Gothic Old Camp, New Camp and Brotherhood choices
Explore the camps and complete admission tasks before choosing an allegiance.
Edition covered
The original 2001 Gothic and its Valley of Mines campaign. Pictures show the original game, not Gothic Remake. Community patches, overhaul mods and the console Classic release can change controls or details beyond this guide.
Visit before committing

The Colony has three main camps with different leaders and paths. You can investigate their early work and meet useful teachers before the admission decision, so use the first chapter to understand the options.
| Camp | Leadership and outlook | Early path |
|---|---|---|
| Old Camp | Gomez and the ore barons | Become a Shadow through accepted service |
| New Camp | Mercenaries and Water Mages | Work toward admission through Lares and the camp |
| Brotherhood | The Sleeper cult in the swamp | Seek acceptance as a Novice |
| Unaffiliated opening | Newcomer to the Colony | Visit camps and complete suitable tasks |
Build reputation with the relevant people
Admission is not simply a menu selection. Named gatekeepers and influential members judge your work, so talk through their requirements and return after completing a task.
| Contact | Location or group | Why speak to them |
|---|---|---|
| Diego | Old Camp | Introductions and early guidance |
| Thorus | Old Camp castle gate | Access and guard-related authority |
| Lares | New Camp | Rogue admission and camp work |
| Cor Kalom | Brotherhood | Important admission and research contact |
| Lester | Swamp Camp | Guidance around the Brotherhood |
Keep the ore economy in mind
Joining a camp changes access to armor, training and duties. Early ore is scarce, so avoid buying every minor weapon upgrade before you know which combat and guild path you intend to follow.
Let the story revise your plan
The main plot changes camp relationships as chapters advance. Choosing an early camp does not freeze the whole campaign into an isolated faction story, and later events can open new routes.
The main plot changes camp relationships as chapters advance. Choosing an early camp does not freeze the whole campaign into an isolated faction story, and later events can open new routes.
References
| Reference | Website |
|---|---|
| Publisher game and edition listing | store.steampowered.com |
| Original English manual | bin.gothicarchive.org |
| Gothic chapter and quest reference | mikesrpgcenter.com |
