English edition v1.3.3

#Campaign Loop — Return↔Mission↔Return

Contents

Core References

- Required: Non-Combat Rules · Combat Flow

- In this supplement: Barrier System · Core Economy


#Scent — The Texture Of A Day

Morning breaks inside the domain. Residents draw water from the well, the first fire rises in the smithy, and one child chases a barking dog across the yard. Over all that daily life, the Barrier's blue film runs thinly. You cannot see it unless you narrow your eyes.

You gather in the morning council room. The young lord unfolds a map. If the onmyoji is present, he is there; if not, his seat is empty. Do you go out today, or do you guard today?

When the sun sets, you return, or you do not. If you return, you sleep once more inside the Barrier. If you do not return — the next morning, the lord unfolds the map again. That seat is either empty, or newly filled.

That repetition is the daily life of this campaign. Turning repetition into drama is the GM's job.


#Basic Loop (1-Day Unit)

[Domain Morning]
 ├─ Check Barrier state (Barrier HP / decrease / events)
 ├─ Check domain morale
 ├─ Resident/NPC daily-life RP
 └─ Decision meeting for the day

[When Departure Is Decided]
 ├─ Declare destination (main/side/open-world)
 ├─ Assign squad slots (1 expedition slot, 1 domain-defense slot)
 ├─ Consume supplies (food, herbs, talismans)
 └─ Enter the Spirit Realm

[Spirit Realm Actions]
 ├─ Movement (Spirit Realm Exposure accumulates)
 ├─ Encounter (yoma/intelligent beings/ruins)
 ├─ Mission execution (combat, negotiation, exploration)
 └─ Return decision

[Return To The Domain]
 ├─ Hand over cores (Barrier restoration)
 ├─ Treat the wounded
 ├─ Report & NPC reactions
  └─ Lull(sleep) — Wounds recovery/Energy reset

[Domain Night / Next Morning]
 └─ Weekly event check (every 7th day)

#Law — Rules Organization

#1 Day = 2 Session Phases

PhaseTime (real session time)Main Activities
Morning Council10~20 minutesNPC RP, information gathering, decide today's objective
Preparation5~10 minutesconsume supplies, organize squads, check equipment
Expedition or Domain Defense1.5~2.5 hourscombat, exploration, negotiation — the session's main focus
Return and Upkeep15~30 minuteshand over cores, morale-impact checks, NPC reactions
Lull5 minutesWounds recovery, Energy reset. Core lull

#7 Days = 1 Domain Cycle

The domain accumulates events in 1-week units. On the morning of every 7th day:

  1. Barrier HP natural decrease-3 (01-02)
  2. Core corruption checks — for each stored core (01-03)
  3. Weekly event d10020-01
  4. Morale shift — reflect the previous week's sacrifices/victories (01-06)
  5. Onmyoji weakening increases — accumulates independently of session pace (02-02)

#1 Month = 1 Seasonal Turnover (Approximate)

At seasonal turnover, Spirit Realm tide shifts (03-03) and seasonal observances may occur (20-06).


#3 Action Branches

Each morning, the PCs choose one of the following.

#(A) Advance The Main Arc — "Today We Go Deep Outside"

  • Advance the main 5-chapter storyline
  • Play through one session's worth of an "act"(1/4)
  • Barrier HP and morale shifts after return are large
  • During arc advancement, open-world and side entry is restricted (leaving the chapter is only possible before the next act begins)

#(B) Undertake A Side Quest — "We Resolve An Outside Matter"

  • One scenario from 21-sidequests
  • 1~3 sessions of content (by quest)
  • Whether the main arc can be paused depends on the quest
  • On completion, rewards may include domain revenue, clues, or items

#(C) Domain Daily Life — "Today We Stay Inside"

  • Resolve open-world events (20-openworld)
  • Court romance NPCs (24-romance)
  • Train in hell schools (22-hell-schools)
  • Facility upgrades, retainer councils, resident RP
  • Barrier HP only decreases naturally (if there is no outside supply that week, the Barrier deteriorates)

#Boundary Of Player Autonomy — Forced Interruption Conditions

In principle, PCs freely choose among the 3 branches above. However, the GM forces an interruption in the following cases:

ConditionForced EventHandling
Barrier HP ≤ 20Night of Barrier Crisisforcibly insert side quest 21-04-siege-of-small-hours.md
core stock 0 + weekly natural decreaseOnmyoji Life-Depletion Emergencyforcibly insert 21-09-broken-covenant.md
resident morale ≤ 2Rebellion/escape attemptopen-world event + damage to NPC relationships
main arc act 4(climax) beginsSeal domain actions until that chapter endsno departure during the climax

#Overall Campaign Rhythm (20-Session Main Baseline)

#Arc 1 — Sessions 1~4: Chapter 1 Drift(Reviving Hell)

  • Session 1: opening → first disaster response inside the domain → first step outside the Barrier
  • Session 2: short Spirit Realm sortie(1 zone beyond the Barrier) → first yoma core obtained
  • Session 3: explore the edge of the Spirit Realm → first sighting of a great yoma
  • Session 4: climax — repel the Lord-grade yoma striking the Barrier

#Arc 2 — Sessions 5~8: Chapter 2 Black Rope Hell(Forest of Binding)

  • Session 5: enter the forest → first encounter with a negotiable yoma
  • Session 6: explore the binding maze → choose contract or betrayal
  • Session 7: forest depths → discover the connection between the domain and the forest
  • Session 8: climax — negotiate with the master of the forest

#Arc 3 — Sessions 9~12: Chapter 3 Screaming Hell(Boiling Lake)

  • Sessions 9~10: departure preparations + sea expedition → explore the remains of an old fishing village
  • Session 11: underwater entry → discover the 100-year-old seal records
  • Session 12: climax — confront the immense being at the lakebed

#Arc 4 — Sessions 13~16: Chapter 4 Scorching Heat Hell(Burning City)

  • Session 13: enter the city → discover traces of previous drifters
  • Session 14: track the path they chose → faction conflict
  • Session 15: witness the previous drifters' "final decision" → mirror effect
  • Session 16: climax — part of the truth is revealed in the heart of the city

#Arc 5 — Sessions 17~20: Chapter 5 Avici Hell(Nameless Door)

  • Session 17: reach the door → explicitly present the 3 branch choices
  • Session 18: prepare for each branch — onmyoji's final preparations, delegation of the domain, and so on
  • Session 19: climax begins — final battle against a Lord-grade antagonist(or the sealing stone's awakening resistance)
  • Session 20: ending fixed — choose return, settlement, or transformation + epilogue

#Play Style Variations

#Compressed Mode (20-Session Version) — Default

If the group follows only the main story, it is exactly 4 sessions × 5 chapters. This guide assumes that.

Insert side quests, open-world play, romance, and schools between main arcs.

SegmentSession CountStructure
Chapter 1 + Side 1~26~8introduction + domain adaptation
Chapter 2 + Side/Romance6~8establish the philosophy of negotiation
Chapter 3 + part of the mega-dungeon8~10discovery of the past
Chapter 4 + hell school training6~8deeper training
Chapter 5 + final preparation6~10includes all partner conclusions

#Sandbox Mode (50+ Sessions)

Treat the main arc as background events while the PCs explore freely. Main-arc progress is naturally induced by pressure from the core economy and Barrier HP.


#GM Control Points

#Pacing Axis — Barrier HP

  • Barrier HP 50~80: players have breathing room. Side quests and romance are free.
  • Barrier HP 30~50: tension. Weekly core supply starts to feel mandatory.
  • Barrier HP 15~30: emergency. Prioritize the domain. External missions get time limits.
  • Barrier HP ≤ 15: crisis. Forced event.

#Pacing Axis — Onmyoji Weakening

  • Sessions 1~5: healthy. Normal retired tone.
  • Sessions 6~10: first weakness. More white hair, shorter conversations.
  • Sessions 11~15: clear weakening. 1 collapse while maintaining the Barrier.
  • Sessions 16~20: near the limit. May burn his life in the final session.

The onmyoji and Barrier HP are independent axes: either axis worsening creates a crisis; both axes worsening at once accelerates a forced ending.


#"What Happened In The Domain Today?" — At Every Session End

In the final 5 minutes before session end, the GM reads or summarizes the following:

Night in the domain. The Barrier sways blue, and the residents go to their beds.
- Barrier HP: summary of this session's change
- Onmyoji's state: whether anything changed
- Lord's reaction: one line about the session result
- Name of someone sacrificed or saved today
- Tasks left for tomorrow morning: 1~2 lines

These 5 minutes create the Scent of the next session's opening.


"Only tonight can you return. Tomorrow's matter will be decided by tomorrow's dawn."