It is after the first main arc that we are introduced to Kanami, the oft-mentioned former guild leader of Shiroe and numerous other characters in both the East and West. However, as there is no fallout for either case in the subsequent arcs, both actions do little more than allow for the continuation of the status quo. In both Akatsuki’s and Shiroe’s stories, major changes occur - PvP becomes possible in Akihabara and land can no longer be purchased (outside, one would assume, the properties currently owned by the Western empire for which they must continue to pay upkeep on). While they deliver character development for both lead characters, both stories seem like a holding pattern before the inevitable battle between East and West that was teased at the end of the first season. These two stories, Akatsuki’s and Shiroe’s, take up half the run time of the series. While the outward plot follows a character from the People of the Land who is killing Adventurers with impunity, the story’s true purpose it to show Akatsuki’s journey to discover her own self-worth - and for her to build friendships outside of Shiroe’s circle. However, without Shiroe around, she feels abandoned and without purpose. Thus, she does her best to act like a noble ninja. Upon her initial realisation that she was trapped in the game world, Akatsuki chose to cope with the situation through roleplaying - i.e., serving her master in payment for his kind deeds. It takes Shiroe a long time to truly accept that trust is what holds a group like that together and causes him to reconsider how much he shares with those that support him.Īt the same time that Shiroe attempts the raid, Akatsuki, his self-proclaimed servant and an assassin, has been left behind in Akihabara. They fight for loot and the rush that comes from overcoming the game world’s challenges - even though death in this world means sacrificing some of your real world memories. The guild Shiroe enlists to help reach the source of the land’s gold are a high level raiding guild. To keep the mission secret, Shiroe seeks help from a group entirely different from his own: those who continue playing as if the world is still a game. The problem is that Shiroe keeps this plan close to the chest - far too close - and nearly ends up alienating those with him on the raid. It also has the added bonus of balancing the property market by putting both Adventurers (people from our world) and People of the Land (NPCs) on an equal footing. This in turn will prevent the empire in the West from conquering the East by simply buying the spawn points and guild halls out from under them. What he intends to do with this unlimited treasure is simple: Buy every piece of property on the Japan server and then sell it to the server itself. Thus, Shiroe’s purpose in the dungeon is to locate the source of all gold in this game world - you know, the money that drops whenever you kill a monster in an RPG. Some, like Shiroe and the rest of the round table council, have taken it upon themselves to rebuild society - and attempt to make it better than the society they all came from. Trapped in a world not their own, the Adventurers have been forced to find a new purpose in life apart from their former life in the real world. Of course, there is far more to his actions than simply doing the raid dungeon for the loot. The plot follows Shiroe - our protagonist and basically the dictator of Eastern Japan in all but name - as he secretly heads north to conquer a raid dungeon. The first story arc of the season is centered on two themes - real estate economics and finding purpose as a stranger in a strange land. So let’s keep it simple by breaking down the series by story arc. Log Horizon‘s second season contains dozens of characters - both new and returning - and several different major plotlines over its 25-episode run.
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