There are 7 distinct endings, with 1 of them - the "Good" Ending - having 4 increasingly good variations depending on your success. I use quotes here because all endings are valid in their own way and feel satisfactory enough, at least to me.
- Peril Ending: Have Peril higher than 60 by the end of Chapter 7; somewhat avoidable.
- Twilight Ending: Have Twilight higher than 60 by the end of Chapter 7; somewhat avoidable.
- Revolution Ending: Have Revolution higher than 60 by the end of Chapter 7; somewhat avoidable.
- Confrontation Ending: Enter the Sealed Chantry... and be an ass when asked about it.
- HK Ending: Be friendly with the HK in (almost) every opportunity.
- The "Bad" Ending: Fail to impress the Divine (that is, have 4 Divine's Favour points or less).
- The "Good" Ending: Impress the Divine (that is, have 5 Divine's Favour points or more). If you get 6 Divine's Favour, you will get the Keys event; with 8, the Mask event; with 10, the Fortune event ("best" possible ending in the game).