welcome to demon school iruma kun characters villains haikyuu final date de sortie
The only things alchemists are forbidden from transmuting are humans and gold. There has never been a successful human transmutation; those who attempt it lose a part of their body, and the result is an inhuman mass. Attemptees are confronted by Truth (真理, Shinri), a pantheistic and semi-cerebral God-like being who tauntingly regulates all alchemy use, and whose nigh-featureless appearance is relative to the person with whom Truth converses; it is frequently claimed and believed that Truth is a personal God who punishes the arrogant. Attemptees of human transmutation are also thrown into the Gate of Truth (真理の扉, Shinri no Tobira), where they receive an overwhelming dose of information, but also allowing them to transmute without a circle. All living things possess their own Gate of Truth, and per the Gaea hypothesis, heavenly bodies like planets also have their own Gates of Truth. It is possible to bypass the Law of Equivalent Exchange using a Philosopher's Stone, a red, enigmatic substance. Philosopher's Stones are used to create Homunculi, artificial humans of proud nature who are named after and embody the seven deadly sins; Homunculi have numerous superhuman abilities unique among each other, and look down upon all humanity. With the exception of one, they do not age and can only be killed via the destruction of their Philosopher's Stones. There are several cities throughout Amestris. The main setting is the capital of Central City (セントラルシティ, Sentoraru Shiti), along with other military cities such as the northern city of Briggs (ブリッグズ, Burigguzu). Towns featured include Resembool (リゼンブール, Rizenbūru), the rural hometown of the Elrics; Liore (リオール, Riōru), a city tricked into following a cult; Rush Valley (ラッシュバレー, Rasshu Barē), a town that specializes in automail manufacturing; and Ishbal, a conservative-religion region that rejects alchemy and was destroyed in the Ishbalan Civil War instigated after a soldier shot an Ishbalan child.They are constantly janked around by forces they don’t understand, which does little to make them compelling players in the larger game.
But within the desert of characterization stand Alexia and Iris, sisters to their own Midgar throne, as the exceptions to the material’s obsession with Cid being detrimental to everyone else. Their early introduction plot-wise and the fixation both on their personal status and relationship to one another and the larger-scale circumstances more-cohesively set off their personal journeys. Both are perplexed by both the antagonistic forces in their world and Shadow Garden’s mysterious presence, unsure what to make of them. Alexia especially acknowledges her own lack of understanding of what is transpiring since she’s not privy to her sister’s circle of information among the knights or overall skill; she takes the first step into becoming more proactive in the grand scheme of *The Eminence in Shadow’s* shenanigans. Her resolve, and the resulting alliance she forms, is one of the show’s shining moments for developing its intrigue.
I’ve used the word “moment” more than once throughout the course of talking about *The Eminence in Shadow,* and that’s because it’s the show’s ultimate flaw. Underneath the choking meta humor jokes, the occasional bits of good action, mediocre characterization, and the show’s aesthetic managing to capture the balancing act it’s trying to perfect, the show is propelled by moments, not narrative. The good moments come too few and far between; it leaves the rest of the experience pertaining to the Cult of Diabolos (or “Diablos,” depending on who’s translating it) and its actual world lumbering along until it gets to the next meme-worthy instance. It comes in both the form of emphasizing things that don’t really need to be emphasized, or blasting through things when it should stop and catch its breath. The result leaves *The Eminence in Shadow* as an organizational mess, which diminishes its bright points greatly.