The peoples

Three peoples, one song

The Hesh are shown here in full. The Oru and the Thalm are playable in skirmish too, but their pages here are still short: we will show them properly as their art and units are finished.

Hesh Dominion

Urd, what was. Bronze priest-engineers of the inner shard Ra-Hesh, who keep the Record so that nothing is forgotten and nothing owed goes unpaid.

The Hesh build tall and weigh everything. Their armies are slow to break and expensive to replace, and every Age they carve a new law into a stone.

  • Look. Sandstone, oxidised bronze green, lapis blue and gold glyphs. Blocky, symmetric shapes, tall hats and counterweights.
  • Economy. Classic: Masons mine Ore and Aether and carry it to a Foundry, Granary or Conduit. Lore comes from Archives and attuned Echo Sites.
  • Unique. Inscriptions: at the start of every Age you pick one of three permanent bonuses. Two matches are never quite the same.
  • Motive. Complete the Record and make the world lawful again.
  • Flaw. They treat people as entries in a ledger.
High Artificer Nesh-Amun in a hooded bronze exo-frame with a glowing lapis glyph on his chest, standing beneath a ring of runes.
High Artificer Nesh-Amun, hero. Bulwark Aura cuts damage to nearby allies by 15%; Raise Glyph Wall builds a barrier on demand.

Units

Glyph Mason, a hooded worker in a pale tunic with a lapis scarf.

Glyph Mason

Worker. Builds, repairs, mines Ore and Aether, and attunes Echo Sites by standing on them.

Shieldwall Acolyte, a warrior in green scale armour.

Shieldwall Acolyte

Line infantry. On Hold Position it raises its shield and takes 30% less ranged damage. Strong against mounted units.

Sunspear Caster, a slim archer with a golden sun-disc behind her.

Sunspear Caster

Ranged. Light, not fire. Fast enough to kite Acolytes, fragile against raiders.

Seer of the Weights in white robes with a pointed hood.

Seer of the Weights

Caster. Balance moves 12 health from the healthiest ally to the most hurt, so big armies live longer. Tilt slows a whole area.

All ten Hesh units, with numbers
Design values from the current design bible. They will move during balance testing. Range is in tiles; train time in seconds.
UnitRoleAgeHPDamageRangeCost (Ore/Aether)Train
Glyph MasonWorkerI40Pierce 31.050 / 010
Shieldwall AcolyteLineI100Pierce 101.1100 / 015
Sunspear CasterRangedI70Arcane 106.0110 / 017
Dune Jackal RiderRaiderII90Pierce 101.1100 / 2516
Pillar BreakerAnti-armourII220Blast 301.1150 / 5022
Seer of the WeightsCasterII80Arcane 56.0110 / 7520
Obelisk BallistaSiegeIII160Blast 7010.0175 / 10030
Sundisc GliderAir harassIII100Pierce 107.0130 / 6022
High Artificer Nesh-AmunHeroI600Blast 252.0250 / 10040
Ka-Ur, the Walking MonolithMythicIV1200Arcane 60, splash9.0600 / 30090

Jackal Rider, Pillar Breaker, Ballista and Glider do not have renders yet. Ka-Ur has a first concept render.

Who beats whom

Hesh units follow a loose rock-paper-scissors, with range and speed changing the answer in the open field. Damage comes in three types (Pierce, Blast, Arcane) against four armour classes (Light, Armoured, Huge, Structure).

UnitBeatsLoses toWhy
AcolyteJackal Rider, Mason, meleeBreaker, kited Sunspear, TowerResists Pierce and braces against mounts, but slow and low damage.
Sunspear CasterAcolyte (kiting), Breaker, GliderJackal RiderArcane is full damage on armour, but only 70 HP.
Jackal RiderSunspear, Seer, MasonAcolyte, TowerSpeed 3.3 tiles a second; Pierce is halved by armour.
Pillar BreakerAcolyte, buildings, BallistaSunspear (kited), GliderBlast hits armour and structures hard; slow, no anti-air.
GliderBreaker, Ballista, MasonSunspear, Tower, Ka-UrOnly anti-air units can answer it.

Buildings

The Temple Foundry, a stepped sandstone ziggurat with a blue stair and a golden banner.

Temple Foundry

The hub. Trains Masons and the hero, takes every resource and performs the Rite of Ascension. You may build up to three more.

The Glyph Barracks, a sandstone gatehouse with banners.

Glyph Barracks

Acolytes, Sunspear Casters and, from Age II, Jackal Riders.

The Sun Granary, a round tower with a green copper dome.

Sun Granary

Raises your supply cap by 8 and doubles as a drop-off point.

The Obelisk Tower, a slender carved obelisk topped with a blue crystal.

Obelisk Tower

Fires Arcane light at ground and air targets from 8 tiles.

Also: Aether Conduit (built on a Well), Archive of Echoes (Lore, Seers, upgrades), Glyph Wall, Weight Works (siege and gliders) and the Wonder of the Balance, which wins the game if it stands for five minutes.

Inscriptions

Pick one at the start of each Age. They are permanent. Here are the first two Ages.

AgeChoice AChoice BChoice C
I · LandfallDeep Veins. Mining takes 24 ticks, not 30.Bronze Vows. Acolytes gain 15 HP.Sun Ledger. Archives make 50% more Lore.
II · KindlingStone Hands. Buildings +20% HP and build 20% faster.Lancing Light. Sunspear range +1 tile, damage +1.Counterweight Rites. Seers gain energy and Balance runs faster.

Ages III and IV add a myth power each: Obelisk Fall or Veil of Sand, then Scales Fall or Eternal Foundation.

Oru Wanderers

Verdandi, what is becoming. A people with no home, whose caravans cross the Drift between shards.

A story that stops dies, so they never stop. Every Oru building has legs.

Look
Weathered copper, driftwood, pale teal spirit-light, patched cloth. Asymmetric, bundled and lantern-lit.
Economy
Walking buildings park on resource nodes. Pack up and move when the ore runs out or the storm comes.
Unique
Caravan relocation: your whole base can walk.
Hero
Matriarch Oru-Vael, carrying a tiny walking cottage with a lantern for every name she remembers.
Fear and flaw
A road that ends. They run from every consequence.

Planned units: Patchwork Tinker, Caravan Guard, Lantern Slinger, Rustbiter, Strider Courier, Roving Mortar, Wind-Speaker. Buildings: Walking Camp, Loom Hall, Beacon Tower, Gatherer Hut.

Thalm Deep

Skuld, what is owed. A cult-choir of the ocean moon Thalm, orbiting cold Ís.

The Choir owes the Deep a voice. The Thalm have come to take it back, down.

Look
Blue-black, bone-white masks, cyan and magenta glow, ribs and tentacles. Tall and hooded, with curved horns.
Economy
Tidepools and grown beasts gather. They follow the tide clock, with stronger windows at high water.
Unique
The Tide clock, and veterancy earned through rites.
Hero
The Drowned Cantor, once a priest, now half-fused to a leviathan skull.
Fear and flaw
Silence. For the Thalm, everything is payment.

Planned units: Kelp Hauler, Choir Guard, Pearl Cantor, Hookmaw Brute, Eel Charger, Maw Carrier, Tidecaller. Buildings: Abyssal Altar, Brood Pit, Choir Spire, Kelp Farm.

Hero concepts

The first Meshy concept renders for the biggest figure of each people. They are early concepts, not final models, and none of them is in the game yet.

Ka-Ur, a tall sandstone obelisk with a turquoise and gold capstone, carved with glyphs, standing on stone feet with two blocky fists floating at its sides.
Hesh DominionKa-Ur, the Walking MonolithMythic super-unit, one at a time. An obelisk-bodied walker carved with the Record, hitting a whole area with Arcane light.
Matriarch Oru-Vael, a weathered timber cottage with a bird-skull weathervane, walking on two long clawed legs with paper lanterns hanging from its sides.
Oru WanderersMatriarch Oru-VaelHero. Carries a tiny walking cottage on her back, with a lantern for every name she remembers.
The Drowned Cantor, a horned skeletal figure in a black hooded robe with arms spread wide.
Thalm DeepThe Drowned CantorHero. Once the priest Ilvar-Mourn, now half-fused to a leviathan skull. A bass with a second voice under it.

Concept renders, generated with Meshy. Final models will be redrawn for handheld budgets, and Oru-Vael and the Cantor will change as their peoples are designed.