There is more than one way to change the world.
Hollowfort was built on a graveyard older than the Kingdom itself. Tonight, the dead rise from beneath its stones — and the foundations of the Kingdom begin to look less certain. Three paths lead beyond the prison. Each asks you to decide what is worth building.

Grundval
The realm calls itself the foundation. It has spent a generation proving it is not one.
A fifteen-year war emptied a full treasury and returned nothing worth keeping. Taxes climbed, harvests failed, the southern provinces burned, and the men who came home found a crown that could no longer pay them. What replaced prosperity was fear, and fear has to be administered.
So the Kingdom stopped trying its enemies. It disappeared them instead — into fortresses like Hollowfort, raised over ground that was already a graveyard, where the executed are buried beneath the stone without rites and left unrested.
The realm built its order on a mass grave and called the arrangement civilization. One night, in one prison, that arrangement fails.
Foundations
Three paths lead beyond the prison. Each asks you to decide what is worth building. Competing claims — hierarchy, knowledge, anarchists — and no narrator who picks a winner.
Spare the Inquisitor and the ritual seals away. The quietest ending is the one where you decline all three foundations.
What the fortress is known for
Truths and consequences
Atmosphere: torchlight, fog between corridors, distant bells that stop mid-ring. Ancient, unjust, and suddenly awake.
A forbidden ritual
A sorcerer enters Hollowfort and completes a rite. Souls of the executed return to buried bodies. Guards die or flee; cells open; the hierarchy becomes contested ground.
His identity and motive stay open. For the beta version, the ritual is the spark — the uprising is what you live through, and every faction reads it differently.
Tone: massacre and opportunity at once. Freedom arrives soaked in blood.
Foundations under pressure
Each loyalty route is one foundation acting in a cell block. Talk to a faction face, commit to a branch, kill one route boss — the gate opens with that ally waiting.



Six books, one war, no arbiter
Enemies drop them. NPCs hand them over. A smuggler sells one. They contradict each other on everything that matters.
The game never tells you which one is right.