Four mercenaries escort a wagon laden with crimson spice toward a fortress beneath a storm

A FANTASY MERCENARY COMPANY ROLEPLAYING GAME

Some blood comes from birth.
Some must be shed yourself.

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.

1–4 players (2–4 recommended) · 1 Groundkeeper (GM) · about 3.5–4.5 hours

MORE THAN AN ADVENTURE

Every choice enters both battlefield and market.

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.

Inherited and Earned

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

Magic Is Materiel

Spices can be cast, traded, stockpiled, or cut off. Every miracle is also an entry in the quartermaster’s ledger.

Command a Company

You negotiate and duel in person while your officers, squads, and morale operate on a real battlefield.

Several six-sided dice collide among the four elemental Thoughts
The pool decides possibility; faces decide direction.
Groups decide force; collisions decide cost.

A CHARACTER CHECK

Many Thoughts collide. One direction takes form.

01

Declare the acting Thought

Say what the hero wants to change and which Thought shapes the attempt.

02

Bring Thoughts into play

Base dice, Expertise, Root Thought, bloodline, and aid form a pool capped at seven dice.

03

Find Thought Groups

Roll several d6s. Matching faces gather into groups. Pool size sets possibility; faces set direction.

04

Choose the result

Group size sets force. Strong unchosen groups may return as Echoes and costs.

THE SIX THOUGHTS

Ability is a direction for facing the world.

The first four express capability and style. Wonder and Gloom record how the hero understands miracles, ethics, and cost.

Fire

Drive

Courage, resolve, and force of will

Water

Outreach

Affinity, influence, and connection

Earth

Calculation

Knowledge, observation, and strategy

Air

Composure

Patience, enticement, and harvest

Attitude

Wonder

Miracles, wishes, and things beyond time

Attitude

Gloom

Ethics, costs, and the wear of the world

A mercenary stands between inherited covenant and labour on the battlefield

BLOOD & SPICE

Birth grants power. Bloodshed makes the world acknowledge it.

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 factions and one outsider are waiting for your decision.

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.

Ida Copperpalm standing beside scales and spice at a Red Canyon trading post

CONTRACTS & ROADS

Ida Copperpalm

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.”
Gray ScaleMerchantContracts
Captain Orfan keeping watch before the defenses of Red Canyon's eastern gate

ORDERS & THE GATE

Captain Orfan

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.”
House HesarCaptainMilitary Order
Tara Red Spring standing beside the irrigation channels and spice plots of a canyon settlement

WATER & HOME

Tara Red Spring

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.”
Red SpringWater KeeperHomeland
Ananas Eden, the Founder, carrying her family crest and a locked weapon case above Red Canyon

DEEDS & A NEW CITY

Ananas Eden, the Founder

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.”
Eden GuardInheritorHearth · FireChampion
Complete motives, concessions, and entrances appear in the spoiler-filled Groundkeeper pack ↓

YOUR FIRST SESSION

Choose which side of the table you stand on today.

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.

I AM A PLAYER

Choose one character or enter the full crossed ensemble.

  1. Read the player-safe setting and rules guide.
  2. Choose Single-Team, Paired Play, or Cross-Portrayal for your group size.
  3. Assign captains, officers, and their bonds.
  4. Prepare to escort the last wagon through Red Canyon.
Get Player Materials
I AM THE GROUNDKEEPER

Let contracts, factions, and battle answer what the players truly value.

  1. Read the full session sequence.
  2. Accept the spoiler warning before downloading the GM pack.
  3. Prepare four acts, faction clocks, and final deployment.
  4. Record Blood Debts, Mirages, and playtest questions.
GROUNDKEEPER ONLYGo to the spoiler warning and download ↓
1 PLAYER + GROUNDKEEPER

Single-Team Play

The player portrays one captain. The player or Groundkeeper portrays the officer, as agreed before play, forming one self-contained captain–officer pair.

  • The captain sets military direction and gives formal orders.
  • The officer’s portrayer decides their immediate response and choices.
  • Captain and officer each receive one character action per battle round.
NEW PLAYER DEFAULT

Paired Play

One player portrays only the captain; another portrays only that officer. Each receives one action per round, so neither player must switch sheets.

  • The captain sets military direction and gives orders.
  • The officer decides how to answer, negotiate, and act.
  • A four-player table forms two pairs.
FULL ENSEMBLE

Cross-Portrayal

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.

  • The officer’s portrayer is not their commander.
  • An order creates duty and pressure, not mind control.
  • An independent officer action uses the commanding player’s captain action.
At the table

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.”

1–4players (2–4 recommended)
1Groundkeeper
3.5–4.5hours
d6 + cardsmain table tools
Eight spices arranged by earth, water, fire, and air

EARTH · WATER · FIRE · AIR

The Eight Great Spices are merchandise and strategic resources.

The current release covers spice stock, casting, and cargo conflict inside scenarios. The general price matrix remains a future Alpha module and is not yet a current rule.

SPOILER-FREE SETTING FICTION

A Name Owed to the Wind

Follow the Ashen Ember Company across the Salt-Mirror Waste and discover what Blood & Spice asks of bloodright, orders, trade ledgers, mercy, and cost.

Read all seven chapters

v0.5 · PT1.4-rc1

Get the current English playtest material.

These English files were rebuilt from the current Traditional Chinese source manuscript and checked for text, links, spoiler boundaries, and page rendering.

LANGUAGE AVAILABILITY

Choose the language and format you need

The online SRD and fiction are complete in Chinese, English, and Japanese. Downloadable full PDFs and playtest packs currently exist in Chinese and English.

Availability of Blood & Spice resources in Traditional Chinese, English, and Japanese
Resource正體中文English日本語
Complete Rules SRDRead onlineRead onlineRead online
Setting FictionRead onlineRead onlineRead online
Complete Rulebook PDFDownloadDownloadNot yet available
Red Canyon Player Packet PDFDownloadDownloadNot yet available
Complete Playtest ZIP (Spoilers)Behind warningBehind warningNot yet available

“Behind warning” opens the spoiler boundary before exposing Groundkeeper files.

GROUNDKEEPER ONLY · MAJOR SPOILERS

If you intend to enter Red Canyon as a player, stop here.

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.

I will serve as Groundkeeper — reveal files with major spoilers

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 Spoilers

The 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