of 8.36 is definitely overzealous in my book, but colorful, upbeat, and full of charm and good humor: that’s been TenSura through most of its run, and it should continue to be so in the future.

*An “Extra” episode will air next week.

TenSura – 22 – The Extra Fairy

Rimuru, Ranga, and the kids head deep into the green and lovely Ulg Nature Park, and enter a palace-sized tree hoping to find the Queen of Spirits. They find themselves in a sneaky labyrinth that appears to be a straight path, but Rimuru requires his mental map in order to properly navigate through it.

They all hear a voice in their heads that must be some kind of telepathy, and before you know it they’re in a new chamber, which looks curiously like an arena.

Rimuru’s challenger appears: a magisteel golem controlled remotely by one of the labyrinth’s spirits. He easily defeats it with thread fetters and a flare, and its controller (and the voice in their heads) reveals herself as the fairy—and Demon Lord—Ramiris.

Voiced with great energy by Haruno Anzu, Ramiris is a delightful trip and a half, somehow even more hyperactive than Milim, and with a lot more voices. I found myself reveling in her many changes in mood and tone, as well as Rimuru’s growing impatience and incredulousness.

She’s also heard of Rimuru Tempest, leader of Jura…and slime. It’s the first time the kids learn Rimuru is actually a slime, and they’re suitably impressed and delighted. When Rimuru gives Ramiris some cookies as a peace offering, and tells her why they’ve come, she reveals that she’s the Queen of Spirits, who “fell from grace” into a Demon Lord, like Leon, who summoned both Ifrit and Shizu.

I enjoyed the gradual transition of Ramiris from obnoxious pest into someone to be admired (she completed the magisoldier Vesta’s team couldn’t…all by herself) and even venerated (she’s able to bestow divine protection). She empathizes with the kids’ plight, and shows them the path to the Dwelling of the Spirits.

Even if they can’t summon any interested superior spirits, they can always make new ones there. As for Rimuru, he’s proud he’s finally well on his way to fulfilling Shizu’s dream to free her students from premature demise.

TenSura – 21 – Rimuru Has Class

Rimuru has to earn the respect of the five summoned rascals before he can teach them anything (to say nothing of saving them) so he brings out Ranga to make sure they say their names when he calls them. He then gives them an opportunity to take him down, hoping they’ll expend some of the magicules that may one day kill them.

The kids go up against Rimuru one by one, but while they all have pretty good skills and may even be a problem for anyone else, against Rimuru they’re basically doomed to an embarrassing defeat. Since no one other tan Shizu has ever been able to stand against them, they’re understandably upset (though he doesn’t go so far as to burn Alice’s stuffed animals).

Rimuru then whips out Shizu’s mask, which he tells them she entrusted to him, along with the five of them. He promises he’ll save them from a cruel fate, thus earning not only their fear or respect, but trust. But to do so, he suspects he’ll have to find some serious superior spirits.

A quick trip to Treyni’s comes up empty, as she forgets the one way to reach the “Dwelling of Spirits” ever since the Queen of Spirits she served passed away. A whole month passes, during which Rimuru forms a stronger bond with to Kenya, Ryouta, Gale, Alice, and Chloe, but gets no closer to finding a solution to save them.

Then a sky dragon suddenly appears in the, well, skies, offering Rimuru a chance to show them what he can do. Slightly changing his appearance in case anyone else who knows him is watching, he flies up to the dragon, absorbs its lightning attacks, then altogether consumes it with Devour, drawing further esteem from his pupils.

Rimuru is later told by Grandmaster Yuuki that one of the people he saved was the distinguished merchant Mjolmire, who has invited him and his class to his mansion for dinner. During the sumptuous feast (with both adult and kid’s tables), Mjolmire admits he knows who Rimuru is, and he jumps at the chance to do business with the Jura Tempest Federation.

But like Treyni, Mjolmire doesn’t know anything about where the Dwelling of Spirits is…but one of his servants does, something Rimuru learns when she sees him and the kids off with a prayer. Her information leads them to the Ulg Nature Park, where Rimuru and his class set out immediately to explore and seek their very salvation. In other words…field trip!!

TenSura – 20 – A New World In The New World

After a massive celebratory feast in which the capital doesn’t waste a bit of the megalodons they slew last week, and a hot bath with the ladies including Milim who is soon off to meet with other demon lords and warn them not to mess with her bestie, Shizu’s lingering regret is expressed in a dream of the promise Rimuru made to her, bringing tears even to his slime-eyes.

With the latest crisis easily dealt with and a formidable retinue of powerful warriors and specialists beneath him, Rimuru now feels confident to leave his capital and head to the Kingdom of Ingrassia, where Shizu’s students still require training and guidance.

His only companion is Ranga, who gets him there in three days and then hides in his shadow. For the first time, Rimuru’s in a big human city, and is amazed by the level of tech, from huge glass windows to teleporters at the academy. It’s hardly Esthar, but it’s a definite leap from his still impressive capital.

Ther, Rimuru meets the grandmaster, a former student of Shizu’s named Kagurazaka Yuuki, who sees Shizu’s mask and initially considers Rimuru a threat. They exchange powerful blows that destroy all the fancy furniture in the room, but when Rimuru insists he’s not a bad slime, he learns that Yuuki is from a time in Japan not too far removed, and a ravenous otaku to boot.

The ensuing exchange of pop cultural references is an absolute delight to behold, as both of these transplants revel in the rare instance being among their own kind. Yuuki is particularly astonished that there have been nineteen Final Fantasys, that Glass Mask and The Five Star Stories are still going strong, and that the Sagrada Familia is almost complete. He doesn’t care a whit about the prime ministers, however.

Even better, Rimuru transforms to Slime Mode and converts some blank paper Yuuki supplies to print a king’s ransom of volumes he’s accumulated in his vast slime memory, while also eliciting some scolding by the Great Sage, who considers it a “waste” of her abilities when it’s actually anything but!

Gifting Yuuki such a wealth of material from his old home proves beyond any doubt that Rimuru is indeed not a bad slime, and someone who can be trusted. When Rimuru brings up Shizu’s regret, Yuuki agrees to give Rimuru a job at Freedom Academy, teaching the five young, powerful, but short-lived “Summons.”

While Rimuru is initially overwhelmed by how, er, exuberant these five kids are, you can’t help but want him to succeed in finding a way for the misfits to survive longer than five years. His capital is essentially in cruise control, with his subordinates able to handle any number of threats in his absence.

With these five, Rimuru is definitely scaling back the scope of his assistance, but this is a project only he can undertake, what with his perspective, abilities, and most importantly, his connection to Shizu. I also have no doubt we’ll be seeing Shizu’s extremely powerful former student, Sakaguchi Hinata, in due time.

TenSura – 19 – Rimuru Can’t Lose

Well, that was underwhelming. Sure Charybdis is huge and heals quickly, but it was never a match for Milim, while its Megalodons were nothing more than small fry plucked out of the sky one by one by Rimuru’s many subordinates.

Even compared to past foes like the Demon Lord Geld, Rimuru kinda phones it in, making me realize there’s only so many times I can watch him and his forces win easily before the formula becomes stale and boring.

The only hiccup in this episode is that Rimuru thought Charybdis was coming for him, when it really had its eye on Milim, since deep within its carapace lurked a very pissed-off Sir Phobio.

But all this really means is Rimuru wastes the better part of an afternoon halfheartedly hacking at the boss before sending in Milim, who was on the sidelines the whole time begging to be let in on the fun. Milim barely has to rub the sleep from her eyes before Charybdis is nothing but a cloud of dust. Her biggest challenge was showing enough retraint to not kill Phobio.

Rimuru removes Charybdis from Phobio and heals him, then Demon Lord Carrion arrives to punch him anew and then take him away. For his part Phobio is foolish and contrite, and can’t believe Rimuru is so merciful. Throughout all of this, Rimuru just kinda shrugs everything off as “alright, that’s over with” and moves on to the next potential challenge: those annoying harlequins.

We’re constantly reminded in the OP: the only thing Rimuru ever lost in this world was Shizu, and even she’s somewhere inside him. I’m here to say that yes, I am tired of all the winning, especially easy winning. If there’s never going to be any chance of Rimuru losing anything or anyone else of value, it’s going to be a long final five episodes.

TenSura – 18 – Send in the Clowns…and Sharks

Sir Phobio of Lord Carrion’s “Beastketeers” (that name needs work) is still sore over being humiliated by Milim, and he wants some measure of revenge even though he knows he didn’t handle the situation well. He is immediately tempted by two majin appearing before them: Tear and Footman.

Have I ever mentioned that I loathe this particular brand of clown-like anime characters? Well, I do, and Phobio is all too easily suckered into their plans to revive Charybdis, just as Rimuru’s new pal Fuse has everything locked down when it comes to softening the monsters’ image, and Rimuru is planning to build a road to Blumund.

The next day, as Milim returns with the human adventurers with a big new haul, Treyni’s sister Trya appears before Rimuru, warning of the revival of a “calamity-class monster” in Charybdis, escorted by thirteen Megalodons (ancient sharks). The combined threat is on the same level as a Demon Lord; a legitimate threat that will require preparation to defeat.

Milim cheerfully offers to help her bestie out, but Shion, speaking for her Chancellor, insists that Jura Tempest Federation has to deal with its own affiars. That being said, Milim can certainly lend a hand if they run into trouble (odds are they shall) while Rimuru is also relying on his new pal King Gazel Dwargo to back him up. Looks like we’re in for an aerial battle…involving…sea creatures…  ¯\_(ツ)_/¯

TenSura – 17 – The More, the Merrier

As the Blumund Kingdom sends Fuse, along with the three adventurers who already met Rimuru, to meet with the Slime and get the measure of him, Vesta, Kaijin and Gabiru end up being a good team when it comes to developing a fully-restoring potion. It’s so effective, it’s overkill for anyone but elite warriors, so it’s suggested they enter a trade alliance with the Dwarves to produce lesser potions in Jura Tempest.

The peace is suddenly disturbed (again) by envoys from Demon Lord Carrion. Half of Riguld’s face is ripped off, and Milim pays the envoy back with a devastating attack, hoping for praise from Great Rimuru. The Slime is not happy, however, that she ignored her promise not to cause any commotion.

Rimuru doesn’t get much respect form the Demon Lord envoys, but sends them on their way anyway, hoping they’ll relay a message to their lord to meet with Rimuru directly. Milim let’s slip that she and the other Demon Lords have an arrangement in which they won’t interfere with one another’s affairs.

Rimuru bribes her with a new weapon in exchange for more info on the Lords, and she’s all too willing to oblige. Meanwhile, the Blumund envoys as well as a survey party from the Falmuth Kingdom cross paths just as the Blumund group is fleeing a giant spider monster. Fortunately Gobta is in that neck of the woods hunting, and not only bails out the humans, but turns the spider into dinner for the town.

The representatives of the two kingdoms meet with Rimuru, and once again the Slime initially isn’t taken seriously. But once Vesta vouches that the Dwarves have already recognized Jura Tempest as a legitimate ally, and the Falmuth envoys have spent some time in the town, their leader Youm not only recognizes Rimuru, but agrees to serve as his new leader.

As Rimuru makes two key human inroads, Demon Lord Clayman is keeping his eye on things with his harlequin spies, including the young, annoying, very pink Tear. Looks like the Lords’ deal not to interfere with each other has gone out the window.

Like Milim, Clayman is far more powerful than Rimuru; unlike Rimuru, he’s not so young and so easily manipulated. Right now, he and the other two Demon Lords look like the largest remaining threats to Rimuru and his vision for peace and prosperity.

TenSura – 16 – Besties with a Demon Lord

Gazel Dwargo marks the start of the alliance between the Jura Tempest Federation and his kingdom by giving Rimuru the gift of Vesta, who he doesn’t want working for him anymore but knows can still be of use. Gabiru and his posse also appear, looking to be useful to Rimuru.

Rimuru ends up naming all of the Lizardmen, resulting in their evolution. Some, like Gabiru’s sister, take more human form, while Gabiru turns purple and sprouts wings but retains his inimitable personality. Rimuru sets him to work in the caves harvesting healing herbs, and gives Vesta a lab in which to research healing potions.

Meanwhile, at Demon Lord HQ, the twintail loli dragonoid Milim Nava is watching TiVo footage of Rimuru defeating Geld, and wants to meet the Slime immediately. And she does mean immediately; she launches herself from the castle straight to a hill in Jura where Rimuru, sensing a massively powerful entity drawing near at incredible speed, awaits.

The Great Sage estimates that even when she’s just playing around with Rimuru’s Kijin generals, she’s over ten times more powerful than Rimuru. Rimuru approached her carefully, but the Kijin, assuming their leader’s life was in danger, started a fight they couldn’t finish. Rimuru bails them out and nicely neutralizes Milim by giving her a taste of…honey. Sweet, delicious honey.

Milim, whom Rimuru can tell is an impressive “prodigy” but as much of a child as she looks, manages to convince Milim not to cause any trouble in exchange for a jar of the sweet stuff. Gabiru almost immediately ruins things when Milim enters town, but later apologizes once he learns she’s a Demon freaking Lord.

Indeed, the entire town (which is looking much more civilized and built-up these days) welcomes the new alliance between Milim and Rimuru, when the former announces to a crowd that she’s decided to live there. Milim is notorious for being someone with whom you don’t want to be enemies, so it’s a great relief that she’s not just friends with Rimuru, but as she says it, “besties.”

As everyone enjoys the new onsen Rimuru commissioned (and Rimuru seems to have no problem going from the woman’s side to the men’s), his top subordinates all consider the politial ramifications of Demon Lord Milim essentially throwing her lot in with the Jura Tempest Federation, as it definitely changes the balance of power among the other Demon Lords.

Still, they leave it in the capable hands (when in human form) of their Great Rimuru (who feels a bit put out by the presumption, as usual). But as Rimuru was able to tame Milim, surely she and Rimuru can protect their new nation from the other lords.