Posted October 05, 2025 by Warbriel
#ttrpg #tabletop roleplaying #storytelling #samurai #random tables #character generator #gm tools #rules-light #world building
The social structure of clans in Otaidokan can give a lot of diversity in the playing group with the drawback of creating unwanted rivalries if the player´s clans are in bad terms. Actually, clans are not closed structures but more like provinces so it´s not rare for a Tiger bushi serving in Panda territory. A simple way of unify the playing characters is making them serve the same daimyo: loyalty is key in a Otaidokan´s society and a samurai can end under the service of a different lord due to a number of reasons.
The following are some random tables to create a daimyo NPC, either as the player´s lord or as part of the game´s cast.
DAIMYO CREATION
A standard daimyo will rule over a fiefdom with 1d3 Population and 1d3 Production. The fiefdom has rice fields, farms, a castle and 2 random buildings (see below). A daimyo rules over the fiefdom peasants and has a Right Hand, 1d6 samurai under his service (plus the PCs) and an army of around 100 ashigaru. If a playing character get´s his or her own fiefdom, it will probably be a small part of the daimyo´s.
Faction: what´s the daimyo´s clan. It doesn´t necessarily mean that the daimyo is loyal to it. Roll 1d6:
1–Tiger
2–Panda
3–Cobra
4–Peacock
5–Yak
6–Mixed (roll twice in this table ignoring any further 6s). Either the daimyo lives in the territory of a clan different of his/her own or is married to someone from a different clan and neither of them is changing to the partner´s clan.
Personality: the main traits of the daimyo. Roll 1d6 twice and apply. If you get doubles, the daimyo´s personality is extreme.
1–Wrathful
2–Honorable
3–Ambitious
4–Coward
5–Foolish
6–Emotional
Right Hand: the main advisor or friend of the daimyo. Quite often, the Right Hand will deliver the orders to the PCs or will be sent when everything else fails. Roll 1d6 below and determine it´s personality as with the daimyo.
1–Bushi
2–Monk
3–Ninja
4–Courtier
5–Peasant
6–Special. Roll 1d6 again: 1–Animal (roll a further d6: 1,2-Hawk, 3,4-Dog, 5-Horse, 6-Tiger), 2–Medic, 3–Artist, 4–Yakuza, 5–Scientist, 6–Foreigner.
Fiefdom´s buildings: Roll 1d6 twice.
1,2-Village
3-Market
4-Mines
5-Shrine
6-Stronghold
Resources: The hidden asset of the daimyo. Roll 1d6.
1–Nemuranai (legendary item)
2–Elite troops
3–Lots of gold.
4–Foreign technology.
5–Spies
6–Family conections.
Problems: a permanent crisis that affects the daimyo.
1–No heir
2–Impossible love
3–Debts
4–War
5– Rebellious peasants
6–Conspiration
Loyalty (reason why you serve them): this one is for the playing characters to give them a reason to keep serving their lord.
1–Marriage within the daimyo´s family.
2–Family tradition: your family has served the daimyo for generations.
3–Debt of honor: the daimyo saved you somehow.
4–Hostage: as long as you serve the daimyo, your family stays calm and nobody suffers.
5–Student: the daimyo (or the Right Hand) is your master as well.
6–Blackmail: you have to serve the daimyo to prevent something dark being exposed.