GOTHIC CHRONICLENOTES FROM THE VALLEY OF MINES
Original stylised illustration of a fortress beneath a magical barrier in a mountain valley
An RPG history journal / Chapter one

A small team.
A hostile world.
A lasting legacy.

Before Khorinis, before the sequels, there was a prison colony. The story of how Gothic found its own voice.

Explore the origins
GERMANY, 1997–2001   /   THE MAKING OF GOTHIC
2001Original release
Piranha BytesDevelopment studio
Three campsOne divided colony
One barrierA world with a boundary
Inside the journal

The world behind the game

Three stories from the colony.
A brief chronology

From an idea to a world

1997

The studio takes shape

Piranha Bytes is founded in Bochum, Germany.

2001

Welcome to the colony

Gothic introduces the Valley of Mines and the Nameless Hero.

2002

Beyond the barrier

Gothic II expands the story into Khorinis.

2003

A new chapter

The Night of the Raven expands Gothic II.

Why revisit Gothic?

A place you had to
earn your way into.

The original Gothic is a study in belonging. Its camps, teachers and dangerous paths turn character progression into a changing relationship with the world.

Read about the colony’s design →
In Gothic, learning the world is part of becoming stronger.

This journal looks at the game’s origins, the systems that made its colony memorable, and the ideas that continued into later games.

Independent commentary · Original Gothic focus