Torment: Tides of Numenera endings

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This page contains all Torment: Tides of Numenera endings and the conditions required to obtain them.

Deaths[edit | edit source]

While you are generally deathless, the Last Castoff can be killed in a couple of ways. These endings take place when you die-die.
Image Narration Requirements
Most of your body is splattered across the ground. Your sole legacy to the world is a small crater near Sagus Cliffs. STAGE 1: Requires that the PC died in the Falling conversation (Dark Fathom)
Your newborn consciousness has been snuffed out by the Sorrow before your life even began. STAGE 1: Died in Crisis 1-1 (Dark Fathom)
When the light fades, you are utterly gone, burnt to an ash too fine to be seen amidst the drit of the Ninth World. For a time, your tale lingers as a lesson in foolhardiness, but, alas, even among the reckless you prove unremarkable. STAGE 1: Requires that the PC died via the obelisk laser in the Reef of Fallen Worlds.
Your legacy is to bestow your body to the Adversary. Your flesh shuffles on in service of that dark will, but the deeds left in its wake are not yours, for *you* are utterly gone. STAGE 2: Killed by Malaise in the Fifth Eye
You are your own legacy, tortured on the rack of your own choices, eternally. Those who hear your howls delight in them, learning nothing but the savor of another's suffering. STAGE 3: Accepted Inifere's offer to remain beyond the Endless Gate.
STAGE 3: Died in the Endless Gate.
STAGE 3: Taken over by the Specter in the Specter Fathom.
STAGE 3/4: Killed by the Sorrow (either in Miel Avest or in the Memovira's Fortress).
STAGE 4: Killed because Skoura unleashed the Iron Wind in the Old Slave Block.
STAGE 4:Died because Erritis unleashed the Iron Wind in the Old Slave Block.
Your ruined remains serve as a useful object lesson that there are men of means before whose might even castoffs must yield, giving way to privileged wants. STAGE 4: Killed by Dracogen over the Magmatic Annulet in Memovira's Courtyard.
Your hunter has at last hounded you down and put an end to the pursuit that began before you even awoke. For you, all is over, but for your foe, there is merely a new quarry to be slain. STAGE 6: Killed by the Sorrow in the Moon Mere.
STAGE 6: Killed by the Specter in Fathom 13 OR sided with the Specter against the First and won OR gave himself up willingly to the Specter.
[B] STAGE 6: Sided with the Specter against the First and then died (the First defeated the Specter after the player's death).
STAGE 6: Sided with the Specter against the First and then died (Specter defeated the First afterwards).
Your deed spreads across the world with the impact of an asteroid, working wanton destruction and irrevocable transformation alike. Your kind endures, mortal but free from the Sorrow's long shadow. Others pay a price in madness. This new world, one both brighter and darker than before your birth, is your legacy. STAGE 6: The Sorrow and the Last Castoff killed each other in the Resonance.
STAGE 6: Killed by the Sorrow in the Resonance.

General ending and Tides[edit | edit source]

The following endings are the cardinal ones, deciding your fate when you arrive at The Resonance.
Narration Requirements


With the Labyrinth sealed, the castoffs of the Changing God returned to their lives, great and small, well aware that they lived in the Sorrow's shadow.

True to its word, the Sorrow came for them in time, one by one, and tore them from the fabric of the world.

Choose to maintain the status quo at the Resonance.
The daughter of the Changing God set out into the world he had, without knowing, made for her. She traveled in the body that had once belonged to the Last Castoff, and with a mind forged by sacrifice. Choose to merge the castoffs into Miika at the Resonance.
The absence of the castoffs changed the Ninth World. Sometimes for the better, often for the worse. For the castoffs were powerful, and seats of power do not remain empty - or uncontested - for long.

And yet, they were never seen again. Their minds dwelled on in dull, insensate darkness, trapped in a singular mind for eternity - or near enough.

Choose to merge the castoffs into yourself at the Resonance.

The Bloom held many dangers, but none that were the equal of the White Death. True to her word, Matkina took back the Bloom, and with the wisdom and experience of the castoffs to draw on, she held it for a very long time.

But nothing lasts forever.

Choose to merge castoffs into Matkina at the Resonance.

True to her word, the First Castoff sought - and fought - to make the world a better place. She largely avoided the mistakes of the Changing God, and she honored the sacrifices of her siblings by mending the damage they had done... and helping, whenever possible, the ones they had left behind.

But the First was no perfect being, no goddess, and she made mistakes of her own. Mistakes that rippled out into the world, causing new havoc, new heartache - and much of it, her own. But that is another story.

Choose to merge castoffs into Maralel (the First Castoff) at the Resonance.

The absence of the castoffs changed the Ninth World. Sometimes for the better, often for the worse. For the castoffs were powerful, and seats of power do not remain empty - or uncontested - for long.

Choose to wipe out all castoffs at the Resonance.

Madness plagued the people of Sagus for a long time. It prowled the alleys and hollows of the place like the predator the Sorrow had been, and would be again.

For the Sorrow was not a creature so lightly slain. The castoffs carried on as they always had, bickering, fighting, and hiding, in a vast and ever-growing shadow.

Destroy the Sorrow at the Resonance.

You were remembered for your thoughtfulness and your passion, your logic and your actions. Tales of your brief life inspired poets and philosophers to create great works that lasted centuries... and beyond.

End the game as Blue/Red Tide dominant.

Future leaders admired you for your wisdom and sense of justice. Tales of your brief existence led to better lives for the citizens of Sagus Cliffs, the Bloom, and beyond.

End the game as Blue/Indigo Tide dominant.

You were remembered for your wisdom and selflessness. For many years to come, tales of your brief life inspired healers to know themselves. To better themselves, and to make the world a better place.

End the game as Blue/Gold Tide dominant.

You were remembered for your curiosity, your insight, and the impact you left on the world in your brief time upon it. For many years to come, Aeon Priests hungry to make a name for themselves studied your every decision in hopes of emulating your victories... and avoiding your failures.

End the game as Blue/Silver Tide dominant.

You were remembered for your passion, your defiance of authority, and your sense of justice. Tales of your brief life inspired students, revolutionaries, and eventually... revolutions.

End the game as Red/Indigo Tide dominant.

You were remembered for your heroism, and ultimately, your sacrifice. For years to come, tales of your brief life inspired the people of the Ninth World to follow in your example, and help others... even when the price was too great to bear.

End the game as Red/Gold Tide dominant.

You were remembered for your passionate devotion to decisive action. For many years to come, warriors and renowned mercenaries went into battle with tales of your brief life ringing in their ears.

End the game as Red/Silver Tide dominant.

You were remembered for your selfless championing of the greater good and your unerring sense of justice. Tales of your brief life inspired stunning acts of philanthropy and sacrifice for many years to come.

End the game as Indigo/Gold Tide dominant.

Politicians of every rank studied your actions in later years to learn how to claim power and hold on to it. For years to come, tales of your brief life inspired wise rulers... and savage tyrants.

End the game as Indigo/Silver Tide dominant.

For many years, your name was synonymous with empathy and power. Tales of your brief life inspired future rulers of the Ninth World to use their power in service of their subjects.

End the game as Gold/Silver Tide dominant.

You were remembered for your curiosity, your insight, and your devotion to logic. For years to come, young scholars studied your brief life, and emulated your approach to difficult problems.

End the game as Blue Tide dominant.

You were remembered for your passion and your devotion to change. For years to come, tales of your brief life inspired the works of painters, poets, and musicians - pieces that would long outlive them... and the Ninth World itself.

End the game as Red Tide dominant.

You were remembered for your sense of justice and dedication to the greater good. For years to come, tales of your brief life inspired lawmakers, judges, and rules alike.

End the game as Indigo Tide dominant.

You were remembered for your great acts of compassion and sacrifice. For years to come, tales of your brief life inspired the people of the Ninth World to follow the murmuring of their conscience and protect those who could not protect themselves.

End the game as Gold Tide dominant.

For years, your name was synonymous with influence, manipulation, and power. For years to come, tales of your rise from anonymity inspired those hoping to make a name for themselves.

End the game as Silver Tide dominant.

Yours was a singular life, a careful balance of insight, passion, justice, compassion, and power. Tales of your brief life were told and retold for thousands of years. Heroes and villains of every era were compared to you... and always found wanting.

End the game with no Tide dominant.

Companion endings[edit | edit source]

Aligern[edit | edit source]

Narration Requirements
Aligern returned to Ormen with the frame that had brought him so much grief. One by one, he pulled his tattoos free and cast them through the black metal portal. His friends emerged on the other side, dazed and shocked by their long years of imprisonment in Aligern's mind and body.

He saved his wife and daughter for last, hoping without hope that they would be unharmed.

They suffered no lasting damage.

Over his remaining years, Aligern learned to understand the frame and its function. Ormen became a nomadic village, carried on the body of a solitary traveler.

Its people flourished, and none forgot the name of the man who showed them the new way: Aligern.

Complete The Empty Cage and have Aligern continue to use his tattoos.
Aligern sought out psychics outside the city of Sagus Cliffs. They taught him to unlock the secret code that would free his people.

He returned to Ormen with the frame. One by one, he pulled his tattoos free and cast them through the black metal portal. His friends emerged on the other side, dazed and shocked by their long years of imprisonment in Aligern's mind and body.

They suffered no lasting damage.

Over his remaining years, Aligern learned to understand the frame and its function. Ormen became a nomadic village, carried on the body of a solitary traveler.

Its people flourished, and none forgot the name of the man who showed them the new way: Aligern.

Complete The Empty Cage and have Aligern stop to use his tattoos.
Aligern returned to the Bloom, seeking the metal frame that Orth Faung had requested. He found it at last, and his colleague told him the truth - the tattoos that Aligern had regarded as a curse were the transformed villagers of Ormen, their data carried in biological light and transplanted into his skin.

Aligern discovered how he might free his family and friends from the cursed tattoos. Some of the villagers suffered permanent damage, and Aligern devoted his remaining days to caring for those he had harmed. He refused to deal with the numenera again.

He was buried in Ormen. They scratched his name on the wall of the Valley of Dead Heroes.

Accept The Empty Cage, but do not complete it.
Aligern sought his friend Orth, but never found him. In despair, he journeyed west, through Augur Kala and into the Steadfast. None could provide him the answers he sought, and he became a dead-eyed mercenary, hurling his living tattoos with abandon.

He was a haunted man. He never knew what became of his family, and he never stopped looking. On the day of his death, the tattoos he bore screamed aloud and disappeared.

Never talk to Orth Faung.

Callistege[edit | edit source]

Narration Requirements


Callistege eventually removed the Attractor, giving up her multiple realities for a single concrete one. The lessons taught to her by the Last Castoff gave her hope for this life over any others, and through perseverance and the memories of the time they shared, she was able to appreciate the life she had, and die, at an old age, happy.
Callistege eventually removed the Attractor, giving up her multiple realities for a single concrete one. Though she thought often of the Last Castoff, the lessons she learned during their travels together brought her no comfort. Eventually, she disappeared into the deserts beyond Sagus, never to be seen again.
Callistege found in the datasphere a new world of knowledge and delight. She was finally free of the tyrannical grasp of her sisters, beyond any machinations they might have on her physical body. They may try to reach her here, but she is prepared for them, armed by the defenses of the Last Castoff's mind, his final gift of self-determination.


Callistege properly ascended to the datasphere
Callistege found in the datasphere a new world of knowledge and delight. She and her sisters came to an understanding, unifying themselves completly. She turned her formidable intellect to understanding her new situation, creating a subtle haven from which to explore these vast worlds.

What became of her after that is beyond human understanding. It is said a flame-haired angel manifests amongst those, who remeber the legends of the Last Castoff. Of what she tells them, the stories remain silent.

What became of Callistege, no one knows. Occasionally, whispers of her voice appear within the datasphere, sneaking out of numenera across the world as fragmented, half-heard sentences. Of her intelligence, her personality, there is no sign. Even should the Ninth World long for her, there is no one left who remembers her name. Callistege died while ascending to the datasphere
What became of Callistege, no one knows. Some say she wandered into the deserts around Sagus. Others say she was found dead on the streets shortly after the most recent Bloom-quake. And others still say she wanders the known world, seeking something forever beyond reach and cursing the Last Castoff for abandoning her.
Callistege became a scholar of renown, filling the grand library of Sagus and all of the libraries of the Ninth World with her treatises on multiple realities and possibility versus probability. She speaks as a woman who has lived many lifetimes more than her due, save for the life she led while with the Last Castoff. This subject remains hers and hers alone, hidden by a smile or a grimace, but forever, irrevocably, private.
Callistege stayed with the Last Castoff for many years, writing books and giving lectures during brief moments of civilization. Where they went, she would never say, nor where they were going next. Eventually, she vanished, though none are truly sure that she is gone. In her home town of Sagus Cliffs, a chair remains vacant for her in the grand library, waiting only that she should return to share her knowledge once more.

Erritis[edit | edit source]

Narration Requirements
Erritis set off on his own, blazing as bright as any comet. And yet, the cloud of nano-demons had not exaggerated the cost of their hero's increased power. Soon, Erritis was limping. Then, crawling.

A week later, a traveler found an unremarkable, straw-haired stranger lying dead in the road. He did not have a single wound. A single golden fleck marked the corner of his mouth.

Light-footed bootprints - the corpse's feet were clean and bare, the traveler noticed, wound away down the road. In the direction of the sunrise.

Supercharge Erritis while talking to the Audience.
Erritis set off on his own, driven by the competing urges of the nano-demons, but also by the lessons the Last Castoff had taught him. He spent his life - what little there was left of it - helping people as best as he could, whether they wanted it or not.

But what mattered was that he tried. That in some rare cases, he found someone who *actually* needed help, and saved them as a hero does: just in time.

Eventually, his exertions took their toll. He fell ill on the road, then collapsed. Erritis died miles from anywhere, alone, but with a satisfied smile on his face.

The voices within him went dormant. Quiet. Waiting for the next Hero to come along.

Normal Erritis burns out in time caring for the lives of people.
Erritis set off on his own, driven by the competing urges of the voices in his head. Hungry for the grand quest would define his life and etch his story into the heavens, he chased rumors in circles, got lost in deserts, and scaled mountains. He explored ruins, claimed artifacts, climbed and fell and swam and ran... and...

Collapsed. Months and months of unending adventure had taken their toll on the Hero. Erritis died in a nameless field not far from where he had begun his mad and frantic quest. And the voices within him went dormant. Quiet.

Waiting for the next Hero to come along.

Normal Erritis seeks out a stupid heroic death.
The hero Erritis was never seen again.

But in a nameless field not far from the Valley of Dead Heroes, an aging herdsman drove his newly-bought yol towards a run-down hut. Humming to himself, he rebuilt the hut stone by stone. That night, he slept better than he had in years.

He lived out his many years as a stranger to everyone who saw him in the tiny town where he bought his supplies. And one day, a shopkeeper realized he hadn't seen the herdsman in months.

That was the last time anyone thought of the man Erritis had become.

Farmer Erritis goes back to farming.

Matkina[edit | edit source]

Narration Requirements
With the Last Castoff ruling the Bloom, Matkina sought another outlet for her energies and talents. She didn't know how to start shedding the mantle of the White Death.

She went to the Cult of the Changing God to ask them about her siblings. She remained with them for a year, telling them what she knew of the fate of her sire. Some of the cult quit in rage and grief. The others she led to Miel Avest.

They built a monument to her fallen creator, and a small community accreted around her. To her surprise, she found she was a natural leader, and the town of Miel Avest began to grow. For a time, she knew peace.

When the Sorrow came for her decades later, she greeted it as a friend.

Status quo,Castoff bonded with the Bloom
True to her word, Matkina assumed control of the Bloom through a lightning-fast campaign of terror and vicious assassinations, consolidating power quickly and ruthlessly.

Upon taking the Memovira's role, she declared a new era in the Bloom. Ever the cynic, she trusted no one. She kept her lieutenants focused on each other, and she encouraged their rivalries.

Ten years passed. The Bloom turned against her, as it had against all the previous rulers. She decided to run, and almost made it to M'ra Jolios.

With the Last Castoff ruling the Bloom, Matkina sought another outlet for her talents.

She crept out of the traumatized Sagus Cliffs, riding the worst of the aftershocks of the destruction of the Sorrow. She found herself in Miel Avest.

Other castoffs had the same idea. Together, they built a monument to their fallen creator. They tried to create a new community, none harder than Matkina, who had discovered a talent for leadership.

But castoffs are fractious and quarrelsome. One of her foes planted a singularity detonation in her bed, obliterating her.

To commemorate her efforts, the castoffs carved a remembrance in the stone walls of the valley.

That was destroyed too.

True to her word, Matkina assumed control of the Bloom through a lightning-fast campaign of terror and vicious assassinations. She consolidated power quickly and ruthlessly, and ensured that anyone who thought to challenge her died horrifically.

She declared a new era in the Bloom. Ever the cynic, she trusted no one. Castoff siblings sought her favor, to use the trade routes she controlled... and she repaid them by feeding them to the Bloom. At last they left her alone.

Ten years passed. The Bloom turned against her, as it had against all the previous rulers. She decided to run. She almost made it to M'ra Jolios before a Maw opened beneath her.

Matkina returned to the Bloom, intent on claiming it for her own. But she remembered its appetite, and doubted the wisdom of her plans. Why rule a place she hated when it would eventually devour her?

Instead, she journeyed to Miel Avest, building a monument to honor her fallen siblings and her creator's intent.

Others came in time. Some were scavengers. Some thought to praise the Changing God and honor *her*. She discovered she had lost her taste for solitude, and welcomed their company.

She helped them build, resolved their disputes with confidence and care. Spilling not a drop of blood, she became a leader.

The leader of the city of Miel Avest.

True to her word, Matkina assumed control of the Bloom through a lightning-fast campaign of terror and vicious assassinations. Consolidating power quickly and ruthlessly, she ensured that anyone who challenged her died horrifically.

Upon taking the Memovira's role, she declared a new era in the Bloom. Ever the cynic, she trusted no one. Like her old mentor, she kept her lieutenants at each other's throats - so they wouldn't focus on her.

Ten years passed. The Bloom turned against her, as it had against all the previous rulers. She decided to run. She almost made it to M'ra Jolios.

Traders use the new Maw to move their goods to Sagus Cliffs.

Matkina was intent on claiming the Bloom for her own. But she remembered its appetite, and she doubted. Why rule such a place if she didn't need to protect herself against the Sorrow?

She crept out of the traumatized Sagus Cliffs, and made her way to Miel Avest. Other castoffs had the same idea. They tried to create a new community, and Matkina played peacekeeper for them.

But castoffs are fractious and bloody-minded in their arguments, and Matkina had had her fill of death. After ten years, she left her home.

Some of her siblings pursued her, hoping to gain the benefit of her hard-won wisdom. The only evidence of her passing was a fresh Maw on the road to M'ra Jolios.

Matkina returned to the Bloom, intent on claiming it for her own. But she remembered its appetite, and the example of the First. Why snatch rulership of a place she hated when it would eventually devour her?

Instead, she returned to Miel Avest, building a monument to honor her fallen siblings and her creator's intent. Others came in time. She discovered she had lost her taste for solitude, and welcomed their company.

She helped them build, resolved their disputes with confidence and care. She became a leader, without a single drop of blood spilled.

Ten years passed. One morning, Matkina did not emerge from her home. Inside, a new Maw stretched wide.

Matkina returned to the Bloom, intent on claiming it for her own. But she remembered its appetite, and she wanted to make a new start, to cast aside the mantle of the White Death.

She journeyed instead to Miel Avest. Other castoffs came in time, though none congregated for long - the threat of the Sorrow was too great. Ordinary humans came too, and Matkina discovered she had lost her taste for solitude. She welcomed their company.

She helped them build, resolved their disputes with confidence and care. She became a leader, without a single drop of blood spilled.

Ten years passed. One morning, Matkina did not emerge from her home. Inside, a new Maw stretched wide.

Matkina returned to the Bloom, intent on claiming it for her own. But... she wanted to shed the mantle of the White Death.

She went to the Cult of the Changing God to talk to them about the histories of her siblings. She remained with them for a year, telling them what she knew of the fate of her sire. Some of the cult quit in rage and grief. The others she led to Miel Avest.

They built a monument to her fallen creator, and a small community accreted around her. To her surprise, she found she was a natural leader, and the town of Miel Avest began to grow. Castoffs came and went. For a time, she knew peace.

When the Sorrow came for her decades later, she greeted it as a friend.

Matkina was intent on claiming the Bloom for her own. But she remembered its appetite, and doubted the wisdom of her plans. Why rule such a place if she didn't need to protect herself against the Sorrow?

She crept out of the traumatized Sagus Cliffs, and made her way to Miel Avest. Other castoffs had the same idea. They tried to create a new community, and Matkina played peacekeeper for them.

But castoffs are fractious and bloody-minded in their arguments, and Matkina had had her fill of death. She left her home.

Some of her siblings pursued her, hoping to gain the benefit of her hard-won wisdom... but she had vanished utterly.

She is happy now.

Rhin[edit | edit source]

Narration Requirements
After leaving the Last Castoff in the Bloom, Rhin returned to Aen-tozon. She begged him to open his Maw for her, but he reiterated what he had said before - the Maw won't open at his whim.

Rhin spent the night with the other refugees outside the Memovira's fortress and returned the next day. She returned every day. She sought out people the Maw might feed on. She even considered Parsim's slaves once, but she couldn't make herself do it.

One day, Aen-tozon... disappeared. Some said he was swallowed by the Bloom. Others said he had swallowed himself somehow. Most agreed he had met a bad end, as most do in the Bloom.

Rhin never found out the truth, and she never went home.

Rhin returned to her world content. She had rescued the one who had so kindly rescued her. In so doing, she brought closure to a significant part of her life. She would never forget the Last Castoff.

As for the rest of her story, that has yet to be written.

Adult Rhin came back to help.
Rhin was reunited with her parents in her own world. They forgave her, and she them. It was exactly as Rhin had said - their argument was foolish, certainly not worth the loss of their little girl.

She grew stronger and more beautiful, learning the ways of her people. As for the rest of her story, that has yet to be written.

Rhin went home, but never came back to help (either because she didn't want to or because the player skipped the F13 Crisis).
The histories of Sagus Cliffs relate only the mundane details of Rhin's life, after she entered the House of Empty Time.

The histories don't relate the rest of her childhood. She was taken in by an old couple at the end of their years. They loved her well enough, but died only a couple of years after she had arrived.

They left her with their son, a cruel man who beat her. She left soon afterwards.

She took care of herself on the streets. It wasn't until her mid-twenties that she became the toymaker who brought joy to the young hearts of Sagus Cliffs, and young hearts to the old.

She gave every shin she made to the Hospice, a home for children with nowhere to go. She died content.

Rhin was dropped off at the House of Empty Time.
Rhin remained with the Last Castoff - or rather with the Changing God's natural daughter, though she often forgot there was a difference They were a family, or as close to one as Rhin was ever likely to find. She studied everything s/he did, taking in his/her skills as her own.

They fought, as families do, but they remained very close for several years. As Rhin grew older, and realized the Last Castoff did not, she decided to set out on her own - maybe even start a new family.

But she never forgot the Last Castoff, and they remained good friends to the end of her days.

Rhin never found the way back to her home. She and the Last Castoff - or rather the Changing God's natural daughter, though Rhin often forgot there was a difference - searched for years, but never found so much as a clue.

Some time after she turned thirty, Rhin realized she had given up her search, though she did not remember ever having made that decision consciously. She had simply... stopped looking.

She wasn't even sure when the last time was she *had* looked.

The realization didn't bother her as much as she thought it might. She had grown accustomed to this world and her place in it. It wasn't home, but... maybe it was close enough.

Tybir[edit | edit source]

Narration Requirements
Seeking a way to atone for his failures, Tybir left Sagus and the Bloom behind, and traveled to the nameless village where he and Auvigne had once broken each other's hearts. To his surprise, he found that the villagers were still there - the noble that had tried to drive them away had been killed by a large, masked man many years ago.

To his credit, Tybir did not lie to them. He told them who he was, and what he had done. And he swore to protect them until the end of his days.

He did, and the villagers forgave him in time. Later, they respected him. And when he died in his sleep decades later, they mourned him as one of their own.

Tybir made up with Auvigne and killed Ragmin.
Seeking a way to atone for his part in the death of Auvigne, Tybir left Sagus and the Bloom in the company of a band of mercenaries with a noble reputation. Well, nobler than most.

Eventually, he saved enough to fund a mercenary band of his own. Comprised of idealists, selfless lunatics, poets, prostitutes, and wealthy runaways, Tybir and his tribe of Penniless Sellswords roved about the land for many, many years, protecting the innocent by picking suicidal fights with tyrants and bandits alike, all in the name of protecting the innocent.

Tybir died on the wall of a village under siege by a veritable army. And he died smiling.

Tybir made up with Auvigne and spared Ragmin.
Tybir returned to Sagus Cliffs, bowed beneath the weight of his guilt and the loss of his lover Auvigne. Bereft of any greater purpose, he rededicated himself to the myriad of schemes that had once sustained him.

But they no longer did. Desperate to forget his failures, he buried himself in pleasure and took dangerous - and despicable - jobs to support his extravagant lifestyle.

Near the end, he had no less than five contracts on his head - but the levies found him first. Guilty of crimes that would have once made him shudder, Tybir at last found himself before a jeering crowd and the executioner he had once feared: Death-of-Tybir.

Tybir didn't make up with Auvigne and didn't kill Ragmin.
Cold-eyed, Tybir returned to the Bloom, his mercy buried alongside his grief for the loss of his lover, Auvigne. In those dark and twisting tunnels, Tybir took any work that would pay for drink and pleasure. He rarely smiled. And he had too many nightmares.

One day, he simply disappeared. No one cared enough about him to wonder whether the Bloom had claimed him or one of his former enemies. No one loved him enough to go looking for him.

Nevertheless, he was never seen again.

Tybir didn't make up with Auvigne and killed Ragmin.

Extended epilogues[edit | edit source]

This section provides reactivity for side-quests complete in the game

Artaglio[edit | edit source]

Narration Requirements
Artaglio and his troop remained in Chiurgeon's Slump. Free from the desires of the Maw, Artaglio became more jovial, friendly even. He drank less and extorted less - though he still extorted of course. A man's got to make a living *somehow*.

A few days after he'd heard the Last Castoff returned as the new Memovira, Artaglio paid him/her a visit to thank him/her for his/her help. He would never serve under a castoff again, of course, but he assured the Last Castoff that s/he'd get no trouble out of Chiurgeon's Slump.

What was left of Artaglio's Irregulars left the Bloom in disgrace. With nowhere to go, they each ended up going their separate ways. Each of them outrunning their past. Each of them haunted forever by it.
Ranard, Artaglio's second, continued in his commanding officer's traditions as best as he could. Artaglio's Irregulars eeked out a modest life in Chiurgeon Slump even without their leader.

When they heard that the Last Castoff had returned - as the new Memovira, no less - they came to offer their services, hoping for an increase in pay and authority. They got both.

When they heard that the Last Castoff had returned - as the new Memovira, no less - Ranard told his men they were digging in. They created a barrier at the entrance and posted more guards, hiring some of the former Memovira's guards who had run after the destruction of her fortress.

The Irregulars of Chiurgeon Slump were a thorn in the new Memovira's side for many, many years.

Bloom[edit | edit source]

Narration Requirements
The Bloom was relatively quiet for days after the Sorrow's attack on the Memovira's Fortress. Nearly all of the Memovira's soldiers had fled, and the rest of the Bloom's denizens waited quietly, wondering what would happen.

When the Memovira did not return, and nobody rose up to take her place... that's when the fighting began. It started with the mutants of Little Nihliesh, but soon every faction was involved. The Bloom became a deadly battleground - one the Bloom itself seemed to encourage, engorging itself on the lust of its denizens.

Brusca harbored a small contingent of civilians inside the fortress, hoping that the violence would die down.

They are still there, hoping.

Coty[edit | edit source]

Narration Requirements


After the destruction of the Memovira's Fortress, and the disappearance of the Memovira, Coty fled, alongside most of the Memovira's other soldiers. Nobody has seen him since, but it is widely believed that most of the Memovira's former soldiers were swallowed by the Bloom.
Coty worked hard at the Bloom-flesh shop. He never grew quite as skilled as the Sundermuns, but he had enough skill in his own right.

Eventually, he expanded their services to woods and metals, and became sought after as a carpenter and an engraver.

Some time later, he left the Bloom to make his own way. He started a shop in Circus Minor, fashioning numenera into polished tools. He made a name for himself, in some small way.

Coty apprenticed to Sundermuns
Coty served the Observant Speck as well as he knew how, though he never quite felt comfortable working in the shrine. He was loyal and trustworthy, but when Speck told him she was passing on, and asked him to take on the mantle of Observant Speck, he refused.

He lived out the rest of his days working in the shrine, quiet and safe. And very nearly content.

Coty apprenticed to Speck
Coty waited loyally for the Last Castoff to return... but s/he never did. After a while, the slavers started looking at him suspiciously. Afraid that they would try to sell him again, he ran.

Nobody knows where he went or what happened to him.

After the Sorrow was driven out of the Memovira's fortress, Coty remained, waiting. Even after all the other soldiers fled - all except Brusca - he stayed and watched.
When the First returned to the Bloom, Coty became Brusca's second-in-command. When Brusca retired a few years later, Coty was put in charge of all the Memovira's soldiers. He was cold and respected. Not a single man crossed him.

When the Last Castoff returned as the new Memovira, Coty served him/her as well as any soldier - better even, for he knew what it was to obey without question.

When Matkina returned as the new Memovira, Coty served her as well as any soldier - better even, for he knew what it was to obey without question. Matkina came to rely on him more than any other. None challenged her in all the years he served as her right-hand man.

When the various factions of the Bloom rose up against each other, he and Brusca shut off the fortress. Gradually, they gathered those unaligned with any faction into the fortress, creating a kind of safe-haven... at least until a new Memovira arose.

Coty waited loyally for the Last Castoff to return. When the Fortress was destroyed, he was afraid, but still he waited.

The Last Castoff returned, and Coty found himself the servant of the new Memovira. It was a good life, he thought, even if he did still feel like a slave.

The Fifth Eye veterans[edit | edit source]

Narration Requirements
The veterans of the Fifth Eye enjoyed their retirement from the psychic wars. They drank. They laughed. They retold the same tales to anyone who would listen. Until one by one, their minds faded, and soon there was only Ziobe... drinking with his friends by himself.

That was when the Adversary - that ancient foe of the psychic veterans - chose to attack. It had hidden itself among the Fifth Eye patrons, watching and waiting. With the other veterans gone, it emerged, suddenly and without warning.

The Adversary devoured Ziobe's mind, then it rampaged across the Sagus Protectorate, unchallenged and free.

The Fifth Eye veteran(s) recruited for the Endless Battle fought, and fought hard. But with the disappearance of the castoffs, the Endless Battle quickly petered out. A few groups continued to fight, but most of the combatants left - for other battles or simply for the comfort of a Fifth Eye drink.
The Fifth Eye veteran(s) recruited for the Endless Battle fought, and fought hard. The Endless Battle continued on for many years - for as many years as there were castoffs, which was indeed a long, long time.

The Fifth Eye faced a menace of its own, however. An Adversary - that ancient foe of the psychic veterans - had hidden itself there, watching and waiting. When it was strong enough, it emerged, suddenly and without warning.

The Adversary devoured the minds of those in the Fifth Eye, then it rampaged across the Sagus Protectorate, unchallenged and free.

Crippled Foreman[edit | edit source]

Narration Requirements
Although the crippled construct eventually agreed to give up trying to procreate, Tarnish could hear the torment in the foreman's voice. Finally, after Tarnish had grown old - too old to do more than tinker - he changed his mind and worked to help the foreman bring his children into the world.

Soon after his ninety-first birthday, they were successful....

Poor Tarnish spent the next several decades trying to regenerate the crippled foreman, after it gave its life for its children. Seeing Tarnish's love for the construct, the other two foremen grew more sympathetic and tried to help. But even they could not restore the construct's life - the life it had given to its children.

Tarnish passed away an old man, and the project - the empty construct - was left abandoned.

The tiny construct children of the crippled foreman scattered throughout the city. They began building things at random - much to the consternation of the master foreman.

Finally, the master foreman called for his workers to bring the small constructs in to him. He was surprised at how much they had grown. Apparently, they had been building themselves as well as random pieces of the city.

He now instructs them, treating them as he does his human workers - although it is clear he favors them more. What's unclear is how well they will continue to follow his instructions.

Loss-of-self[edit | edit source]

Narration Requirements
Alara, the girl once known as Loss-of-self, not only remembered her name and the faces of her parents, but the next time they came to bring her food, she was able to tell them everything that had happened to her.

Alara returned home, happy for the first time in years.

Loss-of-Self remembered her parents or the probability engines were shut down.
The girl known as Loss-of-self struggled for a long time against the workings of the probability engines underneath the city. She never fought off their compulsions entirely, nor could she ever fully remember who she was, but she did, finally, walk away from the ledge and live her life. Loss-of-Self knows about the probability engines, but never remembered her parents nor were the engines shut down.
Loss-of-self eventually accepted the personality that had been growing in her mind for so long. She began calling herself Miila and found herself strangely attracted to the Cult of the Changing God.

After watching them for a couple of months, she built up the courage to join the cultists and learn more about this strange god. She is now one of the foremost scholars on the Changing God and his legacy.

Loss-of-Self embraced her new identity. This has been moved to the top and plays even if the probability engines were shut down due to how Loss-of-Self's dialog works (it feels odd when she transitions from fully new personality to fully old personality)
The girl known as Loss-of-self fought the personality that had been growing in her mind for so long, but it was a losing battle. In the moment when she felt her mind slipping away - and the *other* girl taking over - she leaped off the ledge, disappearing into the black water below. PC never helped Loss-of-Self and she ultimately committed suicide.

Miel Avest [edit | edit source]

Narration Requirements
Maralel returned to the ruins of Miel Avest. Should she rebuild? Can she not, after all that has been accomplished here? First Castoff rebuilds.
The Last Castoff returned to the ruins of Miel Avest, hoping to rebuild some of what s/he had lost - or maybe to find something s/he didn't *know* s/he had. Last Castoff said he would rebuild.
A few castoffs return to the rubble of Miel Avest. It will take them years to rebuild, but they do so anyway. It is their city, their home. Even if the shields were inoperable or unnecessary, it is still a sanctuary for them.

And a memorial to their beloved Aadiriis.

Neither of the above, but there are other castoffs who will rebuild.
The ruins of Miel Avest lie broken, untouched. It is more than a century before a group of explorers stumble upon them, wondering what happened in this place. What in the Ninth World could have caused so much destruction? None of the above. Random explorers discover Miel Avest.

Piquo [edit | edit source]

Narration Requirements
The chiurgeon made Piquo stronger, as advertised. Despite his loathing of the Underbelly, he eventually returned there and became one of Fulsome's enforcers. He didn't have a family, but he had *respect*, and to him that was just as good.
Piquo's new looks enabled him to attain better jobs in the higher tiers of Sagus Cliffs. Eventually, he landed a job working for Tranquility's hostel in Caravanserai.

She tells anyone who will listen the good work he does, and he's easy on the eyes to boot. Piquo hopes one day to take over the place, but Tranquility has other plans for him.

What began as one or two drinks turned into four then five. Soon it became a habit. Piquo would go to the bar every night, sometimes even paying a girl to stay with him, if he had the money for one. So long as he had the money to pay, people treated him well there. And when he didn't, he would work hard for more.

He never made anything of himself, but he lived his life and even got the respect he wanted, in a way.

As it turned out, Piquo excelled in the Order of Truth. He read everything anybody would give him, tried everything anybody would let him try. In a few short years, he was well-versed in all manner of numenera. He became an Aeon Priest in less than a decade.

Now he is vying for Min's position as head of the Order. Min is not putting up much of a fight.

As a cultist, Piquo learned much about the Changing God and his offspring - about the man who originally set him on his path. He found inconsistencies, however, between what he saw in the histories and what the cultists told him, but he was afraid to bring them up for fear of being ostracized.

After years of study, he decided that the Changing God was *not* in fact an inspiration, but a man only interested in himself and his own immortality. He is now wondering what other jobs his time as a cultist might have suited him for. If any.

After Qeek's murder, Piquo went back to the chiurgeon and slapped his bag of shins on the counter. He wanted to become stronger. He couldn't be there for Qeek.

He would never let that happen again.

Piquo and Qeek spent a long life together. Eventually, Piquo convinced Qeek there were better jobs on the streets above. They had it hard, but they always had each other.

They eventually married and left the Sagus Protectorate in search of a quieter life.

Piquo waited for the Last Castoff to return for several days, until he figured out that he'd been swindled. Heartbroken and disillusioned, he went back to scrimping shins at whatever job he could.

Some day, he would go back to the chiurgeon. He would make his *own* decision, not letting anyone else tell him what to do with his life.

Piquo waffled and wavered outside the chiurgeon's parlor for days. Finally, a well-dressed man approached him offering to change his life for the better for just a few shins. Piquo gladly paid.

The man came back day after day, each time with a gift, a new promise, and a new request for money. Piquo ran out of the rest of his money within a week, and he never saw the man again. His life never did change for the better.

Sticha and Peliai[edit | edit source]

Narration Requirements
With the sticha's eggs safely in the care of the city, the quakes beneath Sagus Cliffs ceased for many years. Indeed, it had been so long that Peliai often considered selling the rest of the eggs for herself.

One night, the inhabitants of Government Square were woken by a thunderous crash that shook even the strongest buildings. Bleary-eyed, they came out of their homes to see what had happened.

Peliai's home was gone, and Peliai with it. In its place was an enormous sinkhole that seemed to stretch down beneath the level of the ocean itself.

Nobody ever climbed down to see what became of her, but the city has been silent ever since.

The quakes beneath Sagus Cliffs ceased for many years, despite Peliai's concerns that without leverage over them, the sticha would return some day. She would stand in the square most days, preaching her fear to whoever would listen.

One day, Peliai announced that she had evidence the sticha had returned. She called for a group of brave souls to follow her beneath the city, to stop them before it was too late.

Several of her bravest listeners followed her into the dark. Nobody knows what has become of them.

The sticha traveled long and far to reach their new home. Many died along the way, the rocks between Sagus and the new rock providing very little in the way of sustenance for them.

But they reached it in the end, and forged a new home for themselves. They flourished there for a long time.

The quakes beneath Sagus Cliffs ceased for many years, despite Peliai's concerns that without leverage over them, the sticha would return some day. She would stand in the square most days, preaching her fear to whoever would listen. Few did.

Until the quakes began again...

The quakes continued. One by one, most of the houses in Cliff's Edge fell into the sea, and the people of Sagus grew more and more afraid.

In a last desperate move, Peliai called for a group of brave souls to follow her beneath the city, to stop the sticha before it was too late. Dozens of brave men and women answered, following her into the dark.

They were never seen again. Nobody knows what became of them, but the quakes *did* stop a short time later.

Valley of Dead Heroes[edit | edit source]

Narration Requirements
With the Endless Gate closed, Ronos and the other surviving Memorialists were able to clean and rebuild. There were so few of them left, so it took months before the last of the blood was removed. They used several different barrier cyphers to block the tomb that had held the Endless Gate, in case something *else* ever came through again.

They never did get rid of the smells.

The Children of the Endless Gate ran rampant over the Valley. Within a month, every Memorialist and traveler had been killed, except for the hardiest of explorers.
With Inifere gone, Marcysa became the leader of the Children of the Endless Gate. She closed the Gate in the Valley, and some time later the cultists left.

Afterwards, Ronos and the other surviving Memorialists were able to clean and rebuild. There were so few of them left, so it took months before the last of the blood was removed. They used several different barrier cyphers to block the tomb that had held the Endless Gate, in case something *else* ever came through again.

They never did get rid of the smells.

Even poor Oddwald eventually found his spirit "freed from its cage."


Now, no caravanner will travel to the Valley, and the Necropolis has become a dungeon rather than a memorial. Late at night, the screams can be heard from as far as Kholn Village.

Zebb [edit | edit source]

Narration Requirements
Zebb remained in Cliff's Edge, making his home among the rubble of one of the other houses. He eventually found work in the Underbelly, as a scavenger for the foremen. Nym's shadow haunted him, and he often returned to the site of his old house to think of her.

His father, Zebbak, returned from the Bloom finally. Their reunion was tearful but full of joy, and Zebbak was proud of what his son had become. They mourned Nym together.

Sagus records do not relate what happened to Zebb, because the House of Empty Time took him into the future. He found a good family, but even so he was lonely.

Zebbak, his father, returned to their home in Cliff's Edge - or what was left of it. He found no trace of his children, but Alcen Perie informed him what had happened. He, too, was lonely to end of his days.

Zebb remained in Cliff's Edge, making his home among the rubble of one of the other houses. He eventually found work in the Underbelly, as a scavenger for the foremen. Nym's shadow never haunted him, but he often felt a loneliness he could not explain.

His father, Zebbak, returned from the Bloom finally. Their reunion was tearful but full of joy, and Zebbak was proud of what his son had become. But when he asked what had happened to Nym, Zebb could only say, "Who?"

Nym and Zebb remained in Cliff's Edge for many years. Nym became an artist, though her sculptures never sold very well. Zebb found work in the Underbelly, as a scavenger for the foremen.

Their father, Zebbak, returned from the Bloom finally. He was proud of what his children had become, and the three of them lived a hard but joyful life together.