Xardas
Also known as: The Necromancer, The Thirteenth Mage
Xardas is the most powerful mage in the Valley of Mines and one of the most consequential figures in the entire Gothic universe — the reclusive necromancer who bridges the gap between the colony’s surface politics and the demonic threat sleeping beneath it.
The Thirteenth Mage
When the court mages of Myrtana combined their power to create the magical Barrier over the Valley of Mines, Xardas was the thirteenth and most skilled of their number, the one whose contribution most shaped the barrier’s design. When the spell went catastrophically out of control — warped by the distant influence of the Sleeper lying dormant beneath the valley — all thirteen were trapped inside the dome alongside the convicts they had meant to contain. Most settled into the emerging camps: the majority became the Magicians of Fire in the Old Camp, while others would eventually form the Water Mages of the New Camp. Xardas joined the Old Camp’s Fire Mages and, by seniority and power, became their head.
The Turn to Necromancy
His break with the Old Camp came from two directions simultaneously. Gomez’s growing tyranny made the castle dangerous for anyone who refused to serve the Ore Barons’ interests, and Xardas — unwilling to participate in the bloodshed he saw approaching — chose departure over submission. More fundamentally, he had begun studying currents of magic the conventional orders considered absolutely forbidden: necromancy, the manipulation of death and undeath. The further he pursued that study the wider the gulf grew between him and his colleagues. He withdrew to a foreboding tower deep in the orc-held territory of the Valley, surrounding it with golems, demons and fire lizards and cutting contact with everyone who had known him before. His former colleagues in both the Fire and Water Mage circles regard his existence with a mixture of respect and unease.
The Pivotal Guide
Xardas re-enters the story in the game’s second half, when the Nameless Hero’s search for the Focus Stones leads him into orc lands and eventually to the necromancer’s tower. Where every other power in the colony is chasing the ore trade, plotting a breakout or worshipping something they do not understand, Xardas grasps the full picture: the Sleeper is real, its awakening is imminent, and neither Saturas’s detonation plan nor Gomez’s military ambitions will matter if the demon succeeds. He directs the Hero to the Banished Orc Shaman to deepen his understanding, identifies the recovered sword as Uriziel — an ancient weapon of enormous power stripped of its enchantment — and prepares the recharging formula that makes it effective against the shaman guardians in the temple.
Teacher and Recurring Presence
Within Gothic 1, Xardas can also teach the sixth circle of magic, enabling a mage-path Hero to qualify as a Necromancer — the rarest and most demanding magical discipline available in the game. His influence does not end with the Barrier’s fall: Xardas becomes one of the most important recurring figures across all Gothic titles, his inscrutable long-term motives and vast accumulated knowledge keeping him near the center of every major crisis the series depicts.