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A Draw Steel Campaign

Chane Unmade

Mountains stand where something greater once fell.

Enter the world of Chane

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Welcome to Chane

Welcome to Chane

This is the canonical reference for our Draw Steel campaign set in Chane — its world and peoples, its faiths and institutions, and the histories that shape everyday life within it. Where the setting departs from expectation, those departures are deliberate.

Not every truth here is evenly known. Some entries are certain; others are partial, framed by uncertainty, or written from a single vantage. That, too, is deliberate — discovery is part of play. Use these pages as a shared foundation: your characters inherit what is recorded here, and through play will add to it.

"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."

Words for Chane
anonymous
origin lost to time

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 that lives in it is gathered into a single country: the Vale of Fingers, a broad green basin of field and river and forest, held between the cold northern peaks 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 southern shore of Hallowglass Lake, whose waters lie so still they seem to be waiting for something. Its oldest quarter was raised in the Age of Song, before the breaking, and it looks like nothing built since: pale and grown rather than cut, like bone coaxed into arch and vault. Those halls still hum faintly to anyone who stops to listen, 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 its seat in memory of the kings who came before. But the old quarter is only the heart of it. Crownhold long ago spilled past its first walls and spread for miles, 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 field and forest and moor, through market towns and rival ports, down to the soldiers' forts that hold the southern passes against the Ashlands. Its people reckon it in five regions, from the fertile heart of Midvale to the cold wild country under the Fingers, out to the southern marches where the red earth begins. Past those 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. 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.

Overhead the order holds. The sun keeps its course; the stars do not wander; the moon hangs broken and does not heal. The people read this less as harmony than as evidence of a world wound tight and narrowly bound, where what changes gathers at the edges and in the uncertain places.

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 southern marches, bolder bandits hold the dark places, and the old comfortable certainty has begun to thin. Beneath all of it, older than any raider, there is a feeling this world has never quite 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

Devil

Ancestry

Devils originate from the Seven Cities of Hell. They are humanoid in form, most commonly bearing red or blue skin rangin

Dragonkin

Dragonkin

Ancestry

Dragonkin are a rare ancestry, found in small enclaves scattered across Chane. They are distinguished by scaled skin, mo

Dwarf

Dwarf

Ancestry

Dwarves are a compact and powerfully built ancestry, with flesh and bone notably dense and resistant to injury. Their ph

Goblin

Goblin

Ancestry

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

Hakaan

Hakaan

Ancestry

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

High Elf

High Elf

Ancestry

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

Human

Human

Ancestry

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

Memonek

Memonek

Ancestry

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

Orc

Orc

Ancestry

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

Polder

Polder

Ancestry

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

Revenant

Revenant

Ancestry

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

Riftborn

Riftborn

Ancestry

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

Wode Elf

Wode Elf

Ancestry

Many wode elves trace their lineage to ancient sylvan spirits, bound to the deep forests known as wodes. This belief is

Paths of the Hero

The Gods of Chane

The Vale of Fingers

The Vale of Fingers

The Vale of Fingers

The Vale of Fingers is the centre of life as most people understand it. It is a broad, temperate basin of farmland, rivers, forests, and roads, enclosed by barriers that make it feel both protected and complete. For the vast majority of its inhabitants, the Vale is not a region within the world; it is the world, in all the ways that matter day to day.

The Vale takes its name from the great mountains to the north, where four narrow, towering peaks rise above all others. These are the Fingers. They dominate the skyline, anchor countless local stories, and mark a boundary few willingly approach. The land beneath them is colder, darker, and older than the fields of the south, and those who travel too close speak of unease that lingers long after they return.

Below the Fingers lies Hallowglass Lake, unnaturally still, from which the region’s rivers flow outward to sustain farms and towns. On its southern shore stands Crownhold, the largest city known, and the seat of the Concordate. From here, trade routes radiate, laws are negotiated, and disputes are settled before they harden into war.

The Vale is divided into five recognised regions:

  • Midvale, the fertile central heartland.
  • Northvale, colder and wilder land beneath the Fingers and surrounding Hallowglass Lake.
  • Caelond, the western hills and moors that descend toward the Sea of Everfall.
  • Eastryn, forested lands rising toward Mount Tirhallow.
  • The Vaelmark, the southern marches, beyond which lie the Ashlands.

Life in the Vale is defined by proximity and mixture. Most settlements are home to many ancestries living side by side, bound more by shared custom, labour, and faith than by blood. Old traditions persist in remote places, but coexistence is the norm rather than the exception. Temples stand near markets; shrines share streets with guildhalls; saints are invoked as readily as contracts.

Beyond the Vale’s borders lie places spoken of more than seen. To the west, an endless sea. To the south, red earth fading into ash. To the north and east, lands that grow stranger with every telling. These edges are acknowledged, occasionally feared, and rarely pursued. Most people live their entire lives without reaching them.

The Vale appears stable, even comfortable. Seasons return. Crops grow. Bells ring. Yet everyone knows the boundaries exist, and that beyond them lie things the Vale does not fully explain. Few seek those answers—but they shape the world all the same.

Map of the Vale of Fingers

Map of the Vale of Fingers

The Histories of Chane

-3

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

-1600

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

0

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.

1

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