English edition v1.3.3

#Open-World Section Index — Seven Dice

Contents

What this section is. While the domain lives week by week, this lays out what happens where as 6 d100 tables + 1 seasonal table. It is a living background that fills the empty time between main chapters.

Core Reference

- Required: Non-Combat Checks · Domain Management

- Reference: Three Ways and Six Hearts · Yoma Bestiary · Sengoku Lands

- In this supplement: Premise · Campaign Loop · Domain Index · Morale and Fear · Barrier · Core Economy


#Scent — The Weight of Empty Time

The domain lives a week like this.

Before dawn on Monday, water buckets line up at the well. On Tuesday morning, a squad opens the north gate. On Friday evening, the name of someone who did not return is carved into a pillar. On Sunday night, the Barrier trembles. Between those moments, there is empty time unless the GM fills it.

That empty time is the open world.

  • Someone cried.
  • Someone fought.
  • A strand of chain grew from the northern forest and reached down to the castle gate.
  • Old Hoshino says he had a strange dream last night.
  • At the well, people begin saying, "The lord has changed."

This index organizes that empty time into six tables the GM can roll.

Do not roll an entire day. When the session starts to sink, the GM rolls once. One d100 roll is enough to give birth to a scene.


#Law — How to Use the Seven Tables

#At-a-Glance Summary

NumberDocumentWhat You RollWhen You RollCheck Dice
20-01Domain Weekly Events100 things that happen inside the domainEvery Monday morningd100
20-02Patrol EncountersDuring scouting at the domain edgeWhen a patrol goes outd100
20-03Barrier Edge EventsAnomalies affecting the Barrier itself1 time per week, or when Barrier HP changesd100
20-04Rumor Mill100 rumors from the domain and the Spirit RealmTavern, well, and castle scenesd100
20-05Dreams and NightmaresDreams of PCs and NPCsExposure accumulation and sleep scenesd100
20-06Seasonal EventsNew Year, Tanabata, Obon, harvest, winter solsticeThe relevant seasonal week2d10

#Principles of Use

  1. Do not roll every table in a single week. One or two is enough.
  2. Roll in the open when you roll. When players see the dice, the world feels alive.
  3. Do not read the result immediately. After rolling, blend it naturally into the flow of the scene.
  4. Record numeric effects. Morale ±1 and Barrier HP ±3 return next week.
  5. Allow results not on the table. When d100 gets stuck, adjust at GM discretion.

#Tables — Deeper Summary of the Seven Documents

#20-01 Domain Weekly Events — One Week for 800 People

100 things that happen inside the domain over one week. Ratio: positive 30 · neutral 40 · negative 30.

A positive result is when residents do something on their own. An elder told an old story to a child. Iron came out clean at the forge. Someone picked flowers and placed them before a family memorial tablet.

Neutral results are the noise of the world. It rained. A dog barked. The well-bucket rope wore thin.

Negative results are the fatigue of a living domain. Someone fought. Someone cried. Someone fled. A baby cried all night and its mother did not soothe it.

Main numeric effects:

  • About 40 morale ±1 events
  • About 8 Barrier HP ±2 events
  • About 6 core stock ±1 events
  • About 12 events affecting squad checks

Roll timing: every Monday morning, before the PCs wake or just before the morning meeting.


#20-02 Patrol Encounters — 100 Faces Outside the Barrier

Things encountered while scouting the edge of the Domain Barrier. 4 difficulty tiers: safe(25) · watch(35) · danger(30) · lethal(10).

The edge is not full hell. It is the far end of Reviving Hell, the place where the First Chain of Black Rope grows, the place where the hot wind of Screaming Hell cools and settles. A place just slightly crossed over. There, 100 things happen.

A dead tree sprouts new growth. A hell warrior sits alone. Paper, not snow, falls from the sky. Bells from a distant otherworld are heard. A resident who died yesterday walks over from the other side.

Difficulty structure:

  • Safe 25: description, clue, or recovery of 1~2 cores
  • Watch 35: 1 yoma, or a Target Number 11~13 check
  • Danger 30: 2~3 yoma, or a Target Number 15 check
  • Lethal 10: lord-grade yoma, or risk of severe PC injury

Roll timing: when sending a scouting squad, or when PCs explore within 1 round outside the Barrier.


#20-03 Barrier Edge Events — 100 Tremors in a Thin Skin

Anomalies that occur in the Barrier itself. Ratio: weakening 40 · strengthening 25 · anomaly 35.

Weakening is the expected value. Chains scrape across the Barrier. Thorns lodge in it. Its light grows dim. Numerically, this ranges from Barrier HP -2 to -10.

Strengthening is rare. The residents' collective prayer tangled into the Barrier. A passing spiritual being bowed to the Barrier and moved on. A single drop of water in the well froze on the inside of the Barrier and became a thin reinforcement.

Anomaly means more than numbers. The Barrier showed the hand of someone invisible. From beyond the Barrier, a PC's face looked at that PC. The Barrier, once — only once — exchanged inside and outside.

Main numeric effects:

  • About 60 Barrier HP ±2 events
  • About 20 Barrier HP ±5 events
  • About 20 narrative-only events

Roll timing: every Sunday night immediately before the Barrier maintenance check, or when Barrier HP changes by more than 5.


#20-04 Rumor Mill — 100 Things Passed from Mouth to Mouth

60 domain-resident rumors + 40 Spirit Realm rumors. Ratio: true 40 · false 30 · deceit 30.

Truth is a collectible clue. Rumor: the north gate guard laughs alone every night → on checking, they are actually corrupted.

Falsehood is baseless talk. Rumor: old Gensho is actually already dead → not true. But the effect on the listener's heart remains.

Deceit is an intentional lie. A word someone leaked: a corrupted resident, a Spirit Realm being that has joined this side, or a traitor. Following it leads into a trap, but the process can expose the traitor.

Main axes:

  • Domain rumors 60(resident-origin 40 + retainer-origin 15 + lord-origin 5)
  • Spirit Realm rumors 40(patrol-origin 20 + drifter-origin 10 + yoma-origin 10)

Roll timing: before tavern, well, or castle-response scenes, or when a PC declares, "I ask around for rumors."


#20-05 Dreams and Nightmares — 100 Things Seen by Sleepers

Dreams of PCs or NPCs. Ratio: prophecy 35 · warning 35 · temptation 30.

Prophecy hints at a coming chapter. It is inaccurate and poetic, but after it comes true, people remember: "That was the dream from then."

Warning is danger within the coming 1~2 weeks. Dream: "blood-mixed water comes out of the southern fields" → next week's field incident actually occurs.

Temptation is one face of Spirit Realm exposure. A being from hell enters a PC's dream and proposes a conditional bargain. If accepted: short-term gain, long-term Exposure ↑.

Triggers by accumulated Exposure:

  • Exposure 0~2: do not roll(ordinary dream)
  • Exposure 3~5: roll d100 once
  • Exposure 6~8: roll d100 twice and choose the higher result
  • Exposure 9+: roll d100 twice and choose the lower result(the more dangerous dream)

Roll timing: when a PC declares sleep or rest, after checking Exposure.


#20-06 Seasonal Events — The Domain's Five Nights

The five seasonal occasions of New Year, Tanabata, Obon, harvest, and winter solstice. Each occasion has resident RP, one mini-scenario, the lord's role, and morale chains.

New Year(lunar 1/1) — "The first bell of the new year rings. The domain greets its first New Year after coming to the Spirit Realm." Tanabata(lunar 7/7) — "The night when lovers must meet beneath the split moon. There are two stars even in the Spirit Realm sky." Obon(lunar 7/15) — "The night when the gate to the dead is thinnest. In a domain already in the Spirit Realm, this gate is even thinner." Harvest(mid lunar 9th month) — "They call it a harvest, but there is not even half enough rice to harvest." Winter solstice(late lunar 11th month) — "The longest night. The night when the Barrier is tested the longest."

Each seasonal occasion gives Lord Akihisa an official role. If he performs it well, morale +2. If he misses it, -2.

Roll timing: automatically triggered in the relevant seasonal week(not something rolled, but something that happens).


#Linkage Map — The Inner Circuit of the Open World

The six tables are not 6 isolated sheets, but one connected body.

[Weekly Events 20-01] ──→ [Morale] ←── [Rumors 20-04]
    │         │      ↑
    ↓         ↓      │
  [Barrier HP] ← [Barrier 20-03] ← [Scouting 20-02]
    │               │
    ↓               │
   [Core Stock] ←──────────── recovery ──┘
    │
    ↓
   [Exposure] ───→ [Dreams 20-05] ──→ [Temptation Accepted]
    ↓               │
   [Seasons 20-06] ←──────── regular events ┘

#Representative Chains

  • Rumor(20-04) arises → morale -1 → chance of negative Weekly Event(20-01) ↑ → rumor arises again. Malignant loop.
  • Patrol Encounter(20-02) succeeds → core recovery → Barrier reinforcement(20-03) → residents feel relief → morale +1 → positive Weekly Event(20-01). Healthy loop.
  • Dream(20-05) temptation accepted → Exposure +1 → next dream becomes more dangerous → accumulation → explosion during a Seasonal Event(20-06). Tragic loop.

#Weekly Operating Routine(for GM)

#Standard 1-Time-Per-Week Roll Pattern

DaySceneTable to RollNotes
Monday morningwell20-01 d100 × 1week's tone
Tuesday~Thursdayexpedition/scouting20-02 d100 1 per expedition roundencounter
Friday eveningreturn20-04 d100 × 1rumors heard after return
Saturday nightlull20-05 d100(conditional)only PCs with Exposure 3+
Sunday nightBarrier infusion20-03 d100 × 1immediately before maintenance check
seasonal weekseasonal day20-06 relevant seasonautomatic trigger

How the GM avoids burnout: do not roll three or more tables in a single week. The tone disappears.

#Tone Distribution Principle

A week in the domain has an emotional curve.

Monday tension → Tuesday action → Thursday climax → Friday relief → Saturday fatigue → Sunday fear → bursts at the season

Tension week: mainly 20-01 negative and 20-03 weakening. Relief week: mainly 20-01 positive and 20-02 safe. Fear week: mainly 20-05 temptation and 20-03 anomaly. Festival week: 20-06 is everything. Do not roll other tables.


#Difficulty and Numeric Effect Standard

All d100 tables share the following standard.

EffectNumberFrequency(per table)
morale +1+115~20 times
morale -1-115~20 times
morale +2+23~5 times
morale -2-23~5 times
Barrier HP +2+25~8 times
Barrier HP -2-28~10 times
Barrier HP ±5 or higher±5~155~8 times
core stock ±1±13~5 times
Fear +1+15~8 times
Exposure +1+13~5 times
narrative only(no number)10~15 times

Within this range, each table has its own tone.


#New Rule Warning

The six tables in this section are a campaign-specific d100 event set not found in the core rules.

  • The core rules organize encounter tables in the Yoma Bestiary with combat as the focus.
  • This section is 70% or more non-combat narrative events.
  • In particular, dreams, rumors, and Barrier anomalies consume sensory resources that cannot be fully tracked numerically.
  • Do not import this back into the core rules.

#Table Selection Flowchart

A flow for the GM when the open world feels frozen.

Is this week quiet?
 No → Reroll only the negative range of [20-01]
 Yes
  Did a PC go outside the Barrier?
   Yes → Roll [20-02]
   No
    Is a PC talking with someone?
     Yes → Roll [20-04]
     No
      Is a PC trying to sleep?
       Yes → Check conditions, then roll [20-05]
       No → Describe one line of atmosphere around [20-03] Barrier-side mood

#Connected Sections


#Usage Tips — What Three Tests Taught Us

First test. The GM rolled every table every week. The session sounded like market noise. Players did not know what mattered. Failure.

Second test. The GM ignored the tables entirely. The domain remained only "background." The morale value did not move. Failure.

Third test. The GM chose only two tables in a week. One was mandatory; the other depended on the situation. Success.


"A domain is a place where 100 things happen every week. We see one of them. Even that is already a lot." — Retainer Kobayashi Iwao, summarizing the Monday meeting.