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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
149 souls

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

Citizen55
Guard55
STT18
Fire Mage5
Enter the camp
121 souls

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

Org Mercenary54
Soldier29
Peasant28
KDW6
Enter the camp
104 souls

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

Novice60
TPL33
GUR8
WSC2
Enter the camp
73 souls

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

Citizen44
Guard19
STT4
SC3
Enter the camp
61 souls

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

Guard18
SFB15
Soldier15
Citizen7
Enter the camp

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.