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World & Lore

The Valley of Mines

Also known as: Valley of Mines, The Colony, Penal Colony

Geography and Origins

The Valley of Mines is a rugged, mountainous region on the island of Khorinis, defined by its mines, caves, ravines, marshlands, and dense forests. Its defining characteristic is the deep deposits of magic ore buried in its rock — the same ore that King Rhobar II’s armies need to forge weapons capable of harming Orcs. Because of this strategic value, the King transformed the valley into a penal colony, condemning criminals from across Myrtana to dig ore indefinitely. When the Barrier sealed the valley and imprisoned everyone inside, the convicts revolted, reorganized, and established the three rival camps that structure the rest of the game. Every quest, faction, and story event takes place within its sealed borders.

The Three Camps

The Old Camp occupies an ancient fortress and is the largest and most established settlement. Its Ore Barons, led by the ruthless Gomez, maintain control through hired muscle and a productive working mine, trading ore to the King in exchange for goods that sustain the colony. The Fire Mages live within its walls. The New Camp was founded by convicts who rejected the Ore Barons’ authority and sought freedom over comfortable captivity. Housing the Water Mages, it pursues a long-term plan to destroy the Barrier by combining the magical energy of a vast ore mound with Focus Stones gathered from across the valley. The Swamp Camp sits apart in the southern marshlands, run by the Brotherhood of the Sleeper — a cult that cultivates swampweed, practices ritual magic, and worships the entity sleeping beneath the valley, believing it to be a benevolent divine guide rather than the arch-demon it actually is.

What Lies Beneath

The valley’s dangers are not limited to rival factions and wildlife. Beneath the surface lies the long-buried Orc City, overrun with hostile Orcs and their shamans, and deeper still the Sleeper’s Temple — the ancient subterranean structure where the arch-demon the Orcs summoned centuries ago lies imprisoned. The Sleeper’s presence explains the Colony’s supernatural phenomena: undead haunt the swamps and crypts, demons guard arcane sites, and the Brotherhood’s cult has taken root around a malevolent entity its members fundamentally misunderstand. The valley’s geography — from the productive mine of the Old Camp to the monster-filled wilderness to the buried ruins below — reflects a layered history the Nameless Hero uncovers piece by piece.

The Hero’s Journey Through the Valley

Over six chapters the Nameless Hero moves between the camps, explores mines and ancient ruins, gathers the Focus Stones scattered across the map, and ultimately descends through the Orc City to reach the temple. The valley rewards thorough exploration: merchants, trainers, unique items, and secondary quests are distributed across its full extent rather than concentrated in the camps alone. When the Sleeper is banished and the Barrier collapses, the valley is no longer a prison. The city of Khorinis and the wider island, only hinted at during the first game, become accessible in the sequel Gothic II.