ᴄᴀʀʀʏɪɴɢ ᴀ sᴡᴏʀᴅ ʙᴜᴛ ɴᴏᴛ ᴀ ɴᴀᴍᴇ, ᴀ Fɪɢᴜʀᴇ ʀᴜɴs ᴀᴄʀᴏss ᴛʜᴇ ʙʀɪᴅɢᴇ ʙᴇᴛᴡᴇᴇɴ ᴛʜᴇ ʜᴇᴀᴠᴇɴs ᴀɴᴅ ᴇᴀʀᴛʜ.

Oh, ᴀ ᴍᴇssᴇɴɢᴇʀ ᴏғ ᴛʜᴇ ᴅᴇɪᴛʏ ʜᴀs ᴄᴏᴍᴇ!

❀ Previous Theory(until I write about my new, current one)❀

Kunitsu-Gami lore as its own entity: looking at myth of the mountain god and new ideas on Cursed Soh's identity.

Thursday, 7 May 2026

Name Cards: Soh & Cursed Soh.

Cursed Soh
Soh

Cursed Soh has lotus leaves on hers. But why?

I thought it had to do with lotus's booming in muddy waters. (defilement)

I asked ChatGPT to see what it says.

In Kunitsu-Gami: Path of the Goddess, that contrast feels very intentional symbolically.

A lone lotus blossom on Soh’s normal name card suggests an idealized or purified state:

  • spiritual clarity,
  • devotion to the Maiden,
  • transcendence above corruption,
  • a singular sacred purpose.

When the “Cursed Soh” version includes lotus leaves around the flower, it changes the symbolism from a pure emblem into part of a living pond ecosystem. Lotus leaves are closer to the muddy water the lotus grows from, so visually they can imply:

  • connection to impurity or the earthly realm,
  • being surrounded by corruption instead of rising above it,
  • a return to origin or instinct,
  • spiritual burden rather than pure transcendence.

Because lotus leaves are broad, shadowing, and rooted to the water surface, they also create a more enclosed feeling. The flower alone feels elevated and clean; the flower with leaves feels immersed.

There’s another layer too: in Buddhist imagery, the lotus flower is often the enlightened state, while the pond/leaves/stems represent the cycle of suffering and worldly existence that enlightenment emerges from. “Cursed Soh” having both could symbolize someone pulled back into the mire instead of remaining detached from it.

Visually, it also makes Cursed Soh’s emblem feel denser and more organic — less like a sacred crest and more like something overgrown or overtaken. That fits the game’s recurring themes of defilement, transformation, and purification rituals.

Very interesting information from a robot.

The arena is also watery, which was the first thing I thought of.

Why did Cursed Soh actually emerge? Was it really the build up of defilement through cycles?

Was it the intertwining with the impurity of the humans through the Maiden?

I wish the plaques had more information.

The song Kunitsu-Kami has lyrics about holding onto someone and wanting them to remain pure...

Tuesday, 5 May 2026

Forces. (Kunitsu-Gami GMV)


It's not lore accurate lol but I liked the idea and felt like making a shorter one too.

This is the third Forces one I made but the first I've decided to post. The very first isn't complete yet. Or rather, I'm not satisfied with it yet.


A simple thumbnail.

Making this video is actually when I noticed that when Soh's powers are stolen by Batsu, it's affecting Yoshiro too. Her silhouette 'doubles', as if she's being pulled.


I make GMVs for myself so I often sit with them for months even years, before posting them. Most times I never post them.
It's just very satisfying to see something actualized.

I hope you enjoy it.

Monday, 4 May 2026

Kunitsu-Gami Game Design Commentary 8: Mukadejoro 百足女郎むかでじょろう

 ■第8回 技術は凄い!が調整大変!!百足女郎 
企画から百足モチーフのボスの提案がありました。這う蟲の災のイメージ行ける!分かる、必要よね、ははっ。次の瞬間、あれ、これ作るの色々大変なのでは?どうすれば、この大型敵を上手く作れるのかな~と必死に考えながら、デザインに入りました。
本体、足(連続部分)、尻尾という感じで構成して、本体の動きに追従するように関節くっつけて、アニメーションの負担も少し減らして…等々構成を考えるの先でした。
所謂、女性を連想させるデザインは本作には少ないので良さげかなと思い意識しつつ、足は設置とか細かい事が気にならない様に、ブヨブヨで大きくし、エフェクトで良い感じにしてもらい。
全体的に垂れた塊と外骨格のコントラストをつけ完成。
その間にも技術進歩もあり、床を歩く以外にも壁にも上り、天井に張り付く等想定以上の動きを見せてくれました。
■Round 8: The Tech is Amazing! But the Adjustments Are Tough!! Centipede Lady  
There was a proposal from the planning stage for a boss with a centipede motif. The image of a crawling insect disaster works! I get it, it's necessary, right? Haha. The next moment, wait, isn't making this going to be really tough in various ways? How can we create this large enemy smoothly~? I desperately pondered that as I dove into the design.  
I structured it with the main body, legs (continuous parts), and tail, attaching joints to follow the main body's movements, slightly reducing the animation burden... and so on—that was the first step in figuring out the composition.  
Since designs evoking women are rare in this work, I thought it might be a nice change and made a conscious effort, while making the legs plump and large so that placement and fine details wouldn't be noticeable, and had effects added to make it look good.  
Overall, I created a contrast between the sagging mass and the exoskeleton to complete it.  
In the meantime, tech advancements happened too, and it showed movements beyond expectations—not just walking on the floor, but climbing walls and sticking to ceilings.

Plaque Lore:
昔々、洞窟どうくつで暮らす女がいた。 その姿を見た者の村の田畑は蟲害ちゅうがいを受けるという言い伝えがあった。 時は進み、その言い伝えをおそれた村人は洞窟どうくつの中にある巨大きょだいな柱をまつった。 その柱には人骨があり、不憫ふびんに思った村人が埋葬まいそうしようとするととても信じられないほど巨大きょだい百足むかでの姿へと成り果てた女が現れて、 またたく間に柱を登って行ってしまったという。
Long ago, there was a woman who lived in a cave. According to legend, all those who laid eyes on her would soon find their fields infested with plagues of insects. As time passed, the villagers began to fear the legitimacy behind this tale and started to worship the large pillar of fossilized bones found in her cave. Full of pity, the villagers made to lay the old bones to rest, only for a woman in the form of a tremendous centipede to scurry its way up the pillar.

Friday, 1 May 2026

Kunitsu-Gami Game Design Commentary 7: Rosokuro(ろうそくろう)

第7回 モーションキャプチャーの面白み!!ろうそくろう
ここまで、敵の機能が出そろえば次はバフキャラが必要。主人公サイドもレベルアップするので敵側も強く出来るような性能を考える。
ミーティング中に「火を灯して煽る感じだね」と出たので、それを元に呪詛唱えて力を与える、ロウソクで火を分け灯す感じから現在の形に落ち着く。法衣を来て、その首が伸びてシルエットはロウソクっぽく、舌が芯になり灯がともっている。喉はふいごの様に動く。
色々出来上がった後に気づく、そういえば火ふきってもの居ましたね。
モーションキャプチャー時は上の人と下の人で同時に撮影する様にデータを組んでおり、普段の撮影とは違い非常に面白味がありました。
Round 7: The Fun of Motion Capture!! Candle Row
Up to this point, once the enemy functions are all in place, next we need buffer characters. Since the protagonist side levels up, we think about performance that can make the enemy side stronger too.
During the meeting, someone said, "It's like lighting a fire and fanning the flames," so based on that, it settled into the current form of chanting curses to grant power, sharing the flame by lighting it with a candle. Wearing robes, its neck stretches out and the silhouette looks like a candle, with the tongue becoming the wick and the flame lit. The throat moves like bellows.
After everything was finished, we realized, oh right, there was this thing called a fire-breather.
For motion capture, we set up the data to shoot the upper and lower parts simultaneously with two people, and unlike regular shooting, it had a lot of interesting flavor.


Plaque Lore: 
異界について記された書物との出会いをきっかけに畏哭いこくを操る術を求めて 山中を歩く中、異界にまぎれんでしまった老人の成れの果て。異界の中で念願の畏哭いこくを操る呪炎じゅえんの術を習得するが、 その姿や思念は目的に取りかれた異形と化していた。 己もまた畏哭いこくへと成り果てたことに気づかないまま、 今も喜々として畏哭いこく呪炎じゅえんあたえ続けているという。
There once was a man so entangled with his work, that it devoured him alive. Upon finding a tome detailing the other world, he sought for the power to control the Seethe. His chance eventually came when he was spirited away from the mountain, where he threw himself into his research in the other world. Possessed with manic ambition, he finally mastered the art of the cursed flame.
However, joyous in his newfound powers over the Seethe, he does not realize that he has become the very creature he sought to control.
The other world mentioned here is what I was hoping we'd explore in the DLC. :(

Wednesday, 29 April 2026

Kunitsu-Gami Game Design Commentary 6: Shibakaki(シバカキ)

■第6回 感情を煽る!!しばかき
地上、空!とくれば次は遠距離だ!!開発初期なので割と軽いノリです。モチーフは”石”を何処からともなく投げてくる妖怪しばかき。恐ろしい、危ない。餓鬼とは違う雰囲気にしなきゃと意識しました。
遠距離攻撃するだけでは見た目的には面白くない…離れているので印象に残らない。遠くで「姑息な感じは感情を煽るよね」が頭に浮かんだので、動きは主人公達を挑発する感じにしようと決意。
挑発と言えば舌で”べろべろ”してると腹立ちますよね。からの舌飛ばし攻撃、気持ち悪い、妖怪っぽい。
顔は上下反対にしても成立する様にして、横から見ると弓矢っぽいシルエットを意識しつつデザイン。
出来上がりは、動きが良い感じに感情を煽るので良かったなと。一時の感情で深追いするのは危険です。
■Round 6: Stirring Emotions!! Shibakaki
Ground, air! So next up is long-range!! It's early in development, so the vibe is pretty lighthearted. The motif is the yokai Shibakaki, who throws stones at you out of nowhere. Scary, dangerous. I made a conscious effort to give it a different vibe from the hungry ghosts.

Just doing long-range attacks wouldn't be visually interesting... Being far away, it wouldn't leave much of an impression. The thought "a sneaky vibe really stirs up emotions, right?" popped into my head, so I decided to make its movements feel like it's taunting the protagonists.

Speaking of taunting, sticking your tongue out all "bleh bleh" is super annoying, right? From there, tongue-flinging attack—gross, very yokai-like.

For the face, I designed it so it works even if flipped upside down, while aiming for a bow-and-arrow-like silhouette when viewed from the side.

The end result turned out well—the movements nicely stir up emotions in a good way. But chasing that fleeting emotion too deeply can be dangerous.

Plaque Lore:
遠くから自身の舌を飛ばしてくる畏哭いこく。 シバとは「しば」を指しており、しばが生えているような路傍ろぼうから 引っくような音を出しながら舌を飛ばしてくる様子が 名前の由来という説がある。
The Shibakaki attack from afar using their own tongues as projectiles.
Legend has it, their name comes from the word for grass, as they typically hide in verdant roadsides where passersby hear a scratching noise just before they get assailed with the Shibakaki's tongue.
You can really in these images how it looks like a man bending over backwards. Creepy.

These guys are such pests.

Monday, 27 April 2026

Kunitsu-Gami Game Design Commentary 5: Coccoons

■第5回 怪奇な世界を演出!穢れと優曇華
蟲が村人にとり憑き、そのまま硬化>蛹化と言う割と直球の発想です。
(薄らぼんやり、一般的なこなきじじい感)
顔には呪をモチーフとした文字柄があります。
無数の腕で動けなくされ、頭をすっぽり覆われて最後に呪が付く。
呪いと呪い(まじない)で対比してます。

優曇華架空の花の方から着想。先に描いてあった、ラフ画を元に具体化。シルエットになった時に無数の”人っぽい何かが集団で拝んでいる”を作りたかったんです。
フォトモードで寄った時に無数の優曇華が群生しているのを見て「ヒヤッ」となりますね。
喉の方が本来の顔で、おでこは拝んでいる顔っぽい何か。動きもコマを飛ばして怪しい表現できたので、独特な不気味さが出たと思います。デザイン的にはお気に入り。
■Round 5: Staging a Bizarre World! Filth and the Udumbara
It's the idea of bugs possessing villagers and then hardening > pupating—a pretty straightforward concept.
(A vague, hazy, general old man with a white beard vibe)
The face features text patterns inspired by curses.
They become immobilized by countless arms, their heads completely covered, and finally, the curse is applied.
It's a contrast between curse and incantation (spell).

The udumbara inspiration comes from the fictional flower side. I started with a rough sketch I had drawn earlier and fleshed it out. When it turns into a silhouette, I wanted to create an image of countless "human-like somethings" gathered in worship.
In photo mode, when you zoom in and see the countless udumbaras growing in clusters, it gives you a little chill, right?
The throat area is the original face, while the forehead looks like some kind of worshiping face. By skipping frames in the movement, I was able to create a creepy expression, which I think brings out a unique eeriness. Design-wise, it's one of my favorites.

Bugs possessing the villagers...

The name Udumbara is the Udonge plant. उडुम्बर ( uḍumbara )


Buddhist scriptures say that the Udumbara flower blooms once every 3,000 years, and at that time, the Wheel King appears in this world. The Golden Light Sutra , Chapter on Praising the Buddha, states, "Rare, rare, the Buddha appeared in the world, appearing once like the Udumbara flower." It also appears in the Lotus Sutra and the History of the Southern Dynasties. In classical Japanese literature, it can be found in works such as The Tale of the Bamboo Cutter , The Tale of Genji (Wakamurasaki ) , and The Tale of Utsuho .

In modern literature, examples of its use can be found in works such as Okamoto Kidō 's "Hanshichi Torimonochō: Ningyō Tsukai , " Kambara Ariake's " Senjinshō to Hanabi no Kanshō ," Saitō Ryokuu's "Kakurenbo," Izumi Kyōka 's "Hakkin no Ezu , " Tayama Katai's "Michitsuna no Haha," and Natsume Sōseki's "Gubijinsō."

In modern literature, examples of its use can be found in works such as Teru Miyamoto's "Hotarugawa." From classical to modern literature, it has always been used to refer to a fictional flower, that is, the flower that blooms only once every 3,000 years. This is because it first circulated as the name of a fictional flower, and later came to be used as the name of an actual plant.

Wheel king. The name reminds me of how Nanamagi looks, his hands spinning like a wheel behind him.


While it is said that a Chakravartin (wheel-turning king) turns a wheel, there is no established theory about its origin. Some theories suggest it represents the wheel of a chariot symbolizing the power of the god Indra, the sun that illuminates the world, the chakram (a wheel-shaped weapon), or a mandala.
According to Buddhist scriptures, the concept of a Chakravartin (universal monarch) is roughly as follows: The world goes through cycles of prosperity and decline. During times of prosperity, the human lifespan is 80,000 years, but as human virtue is lost, lifespans shorten, becoming 10 years in the dark age when all good is lost. After that, human virtue is restored, and a new era of prosperity arrives with a lifespan of 80,000 years.
I'm quoting this because in one google translation of the script of the Kunitsu-Gami play, it said that human lifespans were only a week. Or something like that. (I will edit this once I find it)

But I recall that their lifespans had dramatically been reduced, something I didn't understand until now.
The translation I wasn't sure of though as Google makes mistakes and went on to translate the same passage differently.

Saturday, 25 April 2026

Pensive Maiden.


Found this pretty picture it the demo files. 

Friday, 24 April 2026

Kunitsu-Gami Game Design Commentary 4: Hitoban (飛頭蛮ひとうばん)

第4回 ひとうばんはろくろ首
敵の機能として、餓鬼が地上なら空中も必要。と当たり前の流れでデザインを起こしはじめる。
空中か…そういえばろくろ首って伸びる以外にも飛ぶってあったよね…からの着想です。
ただ、顔が飛んでくるのも芸がないと感じ、考えていた所。
一旦は敵の機能を先に詰め、飛んでくる、弓が必要だ!だけでは、色々と不備が出そうだったので、
降りて来て、攻撃するけど、ゲーム的には他ユニットを止める動きがあっても良いかなと考え、
現在の飛ぶ、降りる、呪詛でユニットを惑わせ止める。
となり、ここまでくれば飛ぶ時は、泳いでるニュアンス、降りてきて呪詛唱えるときに顔になる!
となって、落ち着きました。
■Round 4: The Number One Is Rokurokubi
As an enemy function, if gaki are on the ground, then aerial ones are needed too. And so, in that perfectly natural flow, I started fleshing out the design.
Aerial, huh... Come to think of it, rokurokubi don't just stretch—they're said to fly too... and that's where the inspiration came from.
But having just the face flying in felt a bit too gimmicky, so I was mulling it over.
For a bit, I focused on pinning down the enemy functions first: it flies in, needs a bow! But that alone seemed like it'd leave a bunch of gaps,
so I thought, it comes down, attacks, but game-wise, maybe it should have a move that halts other units too,
leading to the current setup: it flies, descends, and uses curses to confuse and stop units.
At that point, it clicked—when flying, give it a swimming vibe, and when it descends to chant curses, it turns into a face!
And with that, it settled into place.


Plaque Lore:
顔が見られることをきらい、手でおおかくじらう者がいた。 ある村人は、どうしてもその顔が見たいと思った。 満月の夜、村人がその者とすれちがう際に無理やり手をどかせたところ、 顔はなく代わりに手の平に顔らしきものがあり、 それを見た村人はのろいをかけられてしまったと言う。

Once upon a time, there was a man who was cursed for prying into what was not his to know. One day, this man met a shameful villager who resolutely hid their face behind their hand. Determined to reveal that face, the man took the hand in the light of a full moon and wrenched it away.
Eager to appease his curiosity, he took in the sight in front of him, only to find that mysterious face not on their head, but on their hand.


Thursday, 23 April 2026

They disappear from their cards! (Kunitsu-Gami beta?)


I found this video in the Kunitsu-Gami files. It looks to be an earlier version of the game. 

The Spirit Path looks different and the Woodcutters disappear from their cards once placed. (very cute)

Is it just me or does Soh also look a bit smaller?



Wednesday, 22 April 2026

Kunitsu-Gami Game Design Commentary 4: Gaki (餓鬼がき)

■第3回 始まりの、がき・餓鬼
緊急事態宣言の真っただ中。企画立案中に描いた第一号畏哭。
同時に畏哭の設定を考えつつ、デザインをしつつ、行ったり来たりと。
ゲーム中のカメラが離れているので、顔は大きくして。
空洞に空洞って何か得体の知れない怖さがありますよね…
気持ち悪さと可愛さを狙ったんですよ。えっ?ホントに?ホントです。
舌で穢れ土壌の味と耳頼りに確認しながら目的地に向かう、鳥居にとり憑きひたすらに穢す。
鳥居にとり憑いた後は蝉の抜け殻の様な痕跡が残る等、餓えの執着として餓鬼としました。
後に色違いだったり、大きくなりボスへと定番の進化で最初から最後まで活躍しましたね。
■Episode 3: The Beginning of the Gaki/Hungry Ghost
In the midst of the state of emergency. The first Ikoku I drew while planning the project.
At the same time, I was thinking about Ikoku's setting and designing it, going back and forth.
Since the camera in the game is far away, I made the face big.
There's something unsettling about hollows within hollows, isn't there...
I was aiming for both creepiness and cuteness. What? Really? Really.
It heads towards its destination, confirming the taste of the defiled soil with its tongue and relying on its ears, possessing the torii gate and relentlessly defiling it.
After possessing the torii gate, it leaves behind traces like a cicada's exoskeleton, representing the obsession of hunger, hence the hungry ghost design.
Later, it evolved into different colors, grew larger, and became a boss, a classic evolution that played an active role from beginning to end.


Plaque Lore:
口にしようとしたものは全て燃えてちりとなってしまうため、 食べることはかなわない。常にえとかわきに苦しんでおり、 少しでも満たされようと生きているもの全てをむさぼろうとする。 舌と耳により人の手がかかったものを判別する。
Unable to eat as everything turns to dust in their mouths, Gaki are constantly suffering from never-ending hunger and thirst. They try to devour anything living in hopes of alleviating their appetites, using their senses of taste and sound to seek out traces of humans.

Tuesday, 21 April 2026

Kunitsu-Gami Game Design Commentary 2: Seethe Concept

■第2回 妖怪よりちょっと怖くしたい!!畏哭
国津罪のイメージから考え始め、そこから山で暮らす人々のローカルな民間信仰、伝承が生まれ…という形で作っていきました。

概念として、
罪穢れを気枯れと捉え
痩せている(渇きのイメージ)
人間の様子が残っている
きれいさときたなさ(色合いと醜い造形)
耳口はあるが目はない
人が罪を犯したことによって起こる具体化された現象。
これらを踏まえて、次回からは個々の畏哭について記していきます。
オリジナルで考えた物や、元ネタから拡張して考えたり様々。
畏哭の名称は一般的な妖怪名で落とし込めるように意識していったのが祇(くにつがみ)となります。
■Part 2: I Want to Make It a Little Scarier Than a Yokai!! Aikoku
I started by thinking about the image of Kunitsutsumi (a type of sin), and from there, I created it by drawing on the local folk beliefs and traditions of people living in the mountains.

Conceptually,
Sin and defilement are seen as a lack of vital energy
Skinny (image of thirst)
Remains of human form
Beauty and ugliness (color and ugly form)
Has ears and a mouth, but no eyes
A concrete phenomenon that occurs as a result of a person committing a sin.
Based on these, I will write about individual Aikoku in the next installment.
There are various types, including original creations and those expanded from existing sources.
The name of Aikoku was chosen with the intention of being easily recognizable as a common yokai name, resulting in Kunitsuga. 


Friday, 17 April 2026

Kunitsu-Gami Design Commentary 1: Defilement/Impurity


■第1回
祇(くにつがみ)・畏哭についてのデザインの解説を書き留めていたので、この場をお借りして紹介が出来ればと思います。(川田)
全30回お楽しみ下さい。

■畏哭と穢れについて
村や生活を脅かす穢れは天津罪から着想。
人の作り上げたものに暮らしの妨げになる様に寄生してゆく。
人の手が入った場所には少なからずとも影が落ち、畏哭達の道しるべにもなっている。
欲しい物を取る、奪う等の連想から、手をモチーフにデザインを上げていきました。
夜になると爪を立てて、動き出し進行している感じや、手の動きで同族を応援している。
露骨な気持ち悪さ(スプラッタ的な)では無く怪奇性、指や手は具体的にそれ以外は抽象化。そんなイメージです。
アニメータと背景の方々の頑張りにより、背景としても動きがあり。
とても怪しい夜の祭り感が出たかと思います。

■ Part 1
I had previously jotted down some design commentary regarding *Kunitsugami* and the *Ikoku*, so I would like to take this opportunity to share it with you here. (Kawada)
We hope you enjoy this 30-part series!

■ On the *Ikoku* and "Defilement"
The concept of "Defilement"—the force that threatens the village and its inhabitants—was inspired by the notion of *Amatsutsumi* (Heavenly Sins).
It acts by parasitizing objects created by human hands, gradually encroaching upon them in a way that disrupts daily life.
Wherever human hands have left their mark—no matter how slight—a shadow inevitably falls; these shadows serve as signposts guiding the *Ikoku* on their path.
Drawing associations from acts such as "taking" or "seizing" desired objects, I developed the designs using the human hand as a central motif.
At night, they extend their claws and begin to stir, conveying a sense of creeping progression; they also use hand gestures to rally and encourage their fellow *Ikoku*.
Rather than aiming for overt grotesqueness (in the splatter-horror sense), I sought to evoke a sense of the uncanny. The fingers and hands are rendered with concrete detail, while the rest of the form remains abstract—that was the general vision.
Thanks to the hard work of our animators and background artists, the backgrounds themselves are imbued with a sense of motion.
I believe we successfully captured that distinct atmosphere of a truly eerie, nocturnal festival.

Commentary on Kunitsu-Gami art! I'm excited for more.

Wasn't the final boss of Okami also a hand(its true form)? And it represented the damage done by human hands?

Monday, 13 April 2026

Miniature Kunitsu-Gami.

There was an event by the person who crafted all the Kunitsu-Gami sets!


From someone who visited: 

Thursday, 9 April 2026

Former Spirit Stone Maiden.

A look at the former Yoshiro in a video!

Monday, 6 April 2026

Spirit Stone 3.0





It's (a)Yoshiro.

This means Maidens all look the same and are likely named Yoshiro, after the term 'yorishiro'.

Yoshiro's Japanese biography says she comes from a lineage of Maidens with the same power. 

Is she praying to the Goddess within the stone or is she praying to her ancestor, the former Maiden?
Or both, and this directly contributed to the mixing of the Maiden and Goddess?

This spirit stone body is very different to our Yoshiro, who is covered in cherry blossom motifs(from pieces breaking off). In general, she looks like normal stone more than 'spirit stone'.

Forgotten God has both this bland stone and spirit stone, so perhaps this spirit stone is devoid of Goddess power? And the shiny appearance of spirit stone is what marks it as containing the power of the goddess.

If Nanamagari pulled the Goddess power out of the spirit stone, then it would just become plain stone?

For comparison, our Yoshiro:



Why's some of her foot not crystallized? 


More images of the spirit stone below the cut.

Saturday, 4 April 2026

Flowers for the Maiden!


A video just to provide flowers for Yoshiro. :)

Friday, 27 March 2026

Forgotten God(祇去) is a former Maiden.





The rock fragments and underneath her are spirit stone.



The gold 'tears trail' is similar to the gold lining on Yoshiro.



The colors inside her are the colors of the barrier we fight Cursed Soh.





So, is it safe to stay we fight the battle against Cursed Soh inside the spirit stone body?
And that the 'spirit stone' is meant to contain the defilement, like a barrier?

There's also the Japanese name:祇去. Kamusari. ( かむさり)
(Google translated it as 'kami gone' It meas the death of a God, according to the Kojiki but the kanji used in the Kojiki is 神避)

祇: Kunitsukami. Read as かむ. Kamu.
'去' can be read as the ashes of a Buddha, and we have seen that the Maiden is alike to a Buddha.

Soh's mazo talismans are also titled in reference to Buddhism: Deva, Bodhisattva, Nyorai.






They resemble Nanamagari and those figures on the sides of the Torii Gates:

The kanji used for this talisman aligns with the title of the game. But why 'forgotten' when she's actually 'dead'?


The stories of the Seethe mention monks a few times so Buddhism is likely existing alongside Shinto? We are in the Heian period after all.

During the Heian period (794-1185), a form of Buddhism usually called Tantric Buddhism in India, but Esoteric Buddhism in Japan became widely popular. The Shingon (True Word or Mantra) sect, founded by Kukai (774-835), was one of two Esoteric sects to spread at this time.

Shingon was associated with a unique style of meditation that involved mandalas (artistic representations of various Buddhas and bodhisattvas or of the world as seen by those enlightened beings), mudras (symbolic hand positions associated with each Buddha and bodhisattva in the mandalas), and mantras (sacred Sanskrit verses associated with these figures). (source)
mandala on the maiden's belly in artwork. we can see them in Cursed Soh's arena too

Mudra. She also performs a set of mudras in the beginning + the talisman 'Cursed Mudra' 

かむ can also be read as 'chew', and when combined with 'bones', does it imply the Seethe chewed on this Spirit Stone?
(the rice might be relevant too since Inari is a kami associated with rice)

In the fight with Nanamagari, I called Shadow Soh the liquidated Spirit Stone, but when she goes to the shrine, the spirit stone is already there. 



But it's not there when we fight Nanamagari and look into the shrine.


So I don't really know if the stone appears because Cursed Soh wants it to and it was originally absorbed by Nanamagari, or if only the power of the Goddess was absorbed from the stone and the stone was left.

Forgotten God has both spirit stone and bland stone that resembles the stone of Cursed Soh, which has no 'spirit stone' appearance like we see in Yoshiro and this talisman.

So the reason it's a talisman is likely the spirit stone in it!


Monday, 23 March 2026

Torii Core.

There's a texture for the 'Torri Core'  in the files.

It's probably the Defilement Core.











A reoccurring pattern.

In the artbook, there's a drawing of the spirit orbs and the tamagushi?

It's significant then.