zai_writes_
This story is inspired by the Japanese urban legend of Kokkuri-San.
It follows a group of highschoolers: Azami (薊), Rinka (凛果) and Okuhi (臆陽). The three gathered in Azami's house to play a game that has gotten quite popular in their classroom- Kokkuri-San. And the most ideal person to play it with was Azami. Because the game worked the most when Azami was in it. Azami was quite the plain girl usually but Azami's popularity had risen along with the popularity of the game recently. Rinka, out of part jealousy and part skepticism, decided to ask to play the game with Azami and also dragged along her friend, Okuhi. Okuhi was immensely scared of anything ghost related but she was a pushover so she agreed. Unfortunately, Azami recently had been refusing to play the game claiming she isn't feeling well or she wasn't in the mood. So the two went to her house and persuaded her to play and Azami reluctantly agreed. So they all settled in Azami's bedroom to play the game.
♔︎ THIS STORY IS WRITTEN IN AZAMI'S POV
Basic Information:
Kokkuri-san is a table-turning-style divination game (similar to the Ouija board and it is most played by Japanese schoolchildren) that arrived in Japan during the Meiji era. Typically, a piece of paper drawn with a torii gate, the fifty-sound syllabary, and 'yes/no' is used. A ten-yen coin is placed on the paper, and several people rest their fingers on it, chanting 'Kokkuri-san, Kokkuri-san, please come.' The answers are read from the movement of the coin. You can ask it any questions. Kokkuri-san is also the name of the 'summoned spirit' itself who provides the answers. It is an animal spirit that is a mixture between a fox, a dog and a raccoon. Kok = kitsune (fox), Ku = inu (dog), and Ri= tanuki (raccoon). The fox can be either a trickster or a teacher, the dog is loyal and protecting and the raccoon is full of mischief but also a bringer of good luck. All of these qualities are combined in Kokkuri-san.