


How to Romance Kurama in Rune Factory: Guardians of Azuma
Aug 01, 2025 am 12:42 AMQuick Links
- Quick Tips
- Bond Perks
-
Bond Quests
- Why He Hates the Mikoshi Mele
- Getting To Know Kurama 1 (Want To Play With The Kids?)
- Getting To Know Kurama 2 (Playing With Marbles)
- Getting To Know Kurama 3 (Kurama Flies)
- Confession to Kurama
-
Romance Quests
- Feelings for Kurama
- Becoming The Wind
- Games Make My Heart Race
- Reality Check
-
Marriage Proposal
- Marriage Ceremony
Kurama is the God of Autumn and the Winds in Rune Factory: Guardians of Azuma and is one of the eligible bachelors you can romance as the player, regardless of gender. Kurama is a known shut-in and rarely leaves his village after release, and often indulges in games with the village children or Oni God, Kai, though the two are seen butting heads and bickering over the fairness of games. This guide serves as a walkthrough on how to romance Kurama, from friendship to dating and marriage.
Quick Tips
- Easiest Gifts to Give: Stuffed Mochi (Like), Fruit Sandwich (Love)
-
Special Dishes when cooking together:
- Sweet Bean Jelly = Autumn Stroll
- Cream Mochi = Victory Stones
-
Favorite Hangout Options
- Discuss entertainment.
- Grab a bite to eat at Iroha's Teahouse.
Contains mild spoilers.
Bond Perks
Bond Level 1 |
You've grown closer to Kurama! Your bond boosts Kurama's CRT%. |
---|---|
Bond Level 2 |
You've grown closer to Kurama! Your bond boosts Kurama's Wind Daggers skill. |
Bond Level 3 |
You've grown closer to Kurama! Your bond boosts Kurama's Blade Breaker skill. |
Bond Level 4 |
You've grown closer to Kurama! Your bond boosts Kurama's Spirit Stance skill. |
Bond Level 5 |
You've grown closer to Kurama! Your bond boosts Kurama's Wind Orbs skill. |
Bond Level 6 |
You've grown closer to Kurama! You received a gift: Round Glasses Recipe. |
Bond Level 7 |
You've grown closer to Kurama! Your bond boosts Kurama's Autumn's Blessing: Wind Pillar skill. |
Bond Level 8 |
You've grown closer to Kurama! Your bond boosts Kurama's Morale Breaker skill. |
Bond Level 9 |
You've grown closer to Kurama! Your bond boosts Kurama's Dance of Divine Autumn skill. |
Bond Level 10 |
You've grown closer to Kurama! Your bond boosts Kurama's M.ATK. |
Bond Quests
Why He Hates the Mikoshi Mele
Requirements:
- Head to Hina's House (3 PM - 6 PM)
On the way to Hina's House, there's a nearby commotion of Kotaro being scolded about his involvement in the Mikoshi Mele by Kurama. Even when backed up by Kai, the God doesn't back down from his distaste. The player follows Kurama back to his shrine and asks why he hates it so and Kurama goes on to explain how unbalanced the rules of the game are, and he's outraged that a dangerous game has gotten so much acclaim, even if it was used to free him in the first place.
Getting To Know Kurama 1 (Want To Play With The Kids?)
Requirements:
- Reach Bond Level 4 with Kurama
- Wait Until Tomorrow
- Head to Autumn Village
- Head to the Autumn God Shrine
At the Village, it begins with Kai yelling for Kurama to play with him before leaving in an annoyed way. At that time, Kurama will answer the player when they knock and seems annoyed when asked why they won't play with Kai. Kurama will order the player to enter his bedroom and shows them an array of games ruined by Kai whenever he loses, and as to why he hasn't played with the Oni recently. He admits he once played with the kids, but goes cold when asked about it. The player asks around the village for more information and learns from an old man that Kurama still blames himself for causing a massive flood during a drought and wishes the God would play with the children again. Taking the information back to Kurama allows him to think it over before returning to his shrine, seeming more hopeful than last time.
Getting To Know Kurama 2 (Playing With Marbles)
Requirements:
- Reach Bond Level 5 with Kurama
- Wait until Tomorrow
- Head to Yachiyo's Izakaya
- Head to the plaza in Autumn Village
The player will come across Kurama playing a game of marbles with Tsubame and Kotaro. The object of the game is to be as close to the middle circle as possible, while also being able to knock other players' marbles out at the same time. The player joins the game and, depending on the choice, either wins or loses the second round. Kurama seems pleased that everyone is enjoying the games together. Kurama also comments that the player must be skilled in games, as games and martial arts are linked in terms of strategy and problem-solving.
Getting To Know Kurama 3 (Kurama Flies)
Requirements:
- Reach Bond Level 6 with Kurama
- Wait until Tomorrow
- Head to the Autumn Village (6 PM - 9 PM)
- Find the kids in Guardian's Grove
- Defeat the monster
The Bonding Quest starts with the player leading an enthusiastic Mauro away from Kurama, the God, having become exhausted from Mauro's endless ramblings, before he senses something amiss. Later, Yachiyo asks the player if they've seen any of the village children, as many have gone missing all of a sudden. Kurama then appears and asks the player to come with them to the Guardian's Grove, sensing the children were spirited away there. At the Grove, a Control Tree has the children in a trance, feeding off their lifeforce. Enraged, Kurama engages in battle against the tree with the player, freeing the trapped children to their grateful parents, and the old man from before thanking the God personally for saving their grandchild. Kurama seems satisfied even when the player teases that they like seeing a smile on their face.
Confession to Kurama
Requirements:
- Reach Bond Level 7 with Kurama
- Talk to Kurama and choose the "I love you!" option.
Kurama will be at a loss for words and at first believe you are trying to outsmart him with a mental trick, only to be caught off guard if you confirm your feelings for him. He will then ask you to meet him tomorrow at his shrine so he can give you a proper answer.
Romance Quests
Feelings for Kurama
Requirements:
- Wait until the next day after confession
- Meet at the Autumn God Shrine at 12 PM
- Choose the option: "With Pleasure!"
- Choose nicknames for yourself and Kurama to address each other as.
At the shrine, Kurama will first recount how you've changed his life from a shut-in, angry at you for defying the orders of a Mikoshi Mele, to how he began to cherish having you at his side. He will also proclaim his love for the player and will drop a die that he had planned to use to divine their romance together. If you choose to accept his feelings in return, you will begin a relationship with him and unlock more bonding events for his romance.
Becoming The Wind
Requirements:
- Invite Kurama on a date
- Wait until Tomorrow
- Talk to Kurama (12 PM - 3 PM)
For the first date, Kurama summons up a pair of horses to race the player to the true destination in the Autumn Fields, a cliff overlooking the Autumn region. Kurama takes the time to lament how he's changed since he first saw the sight and, now, having fallen in love with the player, comments that he hopes to show you this sight again some day and many more times in the future.
Games Make My Heart Race
Requirements:
- Reach Bond Level 8 with Kurama
- Wait until Tomorrow
- Head to Kusatsu's Inn (12 PM - 3 PM)
Kurama takes the player to Kusatsu's Inn for a relaxing day in the Hot Springs, only to see Matsuri trying to challenge others in a sour sake drinking contest, even offering a challenge to Kurama and the player. Kurama instead offers a tweak to the contest rules before going into the Hot Springs with the player. Exiting the springs, the two of you learn that Matsuri has been losing since the rules changed. Kurama then steps up and challenges Hisui and wins with his observational skills and experience with games, only to be slightly disappointed that Hisui was still unfazed, as she loved sour drinks to begin with and wasn't brought down like Matsuri.
Reality Check
Requirements:
- Reach Bond Level 9 with Kurama
- Advance the main story
- Wait until Tomorrow
- Invite Kurama on a Date
- Wait Until Tomorrow
- Head to the Autumn God Shrine (3 PM - 6 PM)
For the last date with Kurama, the kids try to get the God to play, only to be turned away. However, the player suggests they spend their date playing and spending time together with the kids instead. The two spend the day with the children, indulging in different games until late into the evening, when the children go home to their thankful parents. The player then comments that Kurama would make a good father after observing his behavior with the village kids that day, in which Kurama admits he was thinking similarly of a family of their own.
Marriage Proposal
After you max out your intimacy with Kurama and reach Bond Level 10, Woolby will gift you with a special Red Plum Sapling and Divine Spirit's Recipe. Plant the Tree behind a Dragon Shrine of yours and wait for it to bloom, then craft the Divine Spirits like any other drink at a cooking station. Once you're ready, invite Kurama to the Fateweaver Shrine to initiate the proposal.
Marriage Ceremony
A day after your proposal, you and your new spouse will receive congratulations on your wedding day throughout all the villages, and go through a traditional ceremony where Rin or Kaguya will oversee the ceremony at the shrine. Woolby will help you end your vows. Ultimately, you will be able to update your nicknames to reflect your new marital status. You have now reached the end of this guide and have successfully romanced and married Kurama. As a bonus, you will receive the achievement: My marriage to Kurama.
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