Inherited and Earned
Bloodline decides what you inherit. Blood and sweat shed in the field decide who you finally become.

A FANTASY MERCENARY COMPANY ROLEPLAYING GAME
In a war woven by gods, nobles, and merchant houses, you are a mercenary captain. Lead your company, trade spices that rewrite fate, and decide whether a land belongs to blood, coin, or those who bled for it.
MORE THAN AN ADVENTURE
Blood & Spice sits between personal adventure and national war. A hero’s Thoughts decide how they act; blood and spice make success leave debts, mirages, and political consequences.
Bloodline decides what you inherit. Blood and sweat shed in the field decide who you finally become.
Spices can be cast, traded, stockpiled, or cut off. Every miracle is also an entry in the quartermaster’s ledger.
You negotiate and duel in person while your officers, squads, and morale operate on a real battlefield.

The pool decides possibility; faces decide direction.
Groups decide force; collisions decide cost.
A CHARACTER CHECK
Say what the hero wants to change and which Thought shapes the attempt.
Base dice, Expertise, Root Thought, bloodline, and aid form a pool capped at seven dice.
Roll several d6s. Matching faces gather into groups. Pool size sets possibility; faces set direction.
Group size sets force. Strong unchosen groups may return as Echoes and costs.
THE SIX THOUGHTS
The first four express capability and style. Wonder and Gloom record how the hero understands miracles, ethics, and cost.
Courage, resolve, and force of will
Affinity, influence, and connection
Knowledge, observation, and strategy
Patience, enticement, and harvest
Miracles, wishes, and things beyond time
Ethics, costs, and the wear of the world

BLOOD & SPICE
A bloodline may awaken a gift and leave a Blood Debt owed by body, mind, relationship, or the uncanny. Spice puts magic inside the economy: the same cargo can work a miracle or pay an army.
Bloodbloodline, blood and sweat, Blood Debt, and Deeds
Spiceelemental casting, Mirages, trade, and battlefield conditions
PEOPLE OF RED CANYON
Three representatives enter the negotiation with their own positions, leverage, and hopes. Ananas brings a fourth possibility that Red Canyon did not have before. Only what players may safely know at first meeting appears here.

CONTRACTS & ROADS
The Gray Scale guild representative, who believes credit is harder to rebuild than a wall.
Goods must arrive and contracts must hold, or the next caravan and the next mercenary commission lose their foundation. She yields nothing for free, but she will bargain over price, route, and responsibility.
“Tell me what you promised first. Then tell me whom you are willing to bleed for.”

ORDERS & THE GATE
The eastern-gate commander who represents House Hesar's claim to wartime order.
He insists that provisions, taxation, and passage answer to the defense of the city. Unlike distant nobles, he cannot leave the cost to someone else. Bargaining with him means finding a road between written law and the lives of the soldiers before him.
“The order came from the marquis. The dead will remain at my gate.”

WATER & HOME
The Red Spring Alliance representative who speaks for mining villages, growers, and water keepers.
She does not oppose every trade. She opposes outsiders deciding what the canyon must sacrifice. To earn her trust, mercenaries must prove that cargo, medicine, and promises will not abandon the residents when danger comes.
“You see a wagon of goods. We see the next sickness, the next well, and the next winter.”

DEEDS & A NEW CITY
An Eden captain who means to turn mercenary achievement into the foundation of a city.
She arrives with the Eden Guard crest, a locked weapon case, and a city plan that has not yet become law. She may become a buyer, a witness to a ceasefire, or the beginning of the next campaign.
“A lawful sale is not always a just one. A contract must also name who bears the consequences.”
YOUR FIRST SESSION
Players read only spoiler-safe material. The Groundkeeper (GM) may reveal the Groundkeeper downloads after accepting their warning. The rulebook, Red Canyon packets, fiction, and release ZIPs are now available in English.
The player portrays one captain. The player or Groundkeeper portrays the officer, as agreed before play, forming one self-contained captain–officer pair.
One player portrays only the captain; another portrays only that officer. Each receives one action per round, so neither player must switch sheets.
Each player portrays their own captain and another captain’s officer. The creator gives a past, the commander gives a task, and the portrayer decides the present.
Captain player: “I order you to take the crossbows to the north bank.”
Officer player: “I will, but I am leaving two soldiers to receive the wounded.”
Groundkeeper: “The captain gives the order; the officer decides how to carry it out. Both choices change the situation.”
SPOILER-FREE SETTING FICTION
Follow the Ashen Ember Company across the Salt-Mirror Waste and discover what Blood & Spice asks of bloodright, orders, trade ledgers, mercy, and cost.
v0.5 · PT1.4-rc1
These English files were rebuilt from the current Traditional Chinese source manuscript and checked for text, links, spoiler boundaries, and page rendering.
LANGUAGE AVAILABILITY
The online SRD and fiction are complete in Chinese, English, and Japanese. Downloadable full PDFs and playtest packs currently exist in Chinese and English.
| Resource | 正體中文 | English | 日本語 |
|---|---|---|---|
| Complete Rules SRD | Read online | Read online | Read online |
| Setting Fiction | Read online | Read online | Read online |
| Complete Rulebook PDF | Download | Download | Not yet available |
| Red Canyon Player Packet PDF | Download | Download | Not yet available |
| Complete Playtest ZIP (Spoilers) | Behind warning | Behind warning | Not yet available |
“Behind warning” opens the spoiler boundary before exposing Groundkeeper files.
Spoiler-safe · first-session rules, pregenerated captains, officers, squads, and records
Core rules, character creation, Fate, blood, spices, probability, combat, examples, and illustrated fiction
Rulebook, player packet, fiction, and supporting assets · safe to share with players
GROUNDKEEPER ONLY · MAJOR SPOILERS
The Groundkeeper packet and complete ZIP contain all six truths, faction clocks, enemy decisions, final deployment, event answers, and possible endings. Reading either file in advance will directly spoil investigation, politics, and the finale.
Final confirmation: I understand that these English files contain complete scenario spoilers and will not share them with this scenario’s players.
Download Red Canyon Groundkeeper Packet — Major SpoilersThe complete ZIP places spoiler material at the package root beside the other release files. Share the separate player-safe ZIP with players; reserve this complete archive for the person organising the table.
Download Complete English ZIP — Major Spoilers