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This article or text contains significant spoilers relating to the story of Pillars of Eternity.

Pillars of Eternity ends when you successfully complete the main quest line, or if you cause it to irreversibly fail. You are shown ending slides that depend on choices you have made at the end and throughout the game.

If you decide to let Pillars of Eternity II: Deadfire import a save game, these endings will at least partially be reflected in the successor's game-playing.[1] You import a save during the Prologue, in conversation with Berath. To import, the save must be located in the Pillars of Eternity default save location and must be an endgame save generated by the game after confronting Thaos.

Main end state[ | ]

You can either win or lose the game:

Conditions Outcome Slides
Complete the main quest line Win the game
Items in italics are quoted directly from the game.

At your command, the ancient device became your instrument, spinning to life with deafening resonance and gathering up the swirling essence like thread on a great spindle.

There, in the pale, pulsing glow of the machine that set you on this path long ago, you summoned all your strength, focusing on your objective and blocking out all else. With a single, concussive blast that rocked the chamber and sent you tumbling to the ground, you freed the souls from their stasis.

Exhausted, your consciousness slipping away, your last sight was of the machine, dark and dormant. Then your eyes closed, and sleep welcomed you at long last.

After coming to and searching for some time, you discovered the route Thaos used to enter Sun in Shadow, and embarked on a long and arduous ascent back to the surface.

You emerged in Teir Evron after days of tunneling through the rubble Thaos had left behind, and when you stepped into the daylight, you were faced with a different Dyrwood than the one you had left.

Game won 1
Game won 2
Game won 3
Kill Lady Webb in Act 2 Lose the game
Items in italics are quoted directly from the game.

The death of Lady Webb marked a turning point in your search for a cure to your condition. Without her help, the Leaden Key's trail soon ran cold. In time your visions invaded your waking thoughts, as they had for Maerwald, and took over your mind.

You would spend the remainder of your days wandering the streets of Defiance Bay, raving at passersby and fleeing the phantoms in your mind.

Lady webb dead
Jump into the Burial Isle pit without finishing Council of Stars in Act 3 Lose the game
Items in italics are quoted directly from the game.

Summoning your courage, you took a leap of faith into the pit at the summit of the Burial Isle. The fall seemed to take ages, but then all at once, the ground rushed to meet you... and end your life.

What-did-you-expect
Choose to strike the crystal yourself in the Lair of the Eyeless and have no means to escape Lose the game
Items in italics are quoted directly from the game.

As the fragment of Ionni Brathr crumbled around you, it pulled you into the frigid depths of Cayron's Scar.

You died secure in the knowledge that the threat of the Eyeless died with you.

Moon wins

The remaining ending slides listed below are only applicable if you won the game.Verify

Souls of the Hollowborn[ | ]

At the very end of the main quest line, you must choose what to do with the souls of the Hollowborn. This is how the available choices affect the end-game slides:

Conditions Outcome Slides
Send souls back into the reincarnation cycle
(Berath's choice)
Items in italics are quoted directly from the game.

At your direction, the lost souls of the Hollowborn were funneled back into the churn of Berath's Wheel, to find their way into new vessels and partake in the life they had been denied during Waidwen's Legacy.

Though parents of Hollowborn would remain just that, the end of Waiwen's Legacy would bring about a spate of new, healthy births, with many of the infants bearing souls once meant for Hollowborn children. The natural cycle of life and death had been restored to Dyrwood, and with it came a renewed faith in the providence of the gods.

Bereth1
Bereth2
Return souls to the bodies they were intended for
(Hylea's choice)
Items in italics are quoted directly from the game.

At your direction, the souls diverted by Thaos were guided back to the vessels originally meant for them. For the first time, parents of Hollowborn children woke to the cries of their infants, and looked into their eyes to see them staring back. People fell to their knees where they stood, thanking Hylea or Magran, or even Eothas for their forgiveness of whatever guilt they felt they bore.

But for all the relief that had come to some parents, others only found new grief, for many thousands of Hollowborn had died during Waidwen's Legacy, many by their parents' own hands. For those children there would be no homecoming.

Yet the last Hollow birth was in the past now, and those parents willing to risk trying for a new child were frequently rewarded, often with twins. Many felt they saw Hylea's hand in it, and the year would be remembered as the Year of Hylea's Splendor.

Return Souls 1
Return Souls 2
Entropically disintegrate the souls, ending their existence
(Rymrgand's choice)
Items in italics are quoted directly from the game.

At your direction, the thousands of souls gathered at the machine in Sun in Shadow were disintegrated, their essence scattered to the winds like a lifting fog, never again to find its way into the body of a living being.

Though none in Dyrwood would ever know for certain what had become of the missing souls, many followers of the Beast of Winter were given visions of a mass exodus to a land of eternal peace. Solemn celebrations were held the following day among his faithful.

The last Hollow birth in Dyrwood was already in the past, and a new peace of mind had come not just to the lost souls of the Hollowborn, but to all the people of Dyrwood.

Rymrgand 1
Rymrgand 2
Distribute essence to existing souls in Dyrwood to strengthen them
(Galawain's choice)
Items in italics are quoted directly from the game.

At your direction, the essence gathered in Sun in Shadow was sent across Dyrwood to meld with and galvanize the souls of its people. In the days that followed, Dyrwoodans confronting adversity and expecting to be at the mercy of their own weakness instead found strength and the will to persevere. The aggrieved found themselves able to carry on after their losses. The desperate found new reasons to live.

And the new reasons to hope were many, for Waidwen's Legacy had come to an end after fifteen years. Hollow births ceased in Dyrwood and a country that only days ago had seemed on the brink of collapse was suddenly on the path to a recovery - a fitter, more resilient country in the preferred image of the god of the hunt.

Galawain 1
Galawain 2
Allow the souls to pass through the vein to Woedica
(Skaen's choice)
Items in italics are quoted directly from the game.

At your direction, the goddess Woedica ultimately received the empowerment she had sought, albeit not in the manner she had expected. The swirling souls held captive in Sun in Shadow were swept into the great adra pillar there, sent barreling down through the world's veins to places unknown to mortal sight.

Though no word would reach your ears of their arrival, by the time you had returned to Twin Elms, word had spread of a miracle on their Burial Isle, and pious Glanfathans were already streaming in from all over to observe the statue of Woedica there, its once-broken crown now fully restored.

But for Dyrwood itself, the last Hollow birth had come and gone, and the country celebrated the lifting of Waidwen's Legacy none the wiser as to what future costs its end might hold.

Woedica 1
Woedica 2
Disperse souls to an unknown location
(Wael's choice)
Items in italics are quoted directly from the game.

At your direction, the souls of the Hollowborn, long lost to the people of Dyrwood, were sent to a place or places unknown for reasons as mysterious as the god who suggested it. No sooner had the mystery of their whereabouts been solved than it was renewed - a new riddle for someone yet to be revealed, or perhaps for no one at all.

For the people of Dyrwood, the question would linger as it always had, for even the truth was beyond belief. One day the Hollow births had stopped with as little explanation as they had started. For all their joy at the Legacy's end, Dyrwoodans would have to content themselves with their own theories as to the how and why of it all. But perhaps this was as Wael intended.

Wael1
Wael2

Angered gods[ | ]

During Council of Stars, you can make a deal with some of the gods where you promise to make the main end-game choice (see #Souls of the Hollowborn) according to their preference. If you end up breaking your word, the god's reaction will be presented in the end-game slides:

Conditions Outcome Slides
Renege on your agreement with Galawain Galawain goes on the hunt
Items in italics are quoted directly from the game.

It is said that Galawain is the enforcer of the gods, and is known to hunt down those who wrong them. To wrong Galawain, then, is truly to wake the beast, and the Father of Monsters took great umbrage at your broken promise to him. Along with Magran and Abydon, Galawain embarked upon a more direct approach to claiming his quarry.

In the months that followed, the frontier settlements of Dyrwood were inexplicably attacked by packs of beasts and monsters, suddenly organised and unafraid to approach kith on their own land. Many such villages were all but destroyed by the time troops could be dispatched from local garrisons.

Those that weren't destroyed by the beasts of Galawain often found themselves at the mercy of the fires of Magran. A dry spell throughout Dyrwood led to a rash of forest fires on a scale not seen since the War of Black Trees, and many settlements paid the price for their proximity to the wilderness.

In the cities, meanwhile, dabblers in animancy who had placed the souls into golems and other moving vessels soon found that their creations had risen up against them. Such constructs terrorised their surroundings, killing indiscriminately and often in great numbers before being subdued.

Galawain-betrayed-1
Galawain-betrayed-2
Renege on your agreement with Hylea Hylea is infuriated, makes a trade with Berath to scourge Dyrwood
Items in italics are quoted directly from the game.

Hylea, who had expected the souls to be returned to the Hollowborn, was infuriated by your duplicity. The goddess of motherhood demanded new births in compensation, and made a bargain with Berath to trade death for new life.

The skies of Dyrwood darkened, blotted with swarms of birds and other winged creatures called together to claim what the Sky-mother believed to be hers by right. For months, the people of Dyrwood were forced to stay under shelter for fear of the vicious, unexplained attacks from the sky. The incidents left entire villages decimated and littered the streets of Defiance Bay with corpses covered in a thousand puncture wounds.

Hylea Scorned 1
Hylea Scorned 2
Renege on your agreement with Berath Berath evens the score with an epidemic of deaths
Items in italics are quoted directly from the game.

Followers of Berath have a saying that life is a debt all must pay in death, and their god is known to always collect what is owed. In breaking your word to Berath, a debt was created - souls were owed to the Cycle - and the agents of the god of inevitability would not be refused.

An epidemic of unexplained deaths struck Dyrwood in the days that followed the Legacy. Most often the dead would be travelers on the road, known to be a favorite target of Bareth's Pallid Knight, who exacts impossible tolls from those who have journeyed for too long. The elderly, too, seemed to pass on in alarming numbers. But just as often the deaths appeared to strike randomly and for no reason at all.

Those who sensed the involvement of the Twinned God dubbed the calamity "Berath's Price," supposing it a payment for the end of Waidwen's Legacy.

Berath betrayed 1
Berath betrayed 2
Renege on your agreement with Rymrgand Rymrgand and Ondra take their due anyway
Items in italics are quoted directly from the game.

The loss of the souls you had promised to entropy would be no setback to Rymrgand, nor to Ondra, for the Beast of Winter trudges ever forward, and the will of the Lady of Lament is as unstoppable as the tide. In Dyrwood, the weather quickly chilled. Unseasonable frosts destroyed the year's harvests before giving way to the coldest winter in memory. Many who survived the famine would soon freeze to death in their own homes.

The oceans proved no safer. A barrage of squalls pounded the harbors along the Dyrwoodan coast for months, sending many ships to be forever lost in the depths of Ondra's domain, either mourned or forgotten- both to the Lady's liking.

Rymrgand-betrayed-1
Rymrgand-betrayed-2
Renege on your agreement with Skaen

Note: Bugged. These slides will not play, even if you do betray Skaen. The variable needed doesn't update when interacting with the machine.

Skaen sends the effigy as vengeance
Items in italics are quoted directly from the game.

Skaen did not take lightly the insult of being lied to about the destination of the souls of the Hollowborn. Feeling that an act of defiance was warranted against all of Dyrwood for daring to reclaim its souls from his queen, Skaen wasted no time in compelling his followers to summon an incarnation of the Effigy into the world to take revenge, something that had not happened for more than a century, and never at the god's own request.

In the heart of the bustling city of New Heomar, Skaenites maimed and disfigured one of their own number, removing eyes, hair, nose, and genitals, carving the body bloody and replacing its eyes with black stones. The chosen vessel was given blood to drink - not of a noble, as the ritual ordinarily called for - but a dozen ordinary Drywoodans. The incarnation of the Effigy born into that body was as brutal as any in recorded history, tirelessly slaying hundreds and ritualistically maiming their bodies before falling dead, satisfied.

Skaen betrayed 1
Skaen betrayed 2

Thaos[ | ]

Technically this is not a part of the "ending" because it's not shown in the slides. However this decision happens when the player has finished the final battle and unlocked the achievement "Won the Game!!!", so it should be considered a part of the ending. Your choice is referenced in Pillars of Eternity II: Deadfire.

After Thaos is defeated, the player can choose to:

  • Return his soul to the cycle.
  • Destroy his soul, stating the past he carried has been a burden to himself.
  • Banish him to the soul prison, Breith Eaman.
  • Erase his memories and let him be reborn free of the burden of the past.
  • Destroy his soul, stating that he has caused too much pain for The Watcher and deserves to die.

Gilded Vale[ | ]

This is how your actions in Gilded Vale are reflected in the end-game slides:

Conditions Outcome Slides
Kill Raedric twice
(in Lord of a Barren Land and The Champion of Berath)
Gilded Vale is a thriving, yet wild free settlement after Lord Raedric's death
Items in italics are quoted directly from the game.

Lord Raedric's zeal had brought him back to life once, but it would not do so again. Raedric's destruction at your hands spelled the end of his suffocating rule over Gilded Vale and the surrounding area. In his absence, the village prospered, becoming a popular destination for new settlers anxious to leave Defiance Bay after the riots.

Without a nearby ruler, it also grew more wild, with many settlers moving on as soon as they'd arrived, turned off by lawlessness that was excessive even by Dyrwoodan standards. Nevertheless, despite the challenges of living there, Gilded Vale had survived, and would continue to survive for the foreseeable future.

Raedric killed twice
Kill Raedric only once
(in Lord of a Barren Land)
Raedric returns from the dead and destroys Gilded Vale
Items in italics are quoted directly from the game.

Though you had killed Lord Raedric in his throne room, so strong was his drive to rid his land of Eothasians that he returned to life as a deathguard, a deathless crusader for his brutal cause. With the remains of his humanity stripped away, Raedric came to see all the people of Gilded Vale as worshippers of Eothas, and one day he led his forces into the village personally to see them all purged from his lands. Gilded Vale was left a hollow shell, its buildings ruined and its people slaughtered. Even travelers and would-be squatters knew better than to take refuge inside its borders.

Lord Raedric returned to Raedric's Hold, where he remained, keeping eternal watch over his barren domain.

Raedric undead
Kill Kolsc
(in Lord of a Barren Land)
Gilded Vale remains under Raedric's rule
Items in italics are quoted directly from the game.

Gilded Vale remained under the harsh rule of Lord Raedric, who reigned unopposed after the death of his cousin Kolsc. He continued to terrorize the people of Gilded Vale, looking for Eothasians in their midst.

But to Raedric, the sudden and unexpected end to Waidwen's Legacy came as a sign of the success and righteousness of his efforts, and in time his own people came to believe it, too. He relaxed his use of authority, no longer seeing his own people as potential threats, and Gilded Vale began to regain some of its old luster.

Kill Kolsc
Never complete Lord of a Barren Land Gilded Vale perishes under Raedric's rule
Items in italics are quoted directly from the game.

With the birth of his Hollowborn child, the last threads of Lord Raedric's sanity frayed and broke apart, his wife the first victim of his wrath.

With a fortress to protect him and a garrison of loyal soldiers at his command, he continued to snuff out all signs of resistance from the Gilded Vale, real or perceived. In the end, all would hang from the boughs of the village's trees, watching over the dead town with vacant eyes.

Raedric alive

Defiance Bay[ | ]

This is how your actions in Defiance Bay are reflected in the end-game slides:

Factions[ | ]

Conditions Outcome Slides
always applies Political upheaval after the assassination
Items in italics are quoted directly from the game.

Following the assassinations of Duc Aevar Wolfgrin and Lady Webb, Defiance Bay was thrown into political upheaval. In the ensuing weeks, the streets became the domain of looters and blackguards, and few dared to step outside their own doors alone or unarmed.

Defiance Bay 1
Side with the Crucible Knights by completing Winds of Steel. The Crucible Knights reestablish order
Items in italics are quoted directly from the game.

But order was soon reestablished by the Knights of the Crucible, who, despite their depleted numbers, had gained favor in the public eye for their role in the unraveling of the conspiracy surrounding Waidwen's Legacy. They were quickly reinforced by returning forces from Fleetbreaker Castle.

  • Note: If you don't abolish animancy, extra text is shown here about it.
Crucible Knights aligned
Side with the Crucible Knights, and advise Commander Clyver to stop the Forge Knights research at the end of Winds of Steel. The Crucible Knights abandon the Forge Knights project and rediscover their old identity
Items in italics are quoted directly from the game.

For the Knights, their resurgence marked a return to the tradition as well. Having seen firsthand the dangers presented by dabblers in animancy, the order quickly abolished the practice internally, preferring the familiarity of their hammers and forges to the uncertainties of Essence and ara. Their identity rediscovered, the Knights suppressed their political aspirations and began once again to train their recruits in the art of blacksmithing, recapturing the post-revolutionary ideals of Dyrwood and regaining the respect of its citizens as a result.

Crucible Knights abandon animancy
Side with the Crucible Knights, and advise Commander Clyver to keep going with the Forge Knights research at the end of Winds of Steel. The Crucible Knights don't abandon the Forge Knights project
Items in italics are quoted directly from the game.

Having seen both the ills and the promise of animancy, internally the Knights quietly began a more cautious exploration of the new science. Depleted in numbers but bolstered by their newly forged stock of soul-augmented weaponry and a small contingent of forge knights, the Knights of the Crucible would soon become an order few in Defiance Bay would dare to cross.

But the opportunity to build upon their new found power proved too great a temptation for the High Justice. What was at first a measured approach to animancy soon gave way to a rapid build-up of armaments. The High Justice would eventually seize control of the city of his order, and place Defiance Bay under indefinite martial law.

Forgeknight1
Forgeknight2
Side with the Dozens by completing The Bronze Beneath the Lake, and advise Wenan to respect the Crucible Knights ("Defiance Bay needs order now" or "there's a lot to learn from them") Dozens become the new dominant force in the city, with the help of the Crucible Knights'
Items in italics are quoted directly from the game.

But once the Dozens had regrouped in the wake of the riots, they quickly put an end to the criminal activity. They patrolled the streets in droves and administered their brand of law on any perceived offenders.

This was not the erratic justice of the mob, however. The Dozens had taken to heart the strengths of their adversaries, the Knights of the Crucible and emerged as a far more organized, disciplined force. With the waning strength of the other Defiance Bay powers, the leadership of the Dozens took the opportunity to establish its own group as the dominant peacekeeping force in the city.

The Dozens would soon find themselves overwhelmed by the problems of a leaderless metropolis. But they found an uneasy new partner in the surviving forces of the Crucible Knights, who understood the city's infrastructure and were able to keep the worst of its problems under control.

Dozens regrouped
Dozens regrouped 2
Side with the Dozens by completing The Bronze Beneath the Lake, and advise Wenan to regard the Crucible Knights with contempt ("don't turn into them" or "take matters into your own hands") Dozens become the new dominant force in the city, without the help of the Crucible Knights'
Items in italics are quoted directly from the game.

But once the Dozens had regrouped in the wake of the riots, they quickly put an end to the criminal activity. They patrolled the streets in droves and administered their brand of law on any perceived offenders.

They also took the opportunity to depose the weakened Knights of the Crucible from their position of authority, branding them traitors to the people for their actions during the riots. Whatever Knights weren't stoned to death in front of their keep were forced into exile. The external contingent of Knights stationed at Fleetbreaker Castle would remain there, their High Justice plotting the city's recapture.

The Dozens would soon find themselves overwhelmed by the problems of a leaderless metropolis, and in the days and months ahead, Defiance Bay remained on the brink of collapse.

Dozens regrouped and banish Knights
Dozens regrouped and banish Knights2
Side with House Doemenel by completing The Changing of the Guard and allow them to take responsibility for the murder of Wenfeld. House Doemenel's reign of terror
Items in italics are quoted directly from the game.

But order would soon come from an unexpected source. House Doemenel, realizing that stability was good for business, brought the city's criminal elements in line through a systematic campaign of fear and intimidation.

Capitalizing on a reputation for brazen fearlessness earned with the murder of a marshal of the Crucible Knights, the Doemenels aggressively pressed their authority, murdering all would-be rivals and collecting coin from all transactions in the city and becoming arguably the most influential house in all of Dyrwood.

Defiance Bay would not fare so well. Squeezed by the Doemenels for every piece of copper, prices soared, and trade ground to a halt. Many commoners found themselves unable to make a living, or forced from their homes to make room for others more favored by House Doemenel. Petty crime, prostitution, and vagrancy would reach new heights under their watch, and many would flee the city in droves for the more favorable economy of New Heomar.

Doemenel aligned 1
Doemenel aligned 2
Side with House Doemenel by completing The Changing of the Guard and pin the murder of Wenfeld on the Dozens. House Doemenel thrives in the shadows
Items in italics are quoted directly from the game.

But order would soon come from an unexpected source. House Doemenel, realizing that stability was good for business, brought the city's criminal elements in line through a systematic campaign of fear and intimidation.

Capitalizing on the mutual antipathy of the Dozens and the Knights of the Crucible, House Doemenel continued to manipulate both groups from the shadows, ensuring their decline and eventually supplanting their authority in Defiance Bay.

Defiance Bay was served well by the Doemenels' rise. Their subtle political maneuvers and lack of legal oversight allowed them to broker a number of favorable trade deals, rekindling the city's economy.

Although their cautious approach in the Legacy's aftermath had perhaps denied them broad notoriety outside of Defiance Bay, House Doemenel's wealth and influence both continued to grow unchecked.

Doemenel1
Doemenel2

Heritage Hill[ | ]

Conditions Outcome Slides
Never complete Undying Heritage, or complete it without turning off the machine Heritage Hill remains abandoned
Items in italics are quoted directly from the game.

Heritage Hill never exorcised of whatever curse had caused its inhabitants to turn into cannabalistic monsters, would remain abandoned - a place adolescents and drunks would sneak into on dares and never return.

At night, strange noises - gutteral vocalizations and shambling footsteps - would eventually drive away residents who lived just outside the district as well.

  • Notes: This ending is received irrespective of whether or not Aloth succeeds Thaos as grandmaster of the Leaden Key.
Heritage Hill never exorcised
Turn off the machine during Undying Heritage, but don't destroy it Heritage Hill gets another zombie outbreak, is abandoned for good
Items in italics are quoted directly from the game.

Though the machine atop Teir Nowneth had been disabled, it had not seen its last use. Heritage Hill was rebuilt, and no sooner had the first families moved in to resettle the district than members of the Leaden Key, acting under standing orders from their grandmaster, climbed the tower and reactivated the machine.

The initiates slew a handful of the new settlers under cover of night and watched as history repeated itself, the victims reanimating and devouring the survivors. After this second incident, the district would remain abandoned.

  • Notes: This ending is received irrespective of whether or not Aloth succeeds Thaos as grandmaster of the Leaden Key.
Heritage Hill abandoned
Blow up the machine during Undying Heritage Heritage Hill gets rebuilt
Items in italics are quoted directly from the game.

The destruction of the machine atop Teir Nowneth spelled the end of the reanimated corpses in Heritage Hill. Though at first few were willing to venture into the abandoned district, it was soon cleared out and rebuilt. The district's horrors still fresh in people's minds, it would be some time before it was fully repopulated, but eventually the lure of cheap, prime land would all but erase the memory.

Teir nowneth destroyed

Animancy[ | ]

Conditions Outcome Slides
The duc wanted to rule in favor of animancy.
(see Animancy hearings)
Animancy is acquitted, Sanitarium is rebuilt
Items in italics are quoted directly from the game.

The duc's assassination at the apparent hands of an animancer had caused catastrophic rioting in the streets of Defiance Bay, but those who had escaped the melee in the palace hearings remembered the testimonies of the strange guest who had shown up that day and absolved animancy, implicating the Leaden Key instead.

The rumor spread quickly, and soon the popular belief was that the assassin had been a Leaden Key spy.

When the Legacy had lifted, people came to see it not as a sign that the riots had been according to the gods' wishes, as Thaos had hoped, but as a confirmation that animancy had never been the source of the problem in the first place.

Dyrwoodans instead convinced themselves that the riots had somehow purged Defiance Bay of Leaden Key spies, and that the end of Waidwen's Legacy was their well-deserved reward.

The rage against animancers was quickly forgotten, and those who had survived were permitted to return to Brackenbury Sanitarium and rebuild it so they might resume their studies.

Testified for animancy
Sanitarium Rebuilt
The duc was neutral at the end of the animancy hearing.
(see Animancy hearings)
Animancy is blamed for the Legacy and mostly stamped out
Items in italics are quoted directly from the game.

The duc's assassination at the apparent hands of an animancer had caused catastrophic rioting in the streets of Defiance Bay, and few animancer survived the first day.

Many Dyrwoodans took the end of Waidwen's Legacy as a sign both that the gods did not approve of animancy and that the purging of animancer in Defiance Bay had been enough to satisfy them. In time, their rage would subside, and a number of surviving animancer remained in and around Defiance Bay, often taking to the wilds to practice their science without repercussions.

Riots against animancy
The duc wanted to rule against animancy.
(see Animancy hearings)
Animancy never recovers
Items in italics are quoted directly from the game.

The duc's assassination at the apparent hands of an animancer had caused catastrophic rioting in the streets of Defiance Bay, and few animancers survived the first day.

In the weeks that followed, angry citizens, their rage stoked by word that the duc had been about to ban the practice, formed vigilante mob and hunted down the survivors.

The sanitarium was decorated with the dismembered heads and torsos of those who had practiced the science, and anyone caught studying it thereafter was soon added to the macabre display. The age of animancy in Dyrwood had come to an abrupt halt.

Animancy outlawed 1
Animancy outlawed 2

Dyrford[ | ]

This is how your actions in Dyrford Village are reflected in the end-game slides. (Note that if Edér became the mayor of Dyrford, then the Skaenites will always be purged by him and neither of the below descriptions will be shown.)

Conditions Outcome Slides
Wipe out the cult during Blood Legacy The Cult of Skaen troubles Dyrford no more
Items in italics are quoted directly from the game.

The town of Dyrford had seen the last of the Cult of Skaen. Dark rumors about the town's many curses quickly faded, and travelers soon returned.

Dyrford De-Skaenfied
You allow the murderous cult to continue Dyrford becomes the place to destroy the wealthy's lives
Items in italics are quoted directly from the game.

In the town of Dyrford, an underground cult dedicated to Skaen insinuated itself into the town's institutions.

It became a popular travel destination for the wealthy, who were actively courted by the town's leadership. But few who visited the town would ever return, as they soon found their fortunes plummeting and their reputations destroyed by their own kin.

Dyrford skaenite wealthy

Caed Nua[ | ]

This is how your actions regarding your stronghold Caed Nua are reflected in the end-game slides:

Conditions Outcome Slides
Security ≥ 30, Prestige ≥ 30 Caed Nua becomes a bastion of stability and a beacon for travelers
Items in italics are quoted directly from the game.

The fortress of Caed Nua emerged as a bastion of security in the midst of an untamed land, becoming the envy of every thayn and erl of Dyrwood. Legend grew over time of its impregnability, and stories of formidable invaders easily scattered by the keep's defenses became popular around the hearths of Dyrwoodan inns.

Likewise, it also became a beacon to travelers, merchants, and visiting dignitaries alike. Reputed as the finest fortress in all Dyrwood, people would journey from near and distant lands alike to experience its fabled hospitality and grandeur.

Caed nua gains fame
Security < 30, Prestige ≥ 30 Caed Nua becomes a beacon for travelers
Items in italics are quoted directly from the game.

The fortress of Caed Nua became a beacon to travelers, merchants, and visiting dignitaries alike. Reputed as the finest fortress in all Dyrwood, people would journey from near and distant lands alike to experience its fabled hospitality and grandeur.

Ending Caed Nua Traveler Beacon
Security ≥ 30, Prestige < 30 Caed Nua becomes a bastion of stability
Items in italics are quoted directly from the game.

The fortress of Caed Nua emerged as a bastion of security in the midst of an untamed land, becoming the envy of every thayn and erl in Dyrwood. Legend grew over time of its impregnability, and stories of formidable invaders easily scattered by the keep's defenses became popular around the hearths of Dyrwoodan inns.

Ending Caed Nua Security Bastion
Security < 30, Prestige < 30 Caed Nua is kinda rubbish
Items in italics are quoted directly from the game.

The rejuvenation of Caed Nua was a short-lived endeavor. While the rise of a new master had presented new hopes of the keep being restored to its former glory, time proved otherwise. Plans for maintenance of the structure were postponed time and time again, until ultimately they were scrapped altogether, their master's priorities lying elsewhere.

Ending Caed Nua Not Restored
Clean out the Endless Paths, kill The Master Below Attacks from below cease
Items in italics are quoted directly from the game.

After the death of the Master Below, a strange quiet fell over the Endless Paths of Od Nua. The attacks of the fortress above ceased, Od Nua's silent titan the closest remaining thing to a master in its musty, forgotten passages.

Adra lizard ate dirt
Clean out the Endless Paths, let The Master Below take over Falanroed The Master Below makes off
Items in italics are quoted directly from the game.

The adra dragon known as the Master Below, her soul now housed in the body of the huntress Falanroed, passed out of Dyrwood in relative anonymity, her final destination unknown, even to herself.

She was last seen in the port town of Road's End, boarding a ship, an adra talisman glowing about her neck.

Master Below freed

Companions[ | ]

Pallegina[ | ]

This is how your influence on Pallegina is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)

Conditions Outcome Slides
Never finish her quest Pallegina is disgraced
Items in italics are quoted directly from the game.

Pallegina had missed the opportunity to complete her mission from the ducs bels. With the Dyrwood's people strengthened by the Watcher's gift of souls, they quickly resumed brisk trade with the tribes of Eir Glanfath. For her repeated insubordination and loss of lucrative trade, Pallegina was cast out of the Brotherhood of the Five Suns. She traveled north of the Eastern Reach where she tried to avoid trouble as a caravan guard, but she could not escape the strange looks and unwanted attention her appearance brought.

Pallegina disgraced
Pallegina obeys her orders, and Dyrwood isn't strengthened by souls Pallegina is honored by ducs; becomes ducess Spireno's personal guard
Items in italics are quoted directly from the game.

Pallegina had followed her orders from the ducs bels, helping establish an exclusive trade arrangement between the Vailian Republics and the tribes of Eir Glanfath. With the Dyrwood's people still weakened by Waidwen's Legacy, the Vailian Repubics easily pushed their would-be competitors out of the market. The Dyrwood suffered as terribly from the lost trade as the Republics benefited from it. Pallegina was honored for her service by being assigned as the personal guard of the ducess Spireno. Despite her success, she regretted the choices she had made along the way.

Pallegina obeys ducs and Dyrwood is not strengthened by souls
Pallegina obeys her orders, and Dyrwood is strengthened by souls Pallegina is honored by ducs; reputation not tarnished by war
Items in italics are quoted directly from the game.

Pallegina had followed her orders from the ducs bels, helping establish an exclusive trade arrangement between the Vailian Republics and the tribes of Eir Glanfath. Strenghened by the Watcher's gift of souls, the furious Dyrwoodans waged war against the Republics for two long years. The Republics gained a great deal of wealth in trade, but suffered the loss of many trade vessels and thousands of lives. Several of the ducal families lost favor with their citizens. Riots in Selona claimed the life of that city's duc, and the other ducs bels were pressured into relinquishing the exclusive trade rights to end the conflict with the Dyrwood. Pallegina had been honored for her service at the opening of trade, but her reputation among the ducs and within the Brotherhood was not tarnished by what followed.

Pallegina obeys ducs and Dyrwood is strengthened by souls
Pallegina disobeys her orders, and Dyrwood isn't strengthened by souls Pallegina is banished; joins the Kind Wayfarers
Items in italics are quoted directly from the game.

Pallegina had gone against the ducs bels' orders by inventing a new trade arrangement with the anamenfath to accommodate the recovering Dyrwoodan market. With the Dyrwood's people still weakened by Waidwen's Legacy, the Vailian Republics easily pushed their would-be competitors out of the market. For her outrageous insubordination and audacity, Pallegina was banished from the Republics. She traveled north in the Eastern Reach, avoiding Vailian ports and entering the ranks of the Kind Wayfarers. Despite her bravery and dedication to those in her care, her strange appearance made her feel like an outsider wherever she went.

Pallegina disgraced
Pallegina disobeys her orders, and Dyrwood is strengthened by souls Pallegina is banished, then pardoned
Items in italics are quoted directly from the game.

Pallegina had gone against the ducs bels' orders by inventing a new trade agreement with the anamenfath to accommodate the recovering Dyrwoodan market. With the Dyrwood's people strengthened by the Watcher's gift of souls, the Vailian Republics found themselves struggling to keep up with their new competitors. For her outrageous insubordination and audacity, Pallegina was banished from the Republics for several years. After the southern forest of Eir Glanfath opened to both the Republics and Dyrwood, the Valians found that the combined efforts of all three nations had created a robust trade network. The Ducessa of Biageppe granted Pallegina a pardon for her foresight, though it took many years for her to regain the trust of her superiors and brothers in the order.

Pallegina redeemed

Hiravias[ | ]

This is how your influence on Hiravias is reflected in the end-game slides. These will only show if you completed his personal quest. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)

Conditions Outcome Slides
Complete True to Form with a Wael ending.

Wael ≥ Galawain

Hiravias is finally content and wanders the world as the wise Autumn Druid
Items in italics are quoted directly from the game.

Hiravias took his leave of the party and, after his first bath in years, returned to his nomadic lifestyle.

With his homesickness expunged, he found renewed joy and tranquility in his wandering survey of the wilderness. For the first time in his life, he ventured beyond sight of the mountains of Eir Glanfath. During his travels, he penned numerous journals and sketches detailing his travels through frozen tundra, searing desert and tropical forests.

Wherever he went, Hiravias left behind stories of the Autumn Druid - a temperamental, one-eyed wise man of the forest known to bring food to lost travelers and unusual advice to anyone willing to ask him a question.

Hiravias travels 1
Hiravias travels 2
Complete True to Form with the Galawain ending.

Galawain > Wael

Hiravias goes back to his village, challenges the council to get accepted as a hunter of the tribe, then leaves to wander
Items in italics are quoted directly from the game.

With your business concluded, Hiravias quietly took his leave and headed home to Thein Bog.

The elders of the Fisher Crane had not warmed to Hiravias in his absence, and when he arrived, he was denounced and scorned. Hiravias spoke of his deeds and of his communion with Galawain - yet none would support his petition to return to the tribe.

One by one, starting with the oldest, Hiravias challenged each member of the council to single combat - humiliating the riow in a series of savage duels.

With half the council bloodied and shamed, the elders at least acknowledged Hiravias' strength, announcing him a hunter of the Fisher Crane tribe.

Upon being granted this title, Hiravias calmly left the village and embarked again on his life of wandering.

Hiravias galawain 1
Hiravias galawain 2

Edér[ | ]

This is how your influence on Edér is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)

Conditions Outcome Slides
Never complete his quest. Still conflicted, Edér goes back to the Aedyre Empire
Items in italics are quoted directly from the game.

Edér chose not to return home. Still conflicted as to his role in the Saint's War and unsure of his place in the Dyrwood, he took a ship to Aedyr and reunited with his parents. There, he resumed the quiet lifestyle he had grown accustomed to in his years as a farmhand in Gilded Vale.

Ending eder do nothing
Convince him that the Gods influence can be positive and complete his quest.

Faith ≥ 0

His faith in Eothas renewed, Edér joins a secret Eothasian organization
Items in italics are quoted directly from the game.

Edér chose not to return home to Gilded Vale. Through a number of quiet inquiries, he soon found his way into the underground organization of Eothasians known as the Night Market.

Ironically, in learning that the gods had been fabricated, Edér found his faith in Eothas renewed, and that his god was neither alive nor truly a god had become irrelevant. He rose quickly through the ranks of the Night Market for his optimisim and for his bold leadership, his ultimate goal to make the Dyrwood a place that would welcome followers of the Shining God once again.

Eder joins night market
Convince him to question the influence of the Gods and their followers and complete his quest.

Faith < 0

Knowing the gods are fake, Edér settles down in Dyrford
Items in italics are quoted directly from the game.

Edér chose not to return home to Gilded Vale. Still most comfortable far from cities, he settled in Dyrford, which, like many towns in the Dyrwood, was beginning the slow process of rebuilding.

Believing now that it was the obligation of kith to be the leaders their gods had not, Edér was soon named mayor of the town, and under his guidance, Dyrford soon began to prosper. He expelled the last of the Skaenites from the area and drew new settlers with the offer of land, a trick he had learned from someone he otherwise preferred to forget. With each passing day, Dyrford would come to more closely resemble the Gilded Vale of Edér's childhood - the one worthy of its name.

Eder settles down

Aloth[ | ]

This is how your influence on Aloth is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)

Conditions Outcome Slides
Convince him that spreading knowledge is better than keeping secrets.

Autonomy ≥ Authority

Aloth dedicates himself to dismantling the Leaden Key
Items in italics are quoted directly from the game.

When the dust settled in Sun in Shadow, Aloth looked upon the remains of Thaos ix Arkannon, his former master. He saw where the grandmaster had gone wrong, and what would be required to undo the harm Thaos had wrought.

With a flick of his wrist, he burned Thaos' robe, headdress and every other symbol of the man's power. Never again, he vowed, should kith live in fear and blind obedience to an authority they did not understand.

Armed with the knowledge and courage he had gained on his journeys with the Watcher, he set out on the long and lonely task of dismantling the Leaden Key.

Aloth start
Aloth hunts leaden key
Convince him that some secrets are better kept out of kith's hands and that animancy is dangerous.

Authority > Autonomy

Aloth becomes the grandmaster of the Leaden Key
Items in italics are quoted directly from the game.

When the dust settled in Sun in Shadow, Aloth looked upon the remains of Thaos ix Arkannon, his former master. He saw where the grandmaster had gone wrong, and he knew what he would do better.

The secret of the gods would be preserved, and with it, the sanity and well being of all kith. He donned the remains of Thaos' ceremonial garb and prepared himself for the long and lonely task ahead.

Aloth grandmaster
Banish him after learning about his Leaden Key ties. Aloth sacrifices himself to one of the Engwithan machines
Items in italics are quoted directly from the game.

After the Watcher sent him away, Aloth found himself cut off from every authority and ally he had ever known – his family, his homeland, the Leaden Key, and, finally, the Watcher.

He wandered on his own for several days, passing through villages and settlements. The Dyrwoodans he passed looked on the ragged Aedyran with suspicion, and he did not linger long enough to let their misgivings turn to violence.

Finally, he passed the last township and reached the wilds of Eir Glanfath, alive with hunter and beast alike. Yet none accosted him, and he eventually found himself among the ruins of the Engwithans.

He found one of the ancient machines easily enough. When he did, he remembered the rituals he had learned from the Watcher. With a final sigh, he activated the device, surrendering his soul to the powers beyond.

Aloth exiled 1
Aloth exiled 2

Kana Rua[ | ]

This is how your influence on Kana Rua is reflected in the end-game slides. Much of his fate is determined by the Watcher's interactions during Time and Tide, which determine his attitude across three axes: Idealist (regarding Engwithans), Confidence, and Truthseeking.

Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.

Conditions Outcome Slides
Discourage Kana in conversations and quest dialogues, complete his quest.

Truthseeker, Confident, Idealist ≤ 5

Kana becomes disillusioned and a voice for traditionalists and isolationists
Items in italics are quoted directly from the game.

With the Watcher's goals accomplished, and his own vows fulfilled, Kana Rua sailed back to Takowa. His friends and family found him much changed, for a pall had fallen upon the man, smothering his former enthusiasm.

Called before the lore college, Kana told them of the pain the Engwithan legacy brought to the lands abroad. He insisted that a search for answers abroad could only fragment the Rauatai people, as it had done to the Dyrwood. His findings were met with much respect, and Kana Rua's voice came to be considered an influential one in the growing move towards Rauatai's isolation.

Kana disillusioned
Support Kana's truth-seeking and confident traits in conversations and quest dialogues, complete his quest.

Truthseeker, Confident ≥ 6

Idealist ≤ 5

Kana becomes an eccentric, influential voice for welcoming foreign influence
Items in italics are quoted directly from the game.

With both their aims fulfilled, Kana Rua bid the Watcher farewell, and sailed back to his beloved Rauatai. There he reported on his findings to the lore college. Kana spoke of the Engwithan people, describing both their vile experiments and their inspiring accomplishments.

He spoke too of the destruction of the tablet by the Leaden Key, and the group's efforts to erase the Engwithan legacy from the world. Both inspiration and cautionary tales, he said, could be found in the world beyond Rauatai's borders. Kana urged his people to continue to pursue knowledge abroad, so that the lessons found there might benefit Takowa.

Kana's inability to prove his theory of Engwithan influence diminished his academic standing, but his passion drew much interest from those less concerned with degrees. Kana swiftly became an influential figure in the move toward a more collaborative approach to expansion on the northern continent. In his personal life, he came to enjoy the reputation of an affable eccentric, willing to share grand and impossible secrets along with a drink and a song.

Kana is multicultural 1
Kana is multicultural 2
Support Kana's confident and idealist traits in conversations and quest dialogues, complete his quest.

Truthseeker ≤ 5

Confident, Idealist ≥ 6

Kana inspires a new age of growth in Rauatai culture
Items in italics are quoted directly from the game.

With both their aims fulfilled, Kana Rua bid the Watcher farewell, and sailed back to his beloved Rauatai. There, he came before the lore college, determined to guide his people down a better path.

Before his intrigued peers, he spoke of the accomplishments of the great people of Engwith, and their efforts to bring peace to Rautai and the myriad cultures of Eora. He presented the shattered tablet as proof of the Tanvii ora Toha's existence beyond Rauatai's borders, and the shared ideals of Eora's peoples.

Kana called for a new age in Rauatai culture, where his people might take their place at the forefront of progress, and pave the way toward a better future. Kana Rua's speech proved inspiring, and his voice came to be considered an influential one in the push toward continued progress in the northern continent.

Kana inspires 1
Kana inspires 2
Support Kana's truth-seeking trait in conversations and quest dialogues, complete his quest.

Truthseeker ≥ 6

Confident, Idealist ≤ 5

Kana sails to search for knowledge
Items in italics are quoted directly from the game.

With the Watcher's goals accomplished, and his own vows fulfilled, Kana Rua sailed back toward Rauatai, thinking on the lessons his travels had provided him. By the time he landed at Tâkowa, he understood what his path must be.

Standing before the lore college, Kana Rua explained that the tablet he sought had been destroyed, and so a true interpretation of the Tanvii ora Toha could no longer exist - the people of Rauatai would have to create their own. He described the many strange things he had seen in his travels, and announced his intent to pursue the accumulation of knowledge abroad, seeking answers to new questions.

True to his word, Kana soon set sail on yet another expedition - and in Tâkowa, his passionate accounts inspired many to follow in his footsteps.

Kana sails1
Kana sails2
Support Kana's truth-seeking and confident traits, but don't finish his quest.

Truthseeker, Confident ≥ 6

Kana descends into Od Nua and disappears
Items in italics are quoted directly from the game.

After parting ways with the Watcher, Kana Rua set out once more in search of the Tanvii ora Toha. Gathering up his supplies, he descended into the Endlass Paths of Od Nua to seek out the holy tome on his own - and there vanished.

What became of him remains a mystery.

Kana disappears


Discourage Kana and don't finish his quest.

Truthseeker, Confident, Idealist ≤ 5

Kana abandons his mission and goes home, crushed
Items in italics are quoted directly from the game.

After all that he had learned in the Watcher's company, Kana Rua could no longer see meaning in his pursuit of the Tanvii ora Toha. He decided to leave what remained of it within the depths of the Endless Paths, and return home. Kana bid the Watcher farewell and sailed back to Rauatai, spending the tempestuous journey reflecting on the time he had lost to the pursuit of falsehoods.

His family found Kana much changed, his fiery excitement replaced with a weary solemnity. Determined to change his wandering ways, Kana took up a quiet life as a lore keeper at the college, teaching young students the traditions of their people.

Kana abandons

Grieving Mother[ | ]

This is how your influence on Grieving Mother is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)

Conditions Outcome Slides
Never finish Dream and Memory, or don't wipe her memory after completing it. Grieving Mother becomes a midwife in Dyrford
Items in italics are quoted directly from the game.

With Thaos defeated and the souls released from Sun in Shadow, healthy children were born once again in the Dyrwood.

The Grieving Mother sought a place where she might do penance for the Birthing Bell. She returned to Dyrford, where, to the astonishment of the villagers, she delivered the first healthy child in over a decade. She remained there, and with each new birth, she saw a measure of hope restored to the Dyrwood and a measure of grace for her own troubled past.

GM midwife
Wipe her memory after finishing her quest.

Note: There is a possible bug that may incorrectly give this ending, even if you choose not to wipe her memory. See talk page.

Grieving Mother returns to the Birthing Bell
Items in italics are quoted directly from the game.

With Thaos defeated and the souls released from Sun in Shadow, healthy children were born once again in the Dyrwood.

Pleasant and peaceful memories rose to fill the cracks in the Grieving Mother's mind. She returned to the Birthing Bell, unaware that the village nearby had become an empty desolation in her absence. Thus she began her tireless vigil atop the adra, awaiting mothers and children who never came.

GM midwife 2

Durance[ | ]

This is how your influence on Durance is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)

Conditions Outcome Slides
Convince him that Magran conspired with Woedica Durance abandons Magran and dedicates himself to revenge
Items in italics are quoted directly from the game.

Durance used Magran's strength only until Thaos had been cast from the world and then swore off her influence entirely. Regret came to weigh heavily on his mind, and a man who had never previously lacked for words or opinions came to embrace silence and contemplation.

He continued to wander, penniless and destitute, searching now not for the reason for his goddess's silence, but for a mechanism for revenge. The charred robes he continued to wear as a reminder that he had been burned by his goddess, and not just by the flames of the Godhammer.

Durance rejects magran
Never convince him of Magran's conspiracy with Woedica Durance remains faithful to Magran and commits suicide
Items in italics are quoted directly from the game.

Durance continued to blame Woedica for the atrocities of the Saint's War. Believing Magran to have been a pawn in the machinations of the Queen that Was, and feeling that Thaos' expulsion had been a step towards reconciliation with his goddess, Durance tried for a time to reopen communication with her. When only silence came, he took it as a condemnation of his continued existence.

Ultimately, he built a pyre and threw himself upon it, using his own shattered staff as kindling.

Durance remains faithful

Sagani[ | ]

This is how your influence on Sagani is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)

Conditions Outcome Slides
Choose "It doesn't matter what you say. He's dying, and you're doing this for your village." after you found Persoq, or choose "Trust your instincts." and say that the journey is pointless in previous conversations. Sagani doesn't feel satisfied back in the village, goes missing in a blizzard in one of her hunts
Items in italics are quoted directly from the game.

In her four-month journey back to Naasitaq, Sagani found that the landscapes she traveled had become strangely colorless, the food bland and unsatisfying. She watched the Dyrwood, Eir Glanfath, The Vailian Republics and the lands beyond slide by with a dull sense of dread.

She returned home to great celebration, yet the words of joy and congratulations rang hollow to her.

Old, beloved songs sounded toneless, the rituals of changing seasons became drudgery, and Sagani experienced her life back in Massuk as if in someone else's skin.

So she fought to feel the worth of her actions or, at least, to let her village feel them. She led ever-longer and more ambitious hunts, mentoring the younger rangers who followed her. On one such expedition, her party was beset by a blizzard, and she pressed on where her companions turned back. She did not return to Massuk.

Sagani is depressed 1
Sagani is depressed 2
Choose "Tell him about his family." after you found Persoq, or choose "Trust your instincts." and lean to family is the most important thing in previous conversations. Sagani returns to her village and retires with her family
Items in italics are quoted directly from the game.

After five years of searching for Persoq, Sagani's four-month journey home felt longer still. The Dyrwood, Eir Glanfath, the Vailian republics became places on a map, endless expanses of green between her and Naasitaq.

Her homecoming was celebrated by all of Massuk, yet it was the reunion with Kallu and their chilren that truly brought her joy. She relinquished her role in the long hunts, and ever after, she an Itumaak spent their days working in the village and their nights at her hearth. She watched her own children and their children grow and thrive.

When she finally passed, she lay surrounded by the affection and tears of five generations.

Sagani happy1
Sagani happy2
Choose "Remind him of his impact on Massuk." after you found Persoq, or choose "Trust your instincts." and lean to tradition is the most important thing in previous conversations. Sagani becomes respected elder
Items in italics are quoted directly from the game.

Sagani experienced the four months of her journey back to Massuk in vivid colors. She strove to memorize every moment of her final trip through the Dyrwood, Eir Glanfanth, the Vailian Republics, and beyond, preparing to tell her village of what she had seen on her long journey.

All of Massuk shared in her triumph, and she felt her pride and elation magnified by the joy of her village. Never again did she doubt the value of all her sacrifices.

After decades as a long hunter, Sagani finally became one of Massuk's most respected elders. She guided her community with wise counsel, and a generation after she finally passed, another huntress journeyed into the world to find her soul.

Sagani-elder-1
Sagani-elder-2
Never finish her quest Persoq's trail goes cold and Sagani returns to Mussuk many years later
Items in italics are quoted directly from the game.

You and Sagani never found Persoq together. The adra figurine had gone dark by the time they emerged from Sun in Shadow, and it was another month before Sagani finally accepted that Persoq's trial had gone cold again.

Her search took her beyond the Dyrwood and as far as the Living Lands. She saw the great coastal cities of Rauatai and the ruins of Old Vailia, absorbing the details of these strange and distant lands.

Twenty years passed before the adra figurine finally glowed again. When it did, she followed its signal to a quiet hamlet on the outskirts of Aedyr. There, she met a young farmer and told her of her past as an elder of Mussuk.

Sagani returned to a village that had forgotten her face but remembered her story. Mussuk greeted her with cautious warmth, and Sagani found that their ways had become strange to her.

She also learned that Kallu had perished of winter fever a few years before, and her middle child, Najuo, had died in a raid.

But she found her daughter Yakona a hunter and mother of three and her son Malaak a builder of mighty walls. In them, she came to find her place in the village and the familiar contours of a world that had changed in her absence.

Sagani uncompleted 1
Sagani uncompleted 2
Sagani uncompleted 3

Zahua[ | ]

This is how your influence on Zahua is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited him at least once, and that he is still alive by the end of the game.)

Conditions Outcome Slides
Don't complete his quest, but encourage his traits.

Legacy ≥ 0, Persistence ≥ 0

At peace with no resolution, Zahua returns home and reestablishes the Nalpazca order
Items in italics are quoted directly from the game.

Zahua came to peace with the loss of his master's knowledge, and decided instead to start anew.

He traveled back to Coldflow Lake, where the monastery of the Thousand Dreams remained empty.

There, he reestablished the Nalpazca order, and taught all he could remember of his master's teachings.

Would-be disciples traveled great distances to learn from the old master, and in time, they took disciples of their own in turn.

ZZahua reestablishes Nalpazca 1
Zahua reestablishes Nalpazca 2
Don't complete his quest, but increase his legacy trait.

Legacy ≥ 0, Persistence is < 0

At peace with no resolution, Zahua returns home and establishes a new order
Items in italics are quoted directly from the game.

Zahua came to peace with the loss of his master's knowledge, and decided instead to start anew.

He traveled back to Coldflow Lake, where the monastery of the Thousand Dreams remained empty.

There, he founded a new order, with a new philosophy based upon his own experiences and unusual beliefs.

Would-be disciples traveled great distances to learn from the old master, and in time, they took disciples of their own in turn.

ZZahua reestablishes Nalpazca 1
Zahua establishes new order 2
Don't complete his quest, but encourage his persistence trait.

Legacy < 0, Persistence is ≥ 0

Zahua takes an apprentice
Items in italics are quoted directly from the game.

Seeing himself as the last messenger of the teachings of Ixepillo, Zahua sought out an apprentice who embodied the spirit of the Nalpazca.

Finding one in a vicious Defiance Bay bar fight, Zahua took her under his wing and taught her everything he remembered learning from his master.

He asked her to promise to do the same before sending her onward, and she obliged.

Zahua takes an apprentice
Don't complete his quest and discourage his traits.

Legacy < 0, Persistence < 0

Zahua blames himself and seeks suffering
Items in italics are quoted directly from the game.

Zahua saw that his master's teachings were lost to the world, and that he was to blame for it.

He began to journey aimlessly, seeking punishment and suffering, craving the moments of clarity they brought him.

But they would remain only moments, as true enlightenment continued to elude him.

Zahua blames himself
Complete his quest and encourage his legacy trait.

Legacy is ≥ 0, Persistence < 0

Zahua records knowledge of the Tacan and their way of life
Items in italics are quoted directly from the game.

Zahua came to peace with the end of the Tacan people, and decided instead to start anew. He traveled to Defiance Bay, where he took up residence with the scriveners of the Hand Occult for a time.

He spent his time there writing down everything he could remember of the Tacan and their way of life. 

When he was finished, the voluminous set of tomes was given to the Hall of Revealed Mysteries, so that the Tacan legacy might live on.

Zahua records tacan knowledge 1
Zahua records tacan knowledge 2
Complete his quest and encourage his legacy and persistence traits.

Legacy ≥ 0, Persistence ≥ 0

Zahua creates a new tribe and shares his teachings
Items in italics are quoted directly from the game.

Zahua came to believe that the Tacan had survived through him. He returned to Ixamitl, where he united a number of small, vulnerable tribes under the beliefs of his people.

He called them Tacanaquin - kin of Tacan - and under his tutelage they became strong enough to resist would-be conquerors. 

Zahua taught his secrets not to one chosen person, but to all, that the line of knowledge might never be broken.

New tribe 1
New tribe 2
Complete his quest, but discourage his legacy trait.

Legacy < 0

Zahua finds enlightenment and becomes the Anitlei
Items in italics are quoted directly from the game.

Zahua came to understand that the time of the Tacan had passed. With his soul no longer fettered to worldly concerns, he grew to become the enlightened Anitlei his shaman had foreseen.

He took up in an empty monastery near Coldflow Lake, and word began to spread of his presence there. He taught pilgrims and students how to leave behind their vanity, their fear, and even their past.

He invited those who studied with him to share their newfound knowledge, so that all might free themselves from suffering.

Zahua finds enlightenment 1
Zahua finds enlightenment 2

Devil of Caroc[ | ]

This is how your influence on Devil of Caroc is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)

Conditions Outcome Slides
Kill Harmke. The Devil of Caroc completes a long journey and turns to rust
Items in italics are quoted directly from the game.

Harmke's death had brought the Devil of Caroc little satisfaction. In time, her taste for vengeance soured. What replaced it was a hunger to feel something - anything - new.

Summer had thinned the snowpack twice over when she felt the joint at her elbow first begin to stiffen. She turned her back on the hopes of animancy and civilization and walked east.

She pushed through the mountains, past Readceras, and into the broad plains of Ixamitl. She had forgotten what it was like to simply journey, no goal or destination in mind. 

Though she felt nothing more than the steady thump of her feet on the road, the endless horizons and grassy meadows were new to her. She measured her time in the gradual rusting of her body and was satisfied.

Her movements slowed, but so did the world around her. Waist-high grasses undulated and tacked in the wind, as gradual as the tides. Sparrows and blackjays made steady pilgrimages across the sky, each flap of their wings a solemn salute.

She could hardly move when she found something she had never seen before - the ocean. With the last of her strength, she pulled herself beneath the waves, content at last to feel the movement of currents and the constant caress of the waves.

Doc rusted 1
Doc rusted 2
Doc rusted 3
Spare Harmke The Devil of Caroc is unsatisfied and meets a violent end
Items in italics are quoted directly from the game.

Releasing Harmke left the Devil of Caroc with a gnawing dissatisfaction that continued to eat at her long after the Watcher confronted Thaos.

She resumed her search for the men and women who had razed Cold Morn, clinging to the hope that enacting her revenge might one day allow her to feel something.

Yet as she hunted and killed, the futility of her actions grew like a leaden weight in her gut. Her movements grew stiff and sluggish as her zeal deserted her. 

One day, she found herself surrounded in Maiden Falls. As she tried to fight back against the villagers, she felt her arms stick in their sockets and her legs buckle beneath her. 

The villagers tore her body apart and shattered its segments while she screamed, feeling none of it.

Doc unsatisfied 1
Doc unsatisfied 2

Maneha[ | ]

This is how your influence on Maneha is reflected in the end-game slides. (Obviously, an additional condition for these is that you recruited her at least once, and that she is still alive by the end of the game.)

Conditions Outcome Slides
Help her forget. Maneha begins a new life of adventure
Items in italics are quoted directly from the game.

Free from the burden of her memory, Maneha soon left the Giftbearers and resumed adventuring. Now that she had a taste for the world, she wanted to experience it anew.

Maneha rediscovered her zest for battle, extravagance, and romance. She kept her gaze on the horizon, looking from one journey to another more distant, from the lover in her arms to another more fervent. Hers was a life of excitement, violence, and passion.

She moved too quickly for regret to catch up with her, and she hoped only that she might outpace it in the next life, as well.

Maneha forgets 1
Maneha forgets 2
Help Maneha come to terms with her past. At peace with her past, Maneha returns home
Items in italics are quoted directly from the game.

Once Maneha had made peace with her memory, she decided the time had come to face her more recent past.

For the first time in decades, she returned home to Rauatai, and she found that it had changed as much as she had. New districts had sprung up along the coast while others withered into crumbling husks, and the streets had changed their course as surely as rivers.

Her parents wept with joy at her return. They still ran the old spice shop, and in its many aromas and flavors, she found memories of the places she'd traveled and the people she'd known. She told her story, bottle by bottle, and began to build a life on the soil she knew best.

Maneha remembered 1
Maneha remembered 2
Never resolve her conflict. Maneha continues her duties as a Giftbearer
Items in italics are quoted directly from the game.

Maneha never found the Salt Well, but she found a kind of peace in her duties as a Giftbearer and in the ebb and flow of her journeys.

As she traveled and accepted burdens from Ondra's supplicants, she saw in their eyes a kind of peace that she had not previously noticed.

It was faith, not that Ondra had freed them of their pain, guilt, and regret, but that she would, a little more each year. 

With that realization, Maneha learned to accept that Ondra's ways were as gradual as they were inexorable.

Maneha no resolution 1
Maneha no resolution 2

The Watcher[ | ]

This is what the end-game slides reveal about The Watcher's own fate:

Conditions Outcome Slides
Always applies You are no longer troubled by visions
Items in italics are quoted directly from the game.

For you, the death of Thaos brought an end to your waking visions, and a silence to the whispers of the past. In their absence, you were able to sleep.

The questions of a distant lifetime ceased to trouble your soul. All that remained was what to make of the answer.

Final 1
Don't have the Orlan baby. There is a long journey ahead of you
Items in italics are quoted directly from the game.

But at that moment, there was little to be done, and the matter would have to wait. A long journey loomed ahead.

Final 2
Have the Orlan baby. There is a long journey ahead of you, with a baby
Items in italics are quoted directly from the game.

But at the moment, there was little to be done, and the matter would have to wait. A long journey loomed ahead, made no easier by your decision to bring an infant to Sun in Shadow.

Ending hero baby
Receive "The Forgotten Army" [WM2], but never complete it. The Eyeless army hunts you down
Items in italics are quoted directly from the game.

Unfortunately, you would have little time to contemplate the matter. Soon after your victory at Sun in Shadow, rumors of a monstrous army swept the Dyrwood.
What first sounded like superstition and drunkards' tales turned out to be much more. Enormous creatures of flesh and iron found you and brought the walls of your keep down upon you.

Eyeless wins

Stalwart and Abydon [WM2][ | ]

What happens to Stalwart and Abydon

Conditions Outcome Slides
Eyeless allowed to return to Abydon Abydon renewed, Stalwart grows proud
Items in italics are quoted directly from the game.

Abydon's renewal brought new vigor and purpose to a god long known for quiet, steady labor. Handicraft saw a revival in the Dyrwood, and no smith wanted for an apprentice.

Additionally, Abydon's restored interest in preservation led to redoubled efforts to survey Engwithan ruins. Animancers and craftsmen alike found much to study, but tensions with Eir Glanfath rose.

As for Stalwart, the Battle of Cayron's Scar only strengthened their resolve to unlock the mysteries of Durgan steel and build new marvels with the White Forge.

However, Stalwart's ambitions brought them into further conflict with the Readcerans as more and more impoverished communities gathered at the border and vowed to finish the work of the Iron Flail.

It would be many generations before the region saw peace.

Abydon Renewed
Stalwart Resolved
Readcerans Gather
Eyeless allowed to return to Abydon, but with tempered memories Abydon tempered, Stalwart welcomes others to the Forge
Items in italics are quoted directly from the game.

Abydon was restored but tempered, and the compromise that he and Ondra sought played out in the Dyrwood, too.

Skilled labor saw a revival in the Dyrwood, and the country's architects, engineers, and masons transformed the broken nation into a modern marvel. Defiance Bay was rebuilt into a grand capital, and the roads that connected the country were paved into broad highways.

On the other hand, expeditions to Engwithan ruins steadily declined, and the Dyrwood found a more stable, peaceful relationship with Eir Glanfath.

With the Eyeless defeated, Stalwart redoubled its efforts to unlock the mysteries of Durgan steel and create new marvels upon the White Forge.

However, the villagers also realized that they would never achieve their ambitions on their own. To that end, they set aside their grievances and welcomed newcomers - Dyrwoodan and Readceran alike - to their town.

Stalwart grew not only as a hub for mining and metalworking, but also as a trading outpost, which Durgan's Battery stood ready to protect.

With this newfound prosperity came a generation of peace.

Abydon Tempered 1
Abydon Tempered 2
Stalwart Peace 1
Stalwart Peace 2
Eyeless fully destroyed Ondra emboldened, Stalwart becomes a trapping town
Items in italics are quoted directly from the game.

The destruction of the Eyeless and the permanent loss of Abydon's memory emboldened Ondra.

She considered the knowledge that kith might have found - both of the origin of the gods and her part in concealing it - and vowed that such a calamity must never come to pass.

She churned up a fury in her seas - underwater mountains rose and fell, and the seabed was swallowed and spat out again by the great maws that divide the continents of kith.

Only a fraction of this chaos reached land, but it was enough to swell rivers and spread earthquakes throughout the Dyrwood and Eir Glanfath. Coastal towns suffered so that few noticed the damage that had been done to Engwithan ruins from Thein Bog to Twin Elms.

Meanwhile, with the Eyeless defeated, the people of Stalwart counted their dead and reconsidered what their ambition had cost them.

In the end, they realized that their greatest strengths had come not from Durgan's Battery, but rather from the men and women who had come seeking new opportunities.

Thus, they sealed off the White Forge and abandoned their pursuit of Durgan steel. Durgan's Battery became a trading post once more, and Stalwart thrived in its shadow.

Stalwart's revival brought trappers, traders, and artisans from all over the Dyrwood, and from Readceras, too. Prosperity brought peace to the border region as Dyrwoodans and Readcerans alike left old quarrels behind.

Ondra Vow 1
Ondra Vow 2
Ondra Vow 3
Ondra Vow 4

Flames-That-Whisper Clan[ | ]

What happens to Beregan and her clan.

Conditions Outcome Slides
Deal with the Flames-That-Whisper clan peacefully and Beregan's help is accepted [WM2] Ogres and Stalwart learn to co-exist
Items in italics are quoted directly from the game.

The Flames-That-Whisper clan found a cautious peace with Stalwart, particularly once the villagers heard of the aid the ogres had offered against the Eyeless.

The clan moved back into the Russetwood, and as Stalwart grew in prestige, the villagers formed a tighter alliance with their ogre neighbors. Within a generation, ogre traders visited Stalwart, and village hunters were welcome in the Russetwood.

Flames Peace
Deal with the Flames-That-Whisper clan peacefully and Beregan's help is not accepted [WM2] May also occur if no peace is made?[WM1]Verify Ogres leave to find a new home
Items in italics are quoted directly from the game.

The battle against the Eyeless left Stalwart more hostile than ever toward the ogres in its midst, and the villagers grew bolder as they grew more prosperous. After a handful of bloody skirmishes, the Flames-That-Whisper clan left the Russetwood to seek a quieter, more isolated home in the White March.

While many such places existed in the mountains, the crossing was treacherous, and the ogres often found themselves embattled with other clans whose territory they passed.

Less than half of the Flames-That-Whisper survived the journey, but those that did found a haven far from kith lands.

Flames Leave 1
Flames Leave 2

References

  1. Josh Sawyer on Fig"[…] At the start of Deadfire, you will have the option to import a special end of game save from Pillars of Eternity. This will import your Watcher and the choices that you made in the Dyrwood, including quest states, conversation choices, and how you personally dealt with your companions, friends, foes, and orlan babies. […] This is the first time that the Obsidian team has the freedom to explore this type of cross game reactivity and progression, and we are very excited to add long term choice and consequence to Deadfire."
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