You're a poet, and you know it. Make use of that.
Yeah, there's the expectation that poetry is going to be a meaningful part of your L5R life no matter what kind of clan your sworded person comes from, but you're not only Crane but Kakita, which is like, Crane squared.
I'm not saying "go full tanka" because adopting another language's poetic forms to your own language might not work so hot. But, based on the period pieces from the period this is supposed to be a fantastic version of, your duelist can probably think in tanka if they want to.
Excursus: From Tanka to Haiku
A quick backgrounder: The Pillow Book and The Tale of Genji are 10th-11th c. CE works where the dominant form of courtly poetry is tanka, poetry written using Japanese characters and consisting of two halves - one with 5-7-5 syllable lines that may seem familiar, and two closing 7-7 syllable lines. The halves could be written by the same person or different people.
The split-person form would evolve in later years to renga, improvisationally written series of alternating halves beginning from a single prewritten "seed" 5-7-5 verse, called the hokku, which probably really seems familiar. Quality seed verses were regarded more highly than the improv followup.
And then we get to the 17th c. CE and Matsuo Bashō, who polished his hokku game to a mirror shine, amplifying the popular sentiment that it could be a quality standalone poem in its own right. A couple of centuries later these standalone poems, as separate from their responses, would be classified as haiku, which should close the circle.
A short-form poem is more about sense impressions than proper names.
You want to explore your own character through a travel journal style of document, without having to have any specifics nailed down about where you went and with who. So think poetically, though again, you don't have to actually write poetry. Take a moment full of detail and prune it down to just the part that says the most about your character -- and since you're a bodyguard rather than a mover and shaker, that part is almost never going to relate to some specific fact of the setting, but rather to a sense impression from the moment.
Like, if you have an idea for an entry that's about how the road got muddy and you had to pause your journey, don't write about where you were coming from or where you were going or why. Write about how it feels to move in heavy mud, or how city mud differs from your memories of country mud (or vice versa), or how frustrating it is when the sun's in full blaze and the road's still not dry.
If you have an idea about an experience at a festival, don't write about who threw the festival or what it was for. Write about how it feels to be in a festival crowd, or to watch a festival crowd from a long distance, or see fireworks in the clear night, or see them against clouds. (Because what are you going to do, not have fireworks? It's a festival!)
If you have an idea about a fight you have you don't need to say who you fought or why the fight happened or what style they used. Write about the fight as related to the anticipation of the night before, or about how it felt to draw blood or take a wound, or some background detail that doesn't even matter at all to the fight but still sums up how the fight went.
Of course, if anybody else reads this, they're not going to know anything about where you actually went or what you actually did, but as a tool to help yourself explore a character's mindset, zooming in very tightly on a particular moment in time can give you a solid anchor point to extrapolate them from.
A Game of Points in Time
This is actually the approach taken by a storytelling game called a penny for my thoughts, but in kind of a reverse sense. The conceit of the game is that you're playing people with severe episodic memory loss, taking a drug which was thought to be hallucinogenic but actually has telepathic properties. It opens by producing just these disconnected moments from the "shared telepathic space" as prompts to create the memories you explore throughout the game - literally writing sense impressions on a slip of paper and throwing them into a hat, with no idea what kind of past they actually relate to.
And yet, I've found in play that what the game says is true. "The drug works!" When you've sketched out a past, however fragmentary, even a random sense impression from a hat, disconnected from anything, can still fit into that character.
So don't worry about losing something by carving off details that don't matter. You can get a lot of character exploration out of just some feature of a moment.