

Gothic II – By Rune and Sword
Version: in development - Modification type: new story
Story
The orc offensive is deepening.
Their recent victories on the mainland, along with the Varantian revolt, have granted them access to the southern ports, extending their expansion onto the ocean. With that, the greenskins have gained not only the ability to strike freely at the coastal regions and stretch the front line, but have also directly threatened the only remaining supply route for magical ore—transported from the last major mine under our control, located on the island of Khorinis.
Without magical weapons and armor, our people cannot withstand the maddened hordes of Beliar, whose goal is nothing short of the total extermination of the human race—and with it, all other life. We are too few… too few paladins to stand alone against such evil. Thus, the king and his commanders had but one choice—the orcish galleys must be repelled.
The confrontation took place in the waters of the Eastern Archipelago. The long-neglected Myrtanian fleet stood no chance against the overwhelming numbers of the orcish cogs. Hastily converted merchant frigates fought alongside a few old war galleons. The crews—mostly conscripted sailors and ship boys—fought beside soldiers whose equipment, skills, and morale varied wildly, and who had no experience in naval combat.
There could have been only one outcome… and yet we stood and fought. Our artillery and maneuverability against the crushing tide of enemy ships. Our courage against the orcish bloodlust.
Thanks to the tactical prowess of Admiral Dickmann, and by shifting the main clash to our flagship, the "Pride of Myrtana", the monstrous enemy vessels failed to break through our lines. Despite heavy losses and savage boarding battles, victory suddenly seemed within reach.
But our hope was premature.
From the northeastern fog—emerging as if from the depths—came another wave of galleys. Black and shadowed, like the very depths of Beliar himself. How they got there remains a mystery, as no known port existed for miles. No one knows.
Their sudden assault shattered our fleet to dust. The hateful war cries of “Kadesh Irdorath”, bellowed from dozens of orcish throats in the final moments of battle, will forever echo in my mind…
For several days, I drifted on the wreckage of my former ship. My armor has long begun to suffer from its contact with saltwater, and I lost my sword during the battle. Eventually, the waves cast me ashore on an unknown island. As I should still be within the sphere of Myrtanian influence, I hope to find settlers here.
But I must hurry—if I made it here... the orcs won’t be far behind.
Features
• New location – the island of Milos with the town of Riverside (partially based on reworked areas of Khorinis).
• 6 chapters.
• A new approach to character development – LP (learning points) can only be used to a limited extent for self-improvement (hunting skills, magical circles). Their primary use is for training the citizens of Nadřičí. The protagonist regains lost strength gradually through other means than teacher-led training (physical regeneration through diet, muscle memory, rewards for completing difficult encounters or tasks during the adventure). Unlike most mods, the goal isn’t a “zero to hero in two weeks” transformation, but rather working with an established foundation that can only be partially enhanced.
• The hero serves as a regimental commander – taking command of the local garrison, issuing orders, and organizing activities of certain NPCs.
• Armor modification system – players can recover damaged armor from defeated enemies, repair it, and pass it on to allies. The weapons of companions can also be modified.
• Wide cast of characters – with an aim to realistically reflect social relationships, inter-guild friendships, persuading the undecided, and acknowledging the existence of discontented outcasts in every society.
• Additional mechanics – such as a personal pet system with transformation into alternate forms and the ability to upgrade chosen ones.
• The protagonist is a named character with a personalized personality tied to his guild (paladin), which affects questlines and story arcs – including the fact that due to the war, no paladin has been seen on the island for months, causing problems to spiral beyond the control of the local garrison and passing adventurers. The paladin’s role isn’t just to fight orcs – but primarily to protect common folk from the evil Beliar casts upon the world.
• Story-driven focus – the mod’s foundation is a strong narrative, not flashy new animations or revolutionary mechanics (though fans of those will find some, too).
• Strong commitment to Gothic universe consistency (especially Gothic II), with corrections to G1’s logical flaws and rejection of lore-breaking elements from G3. Symbolic references to "The Chronicles of Myrtana" are present, but major divergences are made (e.g. the battle of the Eastern Archipelago, the gods’ war, the usage of swampweed, schools of magic, or spells like "Forgetfulness", which was created much later by Ignaz, etc.).
• The story takes place just before, during, and shortly after the events of Gothic II.
• Rich dialogues – touching on themes of Myrtanian faith, politics, the war with orcs, post-G2 developments, as well as humorous moments and subtle easter eggs.
• Exploration-rewarding world design.
• Partial texture overhauls, new monsters – with color variants allowing camouflage in the wild. A broader range of orc castes (scout, raider, warrior, shaman, veteran, elite, demonic).
• Rebalanced enemies – enhanced stats. The player doesn’t start with 10 strength, so scaling enemies to level is no longer needed. A snapper won’t get killed by a sleepy farmer anymore. Enemies have distinct weaknesses (e.g. to blunt, slashing, ranged, fire, magic, etc.).
• New monsters adapted to the island’s environment (ladybug, molebeast, forest crawler, dimetrodon, raptor, leopard, reptil, wraith, evil spirit, succubus), and pets (kittens). Wargs, for example, are made larger – as their original size resembled a chihuahua.
• Rebalanced items – for instance, a wooden stick is no longer stronger than a dagger, and armors are better matched to realistic stats.
• New models – weapons, armors, and some creatures.
• Linguistic adjustments – such as using “regeneration” instead of “bonus” for food, currency called “ducats” instead of “gold”, and a rapier is now a rapier – not a sword.
More information
Regarding timelines, I’d like to point out right away that work, family, and friends take higher priority in my life than my computer. Therefore, I have no intention of committing to posting weekly updates about whether I’ve added some NPC who takes a piss behind the tavern. The mod will be developed at its own pace.
In my opinion, spamming news just to give the impression that the project is "still alive" is pointless. The creators of The Chronicles of Myrtana had their own marketing policy, and I respect that—but that doesn’t mean every modder has to follow the same path. If something important happens, I’ll share it.
Given that I’ve already completed several mods (a few for M&B, one for Heroes V, and one for Gothic II titled Na pohled), I believe this is enough to prove that I’m not biting off more than I can chew. And if the project ever does get abandoned, it will be for serious and most likely personal reasons—which can happen to any of us.
Also, let me make it clear from the start that I don’t plan to engage in side discussions (like the canon status of The Chronicles of Myrtana). I find it a waste of time that I’d rather spend actually working on the mod. If someone disagrees with anything I’ve written above or below—well, that’s their business. This includes the endless debate over which Gothic game is more “Gothic”—G1 or G2. The rabbis have spoken.
In my view, Gothic II is the most polished entry in the series. Its atmosphere—closer to medieval/early modern times—resonates more with me than the original’s fascination with Conan the Barbarian or Gorn in leather briefs. Furthermore, unlike Gothic 3, G2 doesn’t butcher the history built in the previous game. Instead, it corrects flaws, expands neglected elements (such as religion, the state of the kingdom, etc.), and adds depth. It makes sense—when you’re in a prison colony, your perspective is entirely focused on escaping. But once you realize you’re part of a larger world, faith and society become very real—not just abstractions.
Conflicts are few and far between, and acknowledging that G2 handles story better is far more reasonable than clinging to "intern typo canon" from G1. For instance, G1 mentions a golem’s weakness to hammers in a single offhand remark—"some merc whacked it and it fell apart." Meanwhile, G2 builds lore around it: the tale of the first king of Myrtana and one of Innos’ most sacred relics on the island of Khorinis.
Some modders create G1 mods that ignore the existence of G2—and that’s fine. Everyone enjoys things their own way. I don’t have to play those mods, nor will I spam their pages with "only GOTHIC 2, your mod is NON-CANON!!!!111". I recommend others do the same if they have an issue with someone prioritizing G2 (which, as I’ve said, is in no way at odds with G1).
Likewise, I respect the work done by the developers of Chronicles of Myrtana. I have no doubt that their modding skills far exceed my own. However, their loose approach to canon, the narrative decisions, and the sandbox mechanics pushed me away. I lost interest somewhere around chapter 4. For me, it's joyful creativity within an alternate timeline. Maybe I’ll return someday—but probably not anytime soon.
That’s about it on this topic—I don’t plan to revisit it again.
Development Progress
As of the time of this post, the following milestones have been completed:
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The world mesh is practically finished (with the possibility of expansion by a cooperating 3D artist who handles this aspect excellently).
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Conceptual layout of the map and spatial planning has been completed.
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NPC design (faces, weapons, armor, guilds, instances, daily routines) is ready for script implementation. Some characters have already been added to the game.
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Most gameplay-related scripts are complete (e.g., NPC training using the player's LP, scripts for stat bonuses through food or combat, as well as new items, armors, unique artifact mechanics, a companion system, armor fragments on corpses, and reward systems for defeating certain enemy types).
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Most textures are done (only a few minor ones remain).
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All new monsters have been fully scripted.
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All models planned for this stage have already been implemented.
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A comprehensive rebalance of enemies and items (weapons, armor) is complete.
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The main storyline is written, including most of the side quests.
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Key dialogues have been drafted.
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The majority of written in-game documents are ready; some are already scripted into the game.
Collaboration
If you're interested in getting involved with the project, there's room for help in the following areas:
• Sound Designer / Audio Lead – Responsible for collecting voice lines from actors and ensuring high-quality recording and audio processing. (We already have a coordinator, but extra help is always welcome.)
• Level Designer – Assistance with world vobbing in Spacer is highly appreciated. Mainly non-interactive elements (grass, trees, crates), visual effects (fog, ambient sounds), plants, and other small details that don’t impact balance. I’m not a big fan of “Sims-style” decorating and don’t care much where each bush goes, so I’d gladly pass this work to someone more passionate. Also, my PC doesn’t play well with Spacer. If needed, I’m happy to teach the basics.
• Marketing Assistant – Help manage the Facebook page, write articles for Gothicpedia, post on TheModders, prepare YouTube clips, etc. (We’ve got something started, but we could use more hands.)
• Scripters – No special explanation needed. Mainly involves converting completed characters and dialogues into script format.
• Voice Actors – Casting will be announced later, but feel free to send me your contact now if you’re interested in advance.
• 3D Artist (Optional) – Mostly to support work on the map. I don’t plan to add new animations or deeply modify models, since I want to stay realistic with scope. However, if someone is skilled and wants to contribute with cinematic scenes (like Ingeborg) or improve animations (e.g. better dodging for acrobats), there will definitely be a place on the team. Our current 3D artist would also appreciate the support.
Tales from Milos – Act I
The crackling of the fire echoed mournfully against the stone walls of the officers' hall.
The still-unfinished portions of the fortress’s main structure did little to stop the mountain wind that howled across the cliff towering above the ocean — the very foundation of what would one day become a fortified port town and upper citadel. The hour was late, and so no sounds of labor drifted in from outside — only the distant hammering of the last workers and the occasional call of guards taking their posts for the night.
A man, not particularly tall, clad in chainmail adorned with a paladin’s tabard, sat in quiet contemplation before the flames as they consumed another load of timber tossed onto the hearth.
"Milord...?" — a hesitant voice broke the silence.
The commander didn’t react at first.
After a pause, he reluctantly turned his gaze toward the visitor.
He didn’t like the man.
But personal distaste wasn’t the real issue here. It was enough to say that the paladin’s opinion of how Lieutenant Cossineck managed the town guard left much to be desired.
Lax discipline, poor leadership, and mounting rumors of corruption within the ranks stirred genuine disgust in the knight. A weak character and the obvious nepotism behind Cossineck’s appointment to the post of town militia captain only completed the picture — and the commander’s reluctance to cooperate.
"I'll consider your request, lieutenant. You’ll be informed of my decision in the coming days."
"But—"
"That is all. Dismissed."
The militiaman lingered a moment longer, uncertain, but the stern gazes and cold silence of the two paladins flanking the room were enough to rob him of any lingering resolve.
He gave a sheepish nod and turned to leave in haste.
Once the door closed behind him, the commander, still gazing into the fire, muttered:
"I'd sooner put him on the next ship back to the mainland... but that would stir up trouble with the governor and the rest of the court lackeys. By Innos, if the nobility’s influence isn’t reined in soon, it’s going to end in disaster."
The two knights exchanged a glance — inwardly agreeing with every word.
At last, a tall man with a thick beard brushing the top of his armored breastplate spoke up with firm conviction:
"Idiot or not, the problem is real. This goes deeper than just the incompetence of the governor’s pampered brat. The city hasn’t even been finished yet — and already no one is truly in control."
"Sending soldiers into the streets is not the answer," the second knight interjected. "It would only drain the strength of our garrison."
Mablung and Lezalit — though respectful toward each other and often aligned in opinion — never managed to form a friendship that extended beyond the brotherhood of the Order.
Perhaps it was their similarities that divided them more than any differences.
Sensing the tension rising, the commander turned to face both of them.
"The truth is, crime in the city is growing at an alarming rate. The guard is utterly failing to deal with it, and I understand Mablung’s frustration. But it is not the army’s duty to do the town watch’s job. Our garrison has more important responsibilities — we protect the mining operations, the quarries, and most importantly, defend the city from external threats. And Lezalit, I know your discipline when it comes to drilling the recruits, and I share your concerns — sending our men to wander the streets is a waste of strength that should go toward training. We’re a new outpost, and most of our soldiers are fresh conscripts."
There was no need to say more.
None of those present had the slightest interest in saving Governor Rafael from the consequences of his own incompetence. His carelessness and inability to grasp the scale of the issue only deepened the paladins’ aversion to cooperation. His refusal to correct mistakes or withdraw decisions harmful to the town’s stability stirred outright contempt and reinforced the belief that relieving him of responsibility served no purpose.
What irritated them even more was the fact that instead of personally inviting them to the town hall, he kept sending his lieutenant.
As if his "many pressing obligations" didn’t allow him the time for a face-to-face conversation about such a critical matter — or perhaps his bulging belly was too much of an obstacle for the climb up the cliffside path to the upper keep?
Those questions were left unanswered — rhetorical, really. The warriors didn’t dwell on them for long. Their thoughts were already turning to other matters that had yet to be discussed that evening.
Social sites
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