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Gothic / Camps & joining

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

Gothic characters sitting around a campfire at night.
Gothic characters sitting around a campfire at night.

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 comparison
CampLeadership and outlookEarly path
Old CampGomez and the ore baronsBecome a Shadow through accepted service
New CampMercenaries and Water MagesWork toward admission through Lares and the camp
BrotherhoodThe Sleeper cult in the swampSeek acceptance as a Novice
Unaffiliated openingNewcomer to the ColonyVisit 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.

Admission contacts
ContactLocation or groupWhy speak to them
DiegoOld CampIntroductions and early guidance
ThorusOld Camp castle gateAccess and guard-related authority
LaresNew CampRogue admission and camp work
Cor KalomBrotherhoodImportant admission and research contact
LesterSwamp CampGuidance 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.

Useful tip

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
Guide references
ReferenceWebsite
Publisher game and edition listingstore.steampowered.com
Original English manualbin.gothicarchive.org
Gothic chapter and quest referencemikesrpgcenter.com