Welcome to Chane
This is the canonical record of our Draw Steel campaign in the world of Chane: its peoples and faiths, and the long history beneath them. Where Chane departs from what you expect of a fantasy world, the departure is deliberate.
Not everything here is evenly known. Some entries are certain; others are partial, or written from a single vantage, or framed by what no one quite remembers. That is deliberate too: discovery is part of play. Treat these pages as common ground. Your characters inherit what is written here, and through play will write the rest.
"We came with nothing, hands and breath,
To hold back silence, dark, and death.
Our land was empty, now it sings,
Of quiet lives and honest things."
I have watched this world since before it had a name, and I will tell you what it is.
Chane is one world, closed on every side, and almost all of its life is gathered into a single country: the Vale of Fingers, a broad green basin held between the cold peaks they call the Fingers and the red wastes of the south. To those born here it is not one nation among many. It is the world entire, and they are not wrong by much.
At its heart stands Crownhold, the great city on the shore of Hallowglass Lake. Its oldest quarter was raised in the Age of Song, before the breaking, and it looks like nothing built since: pale and organic, grown rather than cut, like bone coaxed into arch and vault. Those halls still hum faintly to anyone who listens, and the people say it is threadlight, caught in the stone and never let go. From that high old centre the Concordate rules, a sealed crown set beside them as a reminder of the kings who came before. But that ancient centre is only the heart of it. Crownhold long ago spilled past its old walls and spread for miles around, street on street of market and workshop and home, and into that sprawl the whole world has come. Thousands upon thousands of every people there is live here shoulder to shoulder, in the noise and trade and press of an ordinary day.
Outward the Vale runs on into farm and forest and moor, through cities and rival ports and small strange towns, down to the soldiers' forts that hold the southern passes against the Ashlands. Past its borders the world thins. It grows wider, and emptier, and stranger, and fewer and fewer go looking. I could tell you what waits in the dark out there, in places like Bandit Bay on the long road to the Lands Beyond. You would not thank me for it.
Threadlight runs through all of it, seen and unseen. A rare few can take it up and bend the world to their will; most never will, and live their whole lives certain it touches them anyway, in a harvest that holds, in a fall that should have killed and somehow did not. They are not entirely wrong about that.
The Vale looks stable, and for most it is. Crops come in. Bells ring. But the roads are less safe than they were; raiders press the south and bolder bandits the dark places, and the old comfortable certainty has begun to thin. And beneath all of it, older than any raider, there is a feeling this world has never shaken: that something is coming, that every life here is bent toward a purpose, and that no one has yet been told what it is.
I have watched a long time. I think they are right to be uneasy.
The Peoples of Chane

Devil
AncestryDevils — or demons; in the Vale the words mean the same thing — are the blood of the underworld walking in m

Dragonkin
AncestryDragonkin are rare, and live in small enclaves scattered across the Vale. They are scaled, in bronze and coal-black and

Dwarf
AncestryDwarves are compact and powerfully built, their flesh and bone dense enough to turn a blow that would break another body

Goblin
AncestryNote; Goblin does not exist in Draw Steel rules- we’ll be homebrewing this only if someone chooses to be it. Their abili

Hakaan
AncestryHakaan are widely known for an open manner and an ease with strangers, which makes their departures stand out all the mo

High Elf
AncestryMany high elves hold that they were shaped in the earliest ages by the Aetherim, formed to tend knowledge, preserve craf

Human
AncestryHumans belong to the world in a way the other speaking peoples do not. They sense the presence of the supernatural insti

Memonek
AncestryMemonek traditions speak of a purpose long forgotten. Their oldest accounts claim their ancestors were fashioned for a s

Orc
AncestryOrcs value distance, quiet, and control over their own ground. They favour settled routines, familiar people, and places

Polder
AncestryOften called halflings or gnomes by outsiders, names some find charming and others quietly resent, polders are a small,

Revenant
AncestryThe dead sometimes walk among the living. Revenants do not rise through necromancy, but through a union of injustice and

Riftborn
AncestryRiftborn are marked from birth by a persistent distortion linked to an ancient rupture in space and time. This vast, unk

Wode Elf
AncestryMany wode elves trace their lineage to ancient sylvan spirits, bound to the deep forests known as wodes. This belief is
Paths of the Hero
Censor
ClassA relentless holy warrior who marks an enemy with Judgment and spends Wrath to punish them — wearing down their defences
Conduit
ClassA divine channel who fuels their magic with Piety — gained steadily, or gambled on a risky prayer. The party's main heal
Elementalist
ClassThe classic mage — a spellcaster who shapes the elements through Essence, drawn each turn and from elemental damage flyi
Fury
ClassA brutal frontline warrior who feeds on the fight — building Ferocity by dealing and taking hits, then spending it on th
Null
ClassAn unarmed psionic warrior who controls the battlefield through rapid movement and a disruptive Null Field that dampens
Shadow
ClassA cunning rogue who blends stealth and magic, gaining Insight each turn and striking from hiding. More than just a backs
Summoner
ClassA battlefield controller who overwhelms encounters by commanding squads of summoned minions. They trade personal action
Tactician
ClassA battlefield commander who marks enemies and empowers allies — granting advantages, coordinated attacks, and extra dama
Talent
ClassA psionic caster who bends minds, motion, and moments through sheer will — reading thoughts, moving people and objects,
Troubadour
ClassA dramatic hero who fuels their abilities with Drama — earned from bold moves, big swings, and the high points of a figh
The Gods of Chane
Adûn
DeityDomains: Creation, Life, Love, ProtectionAdûn is the god of creation, life, honest labour, and steadfast protection. His
Cavall
DeityDomains: Life, Love, Protection, WarCavall is the god of life, protection, justice, and the lawful order that keeps comm
Cyrvis
DeityDomains: Death, Fate, Knowledge, TrickeryCyrvis is the enemy of fate itself: god of death, twisted destiny, forbidden kn
Kul
DeityDomains: Knowledge, Life, Sun, Trickery, WarKul, the Father of Flames, is the god of fire, creation, destruction, and th
Nebular
DeityDomains: Creation, Life, Love, SunNebular, the Star Mother, is the goddess of creation, life, love, and the sun's sustai
Nikros
DeityDomains: Death, Fate, Storm, WarNikros, the Tyrant, is the god of death, fate, storm, and the brutal right of strength.
Ord
DeityDomains: Creation, Knowledge, Protection, Sun, WarOrd, the Maker and Engineer, is the god of creation, knowledge, protec
Ovanor
DeityDomains: Fate, Knowledge, Storm, SunOvanor, the Stormrider, is the god of fate, knowledge, storms, and the guiding light
Salorna
DeityDomains: Life, Nature, Storm, SunSalorna is the goddess of life, nature, storms, and the sunlit balance that binds them.
Val
DeityDomains: Creation, Knowledge, Life, Nature, ProtectionVal, the Noble Lord and First Among Equals, is the god of creation
The Vale of Fingers
The Vale of Fingers

No two corners of the Vale are quite alike. It is one basin, but a broad one, and the country changes as you cross it: worked fields give way to cold uplands, uplands to wind-scoured coast, coast to drowned forest, and forest to the red and broken land of the south. The name comes from the north, where four narrow peaks stand above every other height, like a hand half-lifted and left that way. These are the Fingers, and from their feet the region takes its rivers, its weather, and its name.
At the centre lies Midvale, the worked heart of it: hedged fields and drainage cuts, mills and crossroads and storehouses, each village set a walk apart from the next. Little of it is truly wild — even the fallow ground and coppiced groves are land resting, not land abandoned. It is the plainest region and the one least able to be spared, the country that feeds the rest and keeps the records straight.
North of it the land climbs into Northvale, colder and older, where snow shuts the roads for much of the year and many of those roads are older than the laws meant to run them. Here are longhouses and shared hearths, oaths that are remembered, hospitality given by strict rule; and everywhere, half-swallowed by forest and stone, the ruins — some from the Age of Song, some from the Sundering that ended it — their purpose long forgotten by the people who now live among them.
West, the Vale meets the sea. Caelond is rain and stone: rocky hills and open moor, dry-stone walls where the south would set a hedge, grazing where the soil runs too thin for the plough, and the Vale’s great ports strung along the Everfall shore, where word from distant waters comes in before it reaches anywhere inland. East is the opposite country. Eastryn begins in river and wetland and thickens, mile by mile, into forest so close the paths must be cut open again each season; deep within it stands Mount Tirhallow alone, and the further a traveller goes, the easier it becomes to lose the road, the hour, and the way back.
South, the ground darkens. The Vaelmark is iron-red and dry, a march of old battlefields where rain and drought still turn up bones and broken gear, and where the towns hold close to the garrisons that watch the passes into the Ashlands. It was richer once, and learned — a southern road out to the wider world — but that road is gone, and what stands now stands among truncated roads and foundations that lead nowhere, kept alive by watch-rotation and habit more than by trade.
For all these differences, one thing holds the length of the Vale: its people live mingled. A single town will keep a dozen ancestries under its roofs, sharing the same market and the same saints, bound by trade and habit more than by blood. A settlement of one people alone is a rare thing — not unheard of, in the remote valleys and the older quarters, but rare enough to be remarked upon. Whatever else divides the regions, the mixing is the common ground.
Map of the Vale of Fingers

The Five Regions of the Vale

Caelond
LocationCaelond lies along the western edge of the Vale of Fingers, where settled land meets the Everfall Sea. The region is def

Eastryn
LocationEastryn occupies the eastern reaches of the Vale of Fingers, where lowland rivers and wetlands give way to extensive for

Midvale
LocationMidvale occupies the worked centre of the Vale of Fingers. It is not distinguished by dramatic terrain or singular landm

Northvale
LocationNorthvale occupies the northern edge of the Vale of Fingers, where the land rises toward the mountains known as the Fing

The Vaelmark
LocationThe Vaelmark forms the southern edge of the Vale of Fingers, where settled land gives way to the Ashlands. It is the reg
The Histories of Chane
The Rebellion
A widespread uprising against the monarchy, driven by grievances that had deepened over generations. The conflict lasted approximately three years and ended with the overthrow of the last king. Its co
The Sundering
The cataclysm that fractured and broke the world. Great chasms split the land, mountains collapsed, and entire regions were rendered impassable. The precise date is a matter of scholarly dispute; esti
The Crown Concordia
The founding agreement that ended monarchical rule and established the Concordate. Year zero of the common calendar, and the division between Discordis and Concordis.
Founding of the Concordate
Following the Crown Concordia, the Concordate was formally established as the governing body of the Vale. Authority was distributed among representatives rather than concentrated in a single ruler, ma
The Timeline of Chane
The history of Chane is measured in two directions from the Crown Concordia, the founding agreement that established the Concordate. Years after the agreement are counted in Concordis; years before it