Campaign

Twelve missions, one song

Three acts of four missions. Each act is told by one people, so the same events are seen three times, and each act shows the others to be wrong in a way that matters.

This page has no spoilers for the story’s turns or the ending.

How the campaign works

About 25 minutesper mission, five to six hours in all
Three difficultieson every mission
One bonus objectiveon every mission
Three starsfor finishing, the bonus and a par time

In design. The campaign is not playable yet. Missions 1 to 4, with a five-lesson tutorial, are the first to be built; the roadmap shows when. Skirmish has every people unlocked from the start; campaign progress unlocks banner emblems and map codes only.

Tutorial lessons: Eyes (camera and cursor), Hands (select and order), Roots (economy and building), War (groups and counters), Song (Lore, Ages and winning). Each can be skipped.

Act I

Urd’s Ledger

Hesh Dominion · what was

You play the Hesh. They believe the world is a sum, and that every column adds up.

1

Landfall

Base-build
Where
Karn-Ur, a dune shard. Your base sits lower-left; an Echo Site stands mid-map, ringed by dormant Sentinels.
Goal
Build a Granary and a Barracks, train eight Acolytes and attune the Echo Site.
Bonus
Do it in twelve minutes.
Introduces
Mason, Acolyte, Sunspear Caster, Granary, Barracks, Conduit.

“Stone remembers what hands forget. Lay your first stone, Artificer, and listen to what answers.”

2

The Weighed Road

Escort
Where
A canyon road from your Foundry to Archive Hill, shadowed by Oru Strider Couriers.
Goal
Escort three Glyph-Carts carrying obelisk shards to Archive Hill. You may build a forward Foundry.
Bonus
Lose no cart.
Introduces
Dune Jackal Rider. Nesh-Amun becomes playable.

“A road is a promise between two places. Someone is asking you to break yours.”

3

The Sealed Archive

Hero and squad
Where
A ruined Choir archive: three plinths, patrolling Sentinels, no base to build.
Goal
Activate the three plinths in the order a weight-scale puzzle shows you, then reach the sanctum.
Bonus
Stay undetected.
Introduces
Archive of Echoes, Seer of the Weights, Inscriptions.

“Every ledger has two columns. You have only ever read one.”

4

The Obelisk Wall

Defence
Where
A ridge fortress with three approach lanes and a flooded canyon to the east.
Goal
Hold the wall for twelve minutes while the Rite of Ascension channels.
Bonus
Lose no tower.
Introduces
Pillar Breaker, Obelisk Tower, Weight Works, Age II and the Path choice.

“Stone holds until it is asked to hold for someone else.”

Act II

Verdandi’s Road

Oru Wanderers · what is becoming

The same events, seen from the road. The Oru know what the Hesh left out.

5

The Walking Camp

Base-build
Where
A dune sea with a moving storm front and three possible camp sites.
Goal
Relocate the Walking Camp three times in eighteen minutes, mining by parking on nodes.
Bonus
Save the old elders.
Introduces
The Oru core: Tinker, Caravan Guard, Lantern Slinger, Walking Camp, Gatherer Hut.

“The house has legs because the road has teeth.”

6

Lantern Run

Raid
Where
A Hesh supply depot, at night.
Goal
With eight Strider Couriers and Pip, burn four stores and steal the Weights Ledger.
Bonus
Raise no alarm.
Introduces
Strider Courier, Rustbiter.

“A thief who carries a name back is no thief.”

7

The Hollow Bazaar

Seeded map
Where
A market-city built from a seed code. The code is shown, and you can replay the map in skirmish.
Goal
Win over three merchant-lords by running their three different errands, and collect three relics.
Bonus
Use no combat.
Introduces
Wind-Speaker, Loom Hall, Beacon Tower.

“Everything here is for sale except what it is standing on.”

8

House on Legs

Defence and escort
Where
A flooding delta, with Thalm Eel Chargers and Hesh Breakers in pursuit.
Goal
Walk the Matriarch’s cottage to the Deep Gate in fifteen minutes.
Bonus
The cottage loses less than half its health.
Introduces
Roving Mortar, and the hero abilities of Oru-Vael.

“She has carried every lantern. Tonight she will carry one more.”

Act III

Skuld’s Debt

Thalm Deep · what is owed

The same events, seen from below. The debt is older than either army.

9

The Drowned Moon

Base-build
Where
A Thalm base on an ocean-moon shelf, with tidepools and a Brood Pit.
Goal
Raise eight Hookmaw Brutes and take the Choir Spire.
Bonus
Lose no Kelp Hauler.
Introduces
The Thalm core: Kelp Hauler, Choir Guard, Pearl Cantor, Hookmaw Brute, Abyssal Altar, Brood Pit.

“The sea keeps accounts longer than the sky does.”

10

Choir Without Voices

Hero and squad
Where
A Hesh archive that has been turned into a prison.
Goal
The Cantor and six singers must free the captive singers.
Bonus
Free all twelve.
Introduces
Eel Charger, Tidecaller, and the Drowned Cantor.

The Völva’s opening line is sealed until you play it.

11

The Tide Clock

Large four-player
Where
A big map where the Thalm lead allied commanders from the earlier acts.
Goal
Attune five Echo Sites and hold them for four minutes, using the high-tide windows.
Bonus
Keep every ally alive.
Introduces
Maw Carrier, Kelp Farm, Choir Spire.

The Völva’s opening line is sealed until you play it.

12

The Last Thread

Finale
Where
Eld’s Hearth, a platform at the edge of the dying star. Three small bases, one for each people; Tab switches between them.
Goal
Attune three plinths at the same moment, one for each people, while the Sentinels attack.
Bonus
All three heroes survive.
Introduces
Nothing new. A banner emblem.

The Völva’s opening line is sealed until you play it.

Want to hear how it starts? Listen to the Völva’s first line.