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  1. ASORAI: Age After The Kami
  2. Lore

The Calendar of Asorai

The Calendar of Asorai

The Tidemarked Cycle (Shioshiki)

In the Age After the Kami, time is not ruled by emperors or dynasties — it is shaped by shrine rhythm, tide movement, and celestial distance.

The people of Asorai measure years not by conquest, but by balance maintained.

A year is called a:

Cycle of Light


I. Structure of the Year

Each Cycle of Light contains:

  • 12 Turnings (Months)

  • 3 Sacred Intervals

  • 360 Counted Days

  • 5 Veil Days (Uncounted)

The year reflects spiritual pressure rather than strict weather patterns. Each Turning marks a shift in divine silence, shrine strength, and boundary stability.


II. The Twelve Turnings

Each month is called a Turning.


1. First Stirring (Hajime-no-Ugoki)

Shrines reopen after winter. Oaths renewed.
Theme: Beginnings and soil blessing.

2. River Vein (Kawasuji)

Irrigation rites and river purification.
Theme: Flow and offering.

3. Green Breath (Midori-Iki)

Forest spirits grow active. Yokai diplomacy rises.
Theme: Harmony and watchfulness.

4. Ascendant Flame (Noboru-Ho)

Sun dominance. Forging and ambition.
Theme: Energy and momentum.

5. Roaring Sky (Arashi-no-Ten)

Storm season peaks. Maritime danger.
Theme: Humility before sea.

6. Open Tide (Hiraku-Shio)

Seas stabilize briefly. Trade routes open.
Theme: Exchange and travel.


Sacred Interval I — Lantern Vigil (3 Days)

Continuous shrine light. No contracts signed.


7. Golden Grain (Kogane-mi)

Rice heads form. Clan unity strengthened.
Theme: Gratitude and preparation.

8. Falling Leaf (Ochiba)

Spirits quiet. Ward reinforcement.
Theme: Reflection.

9. Veil Thinning (Usu-Kasumi)

Boundary to the Root Below weakens.
Theme: Ghosts and impurity risk.

10. Ember Rest (Sumika)

Cold begins. Hearth rituals.
Theme: Ancestors and endurance.

11. Long Night (Naga-Yoru)

Darkness longest. Celestial distance greatest.
Theme: Survival and faith.

12. Returning Pale (Kaeri-Shiro)

Light slowly returns. Snow melt rites.
Theme: Patience and renewal.


Sacred Interval II — Still Waters (7 Days)

No festivals. Only maintenance, cleaning, and ward renewal.

Sacred Interval III — Oath Reckoning (1 Day)

Broken vows publicly confessed. Spiritual stain addressed.


III. The Five Veil Days

These days fall between Long Night and Returning Pale.

They are not assigned to any Turning.

During Veil Days:

  • Magic is unstable.

  • Shrines must remain lit.

  • Contracts bind twice as hard.

  • The boundary between realms grows thin.

No marriages. No clan declarations. No sword duels unless ritualized.

These days mark remembrance of divine stirring, descent, separation, withdrawal, and the First Dawn.


IV. The Breath Week

A week is called a Breath and lasts 6 days:

  1. Sun-Breath

  2. River-Breath

  3. Stone-Breath

  4. Wind-Breath

  5. Flame-Breath

  6. Shadow-Breath

Shadow-Breath is spiritually thin. Impurity spreads more easily. Shrines double-check wards on this day.


V. Celestial Influence

Three celestial bodies are tracked:

  • The Pale Sun

  • The Mirror Moon

  • The Wandering Red Star

The Red Star appears irregularly. When it aligns with Veil Thinning, corruption events rise.


VI. Mechanical Impact for Play

Because Asorai supports both mythic legend and agrarian slice-of-life, the calendar meaningfully affects play:

Farming

  • River Vein improves irrigation.

  • Golden Grain determines harvest yield.

Sea Campaigns

  • Roaring Sky increases storm encounters.

  • Open Tide reduces maritime hazards.

Spirit Diplomacy

  • Green Breath improves yokai relations.

  • Veil Thinning increases ghost or corruption events.

Oath System

  • Oaths sworn during Lantern Vigil are harder to break.

  • Oaths sworn during Veil Days carry doubled spiritual consequence.


VII. Cultural Tone

The Tidemarked Cycle reinforces Asorai’s identity:

  • Shrines matter more than crowns.

  • Honor is consequence, not doctrine.

  • Balance is maintained, not conquered.

  • Time itself reflects divine absence.