Factions · 5 camps
Gothic 1 Remake Camps & Guilds
The Barrier made a prison; the prisoners made a society. Three great camps and a scattering of outcasts divide the Valley between them - each with its own law, its own guilds, and its own price of entry.
- Camps
- 5
- Population
- 508
- Biggest
- Old Camp
Old Camp
Iron law under the Old Camp barons.
The largest camp in the Mining Valley. Held by ore-baron Gomez and his Heavy Mercenaries, the Old Camp trades magic ore to the King in exchange for survival supplies. Joining means swearing fealty to the barons and pulling a guard shift on the walls.
Who holds it
New Camp
The free miners who broke the King's monopoly.
A breakaway settlement founded by Lee, ex-King's General. The New Camp mines its own ore and the Water Mages hoard it for a magic ritual to break the Barrier. Templars guard the camp; Org Mercenaries patrol the road.
Who holds it
Swamp Camp
The Sleeper's faithful in the wet south.
A cult settlement deep in the swamps, devoted to the Sleeper. The Gurus brew swamp-weed and worship; Templars enforce silence. They want the Barrier to fall by waking their god - not by destroying it.
Who holds it
Old Mine
The depleted mine the barons abandoned.
The first mine - drained of ore and overrun by Minecrawlers. Still home to old prisoners and forgotten outposts. The deeper levels hide much older secrets.
Who holds it
Free Mine
Where the New Camp pulls its ore.
The independent mine the New Camp diggers work outside the Old Camp's reach. Guarded by Org Mercenaries; raided by Old Camp Guards.
Who holds it
Joining a camp
One banner, and the rest close
Three powers vie for the valley: the Old Camp, the New Camp, and the Swamp Camp of the Brotherhood of the Sleeper. You are free to court all three at once and carry each admission line as far as it will go. The moment you commit to one, though, the doors of the other two swing shut for that run. Each has a first face you must win over to begin: Thorus opens the way into the Old Camp, Lares into the New Camp, and Lester into the Swamp Camp.
Guilds · 20
The factions inside the camps
Each camp shelters several guilds. Mercenaries and mages, novices and templars, citizens and outlaws - twenty distinct factions across the Valley, each with their own armor, their own rules, their own roster.

Citizen
107Free workers and traders inside the camps. No formal weapons training, often armed with clubs and short blades.

Guard
104Old Camp watch-guards. The first line at the camp gate.

Novice
76Initiates of the Sleeper's cult in the Swamp Camp. Wear simple robes and serve the Gurus.

Org Mercenary
68Free-camp mercenaries paid in ore. Independent contractors who guard the New Camp's road.

TPL
55Templars - armoured guardians of the Sleeper's temple in the Swamp Camp.

Soldier
45King's-trained warriors, mostly serving the New Camp under Lee. Disciplined and well-armored.

Peasant
28Farmers, cooks, and ore-handlers inside the camps. Unarmed and unranked.

BAN
27Bandits - outlaws who refuse all three camps and prey on travelers.

STT
27Sleeper Templars - Sleeper-loyal warriors hidden in temple precincts.

SFB
17Sleeper Faith Brothers - initiates devoted to waking the Sleeper.

GUR
10Gurus - high-tier monks of the Sleeper's cult, masters of runes and swamp-rituals.

KDW
6KDW guild members in the Mining Valley.

Fire Mage
5The Magicians of Fire - Innos's order - sheltered in the Old Camp inside the Castle. They study the runes that bind the Barrier.

Mercenary
5Heavy guards of the Old Camp. Loyal to the barons and the ore trade. Wear heavy armor; field one- and two-handed steel.

WOC
5WOC guild members in the Mining Valley.

SC
3SC guild members in the Mining Valley.

IE
2IE guild members in the Mining Valley.

WSC
2WSC guild members in the Mining Valley.

NON
1NON guild members in the Mining Valley.

Diego's Men
1Diego's small band - the original break-out crew who survived the dust of the prison-fall.