[hider=Possible Ending stuff][b][u]Elastasia Endings[/u][/b] [u]Disinherited Archmage:[/u] The default ending for Elastasia, brought up if the Heroine interacts with her in some capacity but never grows close enough to attract her romantic interests (and avert any scandals). Despite her brother's best efforts, Elastasia's tendency to miss important events, and increasingly overt pursuit of other women, lead her to inadvertantly offend the royal family before the first half of the game is even over, and her family responds by moving to keep her out of the public eye entirely. No longer considered for succession, despite her prodigious talent, Elastasia goes on to become famous for her magical talent and abilities... but carefully kept out of the way where she can do no more reputational harm. So adept is her family at surviving political turmoil and the kingdom shuffling around them that nothing less than the complete end of the world prevents this ending from triggering. [u]Marquise Mage:[/u] The second easiest ending to get--you simply have to befriend her enough to get the confession, which inevitably allows for averting the aforementioned scandal. Instead of being sequestered away to avoid trouble, Elastasia remains available throughout the entirety of the game's second half, eventually taking over for her ailing father in its latter stages... formally, at least, with Terys doing most of the actual running of things. Still, instead of being a powerful mage with no public exposure whatsoever, she instead goes on to be a powerful mage [i]and[/i] the public figurehead of her family. [u]Heroine's Attendant:[/u] The rarest of Elastasia's general endings, it usually only triggers by default when pursuing her brother as a capture target: instead of Elastasia taking over, the Heroine's actions raise Terys' public profile to the point where she gets passed over for inheritance and the still-besotted Elastasia opts to offer her services more directly to the heroine. However, enough of the flags can be set [i]without[/i] triggering the route itself to set this up on other paths. Whilst the least palatable to many players from a [i]character[/i] perspective, it offers several direct benefits regarding service availability and combat roles for the more strategy-focused second halves. [u]The Grand Barrier:[/u] The only special ending (which is more than can be said for many secondary characters) Elastasia has requires the player to make some [i]very[/i] strange decisions regarding their skill priorities and levelling choices. On the one hand, you have to max out Elastasia's initial interest in kinetic spells, something that won't even use all her levelling opportunities and therefore not too burdensome. [i]But[/i] the player must also head down a route with a plain apocalyptic ending, and avoid setting the stage for the Good Ending, as well as avoiding any bittersweet ending where the Heroine sacrifices herself to put an end to the threat. Normally, this would force you into a bad ending, but if--without any prompting at all--the player opts to talk to [i]everyone[/i] right before the ending is locked in and Terys is in charge of the family, they will discover that Elastasia has a unique dialogue line for this situation. In this ending, Elastasia is the one to sacrifice herself instead, shackling herself to a ritual to maintain an impenetrable barrier between said apocalypse and the rest of the world such that time for a solution can be found. Not for mere days or weeks, but for up to [i]centuries[/i], leaving it standing as a feature in the world whilst everything else plays out like the good ending. In her previous life, Elastasia wondered if one of the developers had wanted to write an RPG sequel or the like and had squeezed this in as a justification for not having solved the major problem. [/hider]