Welcome to Chane
Chanesong is a campaign of high fantasy set in Chane, the known world. Nearly all of civilisation lies in the Vale of Fingers — a wide, green land of farms, market towns, and one great city, where a dozen peoples live side by side and the tenday bells still ring. It is a living, working world. It is also an old one: ruins stand that no one can explain, and the histories run out sooner than they should. And older powers than any the Vale remembers are still in dark places, still working.
We play using Draw Steel. If you know D&D, the bones will feel familiar — but Draw Steel is built for cinematic, tactical heroics. You start as a capable hero, not a farmhand with a knife. There are no wasted turns: every ability does something, even on a bad roll, and fights are won by playing off each other rather than queueing up attacks. The classes carry the flavour of it — a Fury channels growing rage into devastation, a Tactician turns the party into a single weapon, a Talent bends the battlefield with their mind, a Troubadour treats the whole fight as a performance that must land.
Bring a hero with a reason to walk into the dark. These pages are common ground: anything you can read here, your character could know. Not everything is evenly known — some entries are certain, others partial, or written from a single vantage, framed by what no one quite remembers. That is deliberate. Discovery is part of play, and through play you will write the rest. Start with the Peoples, then the Heroes; the rest can wait until you have a character in mind.
"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
Thirteen peoples are numerous enough here that you will meet them in any town, and there are rarer ones I have not troubled to count. I have set down each of the thirteen as their neighbours know them, on Inhabitants of Chane.

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

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
AncestryGoblins are the smallest of the Vale's peoples: wiry, green-skinned, with long ears swept back and a wide mouth crowded

Hakaan
AncestryHakaan are the largest of the Vale's peoples; a grown hakaan stands over nine feet tall, and their bodies are made of li

High Elf
AncestryHigh elves are tall, fine-featured, and long-lived. Age shows in them as composure rather than decay: the oldest are str

Human
AncestryHumans have no common look. They are tall and short, broad and slight, and every shade the Vale holds; nothing about a h

Memonek
AncestryMemonek traditions speak of a purpose long forgotten. Their oldest accounts say they were made, shaped for a single task

Orc
AncestryOrcs are broad, heavy-framed, and green-skinned, with prominent lower tusks. Strangers read the build as a soldier's; mo

Polder
AncestryPolders stand about three and a half feet tall, and they are built like the big folk in miniature, not like children. Pa

Revenant
AncestryA revenant is someone who died and did not stay dead. They come back in the body they had, of whatever people they were

Riftborn
AncestryRiftborn are marked from birth by a distortion that never leaves them, and which tradition ties to an ancient rupture in

Wode Elf
AncestryWode elves are slight and quiet-moving, with long pointed ears and large, dark, reflective eyes. The eyes are the one fe
Paths of the Hero
There are ten ways a hero comes to exert power on this world, and only one of them owes nothing to the supernatural. What each of them is, and what it asks of the one who takes it up, is on Adventurers and Heroes.
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
Ten gods, real and distant, who do not answer and are heard all the same, through signs and through the Saints who carry their power down into the world. I knew them when they were nearer. Their domains and their teachings are on 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

Each region in its own right, and Crownhold with them, I have set down on Regions of the Vale.
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 Vale counts its years from the day it set aside its king, and it counts them carefully; what came before the count it remembers less well. The count is on Timeline, and the year itself, the tenday and the holy days, on The Calendar 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