Torment: Tides of Numenera endings

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

## Deaths

While you are generally deathless, the Last Castoff can be killed in a couple of ways. These endings play when you die before the game is complete.

## General endings

The following endings are the cardinal ones, decided in the events at The Resonance.

True to its word, the Sorrow came for them in time, one by one, and tore them from the fabric of the world. But for a short time, at least, they were able to live out their lives in peace.
 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.
 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.
 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.
 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.
 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.
 Thousands lost their minds in Sagus and the surrounding lands. The unaffected struggled to go on with their lives while madness plagued the countryside. It prowled the alleys and hollows of the place like the predator the Sorrow had been.

Meanwhile, the castoffs - mortal, yet still very long-lived - carried on as they always had, bickering, fighting, and hiding, in a vast and ever-growing shadow. As the decades passed, they felt the Tides stir and strengthen. They turned their attentions from each other and guarded their lives like precious treasure, walling themselves off from the world, increasingly terrified that their hunter might someday return...

## Legacy

Your legacy is determined based on your dominant tides at the end of the game.

## Companion endings

### Aligern

Aligern's ending is shown if he is still alive, and if the Last Castoff did not choose to destroy the Sorrow.

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.
 Aligern continued traveling with the Last Castoff, eager to discover the secret of his tattoos. After a long time, and several adventures, the Last Castoff unearthed the means to unlock the secret code that would free Aligern's people.

Aligern returned to Ormen with the frame. One by one, he pulled his tattoos free and cast them through the black portal. His friends emerged on the other side, dazed and shocked by their long years of imprisonment in Aligern's mind.
They suffered no lasting damage.
Aligern bid goodbye to the Last Castoff then, choosing instead to study the frame and its function. Ormen became a flourishing nomadic village, carried on the body of a solitary traveler.
 Aligern continued traveling with the Last Castoff, seeking answers to the fate of his village.

After a long time, and several adventures, Aligern was reunited with his friend Orth and the metal frame that had started it all. Aligern's colleague told him what he had learned - 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 by the metal frame.
Aligern discovered how to free his family and friends from the cursed tattoos, but some of the villagers suffered permanent damage. Aligern devoted his remaining days to caring for those he had harmed. He refused to deal with the numenera again.
 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.
 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.
 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.
 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.

Also plays if Aligern never spoke to Orth Faung.

### Callistege

Callistege's ending is shown if she is still alive, and if the Last Castoff did not choose to destroy the Sorrow.

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 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.
 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 eventually found a way to be free of her sisters, 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.
 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.

### Matkina

Matkina's ending is shown if she was recruited to join the party and is still alive. In particular, the Last Castoff must have chosen to merge castoffs into Matkina, maintain the status quo, or destroy the Sorrow, since in the other endings Matkina and all the other castoffs are merged into someone else.

### Tybir

Tybir's ending is shown if he was recruited to join the party and is still alive.

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.
 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.
 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 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.

### Erritis

Erritis' ending is shown if he was recruited to join the party and is still alive.

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.
 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.
 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.
 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.

### Oom

Oom's ending is shown if it is recruited to join the party.

Something had broken within the toy during the confrontation with the Sorrow, that much was clear. It no longer felt bound by the tragedies of its long, long past. It never again felt bound by the restrictions of its creators to teach and mourn forever and ever.

Oom was free.
 Oom's wordless devotion to the Tides survived the confrontation with the Sorrow. Having discharged its duty to its latest student, the creature moved on, searching for another student in need of training. Forever.
 As the Sorrow promised, Oom felt no pain when it died. It joined the others of its kind in peace, forever and ever.
 Oom - or whatever the being truly called itself - wandered off into the pathways of the Labyrinth while the Last Castoff confronted the Sorrow, and was never seen again. Whether it died there, or found a strange door to a stranger place, none can say.

### Rhin

Rhin's ending is shown as long as she was not given to Tol Maguur, and is still alive after joining the party.

 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 remained with the Last Castoff.

(Or rather she stayed 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 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.
 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.
 The histories of Sagus Cliffs relate only the mundane details of Rhin's life, after she entered the House of Empty Time.

They *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 taking her in.

They left her with their son, a cruel man who beat her. She ran away shortly after.
She took care of herself on the streets. It wasn't until her mid-twenties that she became a toymaker - one 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 never found the way back to her home. She (and the Last Castoff/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.

## Extended Epilogue

This section shows ending outcomes for various characters and locations encountered, with reactivity to the actions taken during the game.
### Piquo

Piquo's ending is shown if Wayward Son was started.

 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 wasn't able to be there for Qeek...

But 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.

### Loss-of-self

Loss-of-self's ending is shown if Wayward Daughter was started, and she is still alive.

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.
 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.
 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.

### Zebb

Zebb's ending is shown if the player met Zebb.

 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 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.
 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.

### The Fifth Eye veterans

The Fifth Eye veterans' ending is shown if the player has met any of them.

 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 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.
 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 her friends by herself.
 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.

### Crippled Foreman

The Crippled Foreman's ending is shown if the player has met it.

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.
 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....

### Sticha

The ending outcome for the sticha is always shown.

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 sticha eggs were never given to Peliai, and the Last Castoff negotiated an agreement with the sticha to stop digging using the eggs as leverage.

Alternatively, the Last Castoff antagonized the sticha while trying to retrieve the eggs and fought Ch'kekt, causing the sticha to leave.
 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

The ending outcome for the Valley of Dead Heroes is always shown.

Although they never understood why the cultists had come, 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 never did get rid of the smells.
 With Inifere's past changed, the Gate was never opened in the Valley, and the cultists eventually left.

Although they never understood why the cultists had come, 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 never did get rid of the smells.
 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.
 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.

### The Bloom

The ending outcome for the Bloom is shown if neither the Last Castoff nor Matkina return to claim the Bloom.

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

Coty's ending is shown if he was bought from Parsim Flint, was not given to the Decanted during Preservation of Beauty, and is still alive.

### Artaglio's Irregulars

The ending outcome for Artaglio and his men is shown as long as the Last Castoff has not fought Artaglio's men.

 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.
 When the troubles in the Bloom started, Artaglio and his men barricaded Chiurgeon's Slump. They are still there, though the Bloom itself tears down every barricade they erect. They simply build another one, making sure the Slump, at least, remains safe.
 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 - 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.
 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 the troubles in the Bloom started, Ranard and his men barricaded Chiurgeon's Slump. They are still there, though the Bloom itself tears down every barricade they erect. They simply build another one, making sure the Slump, at least, remains safe.
 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.

### Miel Avest

The ending outcome for Miel Avest is always shown.

 The Last Castoff returned to the ruins of Miel Avest, hoping to rebuild some of what he had lost - or maybe to find something he didn't *know* he had.
 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.
 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?