Chronicles of Myrtana is a loyal reproduction of the Gothic series, namely it reflects the main events which happen in Gothic I, Gothic II, Gothic III and Arcania, as well as the main events of the official spin-offs of the series.

The mod is very particular and offers mechanics which are unique and heavily influenced by "rpg elements". The aim is to offer an innovative gameplay, different from all the other mods already existing for Medieval II Kingdoms.


The first game of the franchise was released on March 15, 2001 in Germany, and on November 23, 2001 in North America.

The game takes place in a medieval fantasy world, in which humans are losing the war against the orcs. The hero, a young nameless man, is forced to work in the Penal Colony, because of his crimes. In order to continue the fight against the orcs, the king needs to extract magical ore and use it for weapons and armor. Every burglar, thief or criminal is sent in the Colony to work in the mines, by the king's order. To keep the prisoners inside, the king ordered 12 magicians to create a magical barrier over the colony. However, due to complications, the barrier trapped a much larger territory than originally intended, along with the 12 magicians and the king's forces. Thus the militia blocked inside soon lost control over the prisoners, and the king had no choice but to trade with the convicts. Soon after the convicts divided into several camps, one of which the Man can join in order to survive and advance the plot.

Gothic II

Gothic II is the second game in the Gothic franchise, released on November 23, 2002 in Germany, and October 29, 2003 in North America. It's the sequel to Gothic.

The game events continue the ones from the first Gothic - as the barrier was destroyed, many prisoners escaped; many of them headed to Khorinis with fake titles (since the militia started to search for the escaped convicts), and others remained in the mountains forming groups of bandits. But things aren't quite that good in Khorinis, as many thought - Xardas (the hero's mentor) informs him that a greater evil is now threatening the land - as The Sleeper was banished he made a last call to all his minions to gather in the Valley of Mines.

Gothic ll - Night of the Raven

Gothic II: Night of the Raven is the official expansion for Gothic II. It was released on August 22, 2003 in Germany, and on January 20, 2005 in North America as a part of the Gothic II Gold package.

The expansion introduces a new world to the game called Jharkendar which is located in the northeast of Khorinis. It is an ancient and deserted city, populated mostly by pirates and bandits.

The hero opens a portal to Jharkendar with the help of the Water Mages, and after getting there, discovers what threatens the island: Raven, a former ore baron in the Penal Colony who has sold his soul to Beliar, the god of darkness, and is hungry for power.

Gothic 3

Gothic 3 is the third game in the Gothic franchise, and the official sequel to Gothic II. It was released on October 13, 2006 in Europe, and on November 20, 2006 in North America.

The third part of the saga shows the hero and his friends sailing to Myrtana. After getting there, they discover that the continent has been overrun by orcs which have enslaved mankind. The hero also gets another hit, when he finds out from locals that Xardas, his mentor, is the one who helped the orcs with their evil scheme. Things will change later, when the hero discovers Xardas and finds out that he only helped the orcs for his own purpose. He quests the hero to retrieve some artifacts and kill the king which had imprisoned him in the Colony; after that, they (Xardas and the hero) went together through a portal into an unknown land.

Forsaken Gods

Gothic 3: Forsaken Gods is the official standalone expansion for Gothic 3. It was released on November 21, 2008 in Europe and North America.

Two years have passed since the hero and Xardas went into the Unknown Lands. From there, they were watching over Myrtana - which was destroyed by wars between the factions. The hero could stand no more, seeing that the land for which he almost gave his life for was destroyed, and decided to return. Xardas refused to let him go and tried to explain that eventually mankind will tire of war and peace will prevail. The angered hero refused to listen, and after a great battle which almost killed him, returned to Myrtana to unite it. Eventually the hero will crown himself the new king of Myrtana.


Arcania was known as the fourth game in the Gothic franchise, which was released on October 12, 2010.

Arcania is the first game in the series which has a new hero. Also, it is the first game in the franchise which was released for two platforms: PC and Xbox 360. While delayed, the game was also released for PS3. The fourth game was also being developed by a different company, Spellbound Entertainment.

The events in Arcania continue directly from Forsaken Gods. Arcania will introduce players for the first time to the Southern Islands. 10 years have passed; the self-crowned king has turned rogue and has destroyed/overrun parts of the Southern Islands. A new hero arises, after he finds his hometown destroyed by the evil king. Great threats await the new hero as he quests for revenge.

He eventually discovers during his quest for revenge that it wasn't the king who destroyed his village but a rogue element in his army and finds out that he is the only one who can put an end to the demon that was tormenting the king. In the end, after receiving his revenge, the hero also puts an end to the demon's possession of Rhobar but it is then summoned by enemies that were long since thought to have been defeated, thereby setting the stage for a possible sequel.

Fall of Setarrif

Announced by Spellbound and JoWooD on December 9, 2010, Fall of Setarrif is the first standalone addon for Arcania: Gothic 4, which was released on October 25, 2011 for PC and May 31, 2013 for PS3 and Xbox 360.

Arcania: Fall of Setarrif ties up the loose ends of the main game's story and adds yet another chapter to the epic tale. After the demon that possessed King Robar III was exorcised, it made its way to Setarrif to find a new host. In Setarrif, which is cut off from the rest of the island, chaos and anarchy spread rapidly!

King Robar III is troubled by these developments and is afraid of losing the city and some of his companions, which are in Setarrif at that very moment. The nameless hero is therefore sent by the king and must journey to Setarrif… But he has no idea of what lies before him.


Most music of the series was composed by a genial German musician/composer, Kai Rosenkranz. Namely, he wrote the game music for Gothic I, Gothic II, Gothic III, and Risen 1. His abilities created the right environment for the series, giving the game a unique "magical sensation".

Links to the soundtracks (Gothic I - II - III):

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hence the newest version of Gothic TW CoM, the 2.6.1 has just been released: there are the Download links to MEGA, MEDIAFIRE and GOOGLE DRIVE. As follows, choose one of the three links to download GothicTW 2.6.1:

Same mechanics and features like the 2.6 version but with the addition of the following content:

- New custom settlements on the strategic map (several of them unique)
- New unique hero characters with special abilities. The hero system has been organized into three different levels:
a) Characters with SUPREME ABILITY: 16 in total in the game (one x major faction, + Tooshoo and Bandits)... they have a unique appearance on the battlefield and a unique ability too
b) Characters with SUPERIOR ABILITY: several of them at game start (for all factions, + some spawning later on in the campaign when things evolve)... they generally have a standard appearance on the battlefield (in a few cases not), and the ability is common to all of them
c) Characters with IMPROVED ABILITY: several of them at game start (for all factions, + many spawnings later on in the campaign, like the Dragon Hunter Generals, the loyalists-rebels of Myrtana, the Water Mages of the Nomads and so on), the ability is common to all of them and their appearance is in most cases standard
d) Hence, the hero abilities are based on a grading system, the Supreme have 2-3 usages /the strongest ones), the Superior and Improved 4 usages (but the former better than the latter on all aspects)
- New battle maps for the custom battles
- New audio files on the campaign (speeches) and added some unreleased left-songs of the Gothic Soundtrack
- Slight alterations to the CAI of the game
- New cursors used in-game
- Some new custom portraits and character traits (mainly related to the new hero abilities)
- New textures for the skies in battles
- Slightly improved the ENG texts in the game (still not perfect in terms of grammar)

Hence, with the newest 2.6.1 GothicTW enters now on hiatus as I'll stop the development concerning the ENG version, for the time being.... In any case, the remnant components of the team will continue, namely they will start with the creation of the new campaign map for the custom/addon campaign, "Valley of Mines". Some pics will be uploaded when results are available.
Moreover, we still would like to add some unique battlefield maps for some special settlements, but they are not in sight yet. If achieved, pics will be showed.

Pics related to the newer content of the 2.6.1 are visible below:

Finally, the procedure/installation process related to the new 2.6.1 version:


- Medieval II + Kingdoms Expansion (preferably CD version instead of Steam)
- Game Version: 1.5
- Sufficient space on your H-D
- Decent Graphics Card: the mod now uses sharpened textures for environment, poligons and other components which may require more in performance
(Advice: to increase your gaming performance, you may download and use gaming software that improve FPS, for example I use Razer Cortex: Game Booster. Moreover, if you feel confident, you may clock your Graphics Card to raise its power).

- First, if you already have a previous version of CoM, you have to uninstall it completely, as now it's obsolete. Then, you can proceed with the new 2.6.1 archive installation, using 7zip or other archive openers to access the mod content.
After installing Chronicles of Myrtana 2.6.1, prior to start a new game YOU HAVE TO:
1) Go in data/text and delete all the files named "txt.strings". They are 27 in total to delete, hence after their removal you must have 29 remaining files in the "text" folder. (They will be regenerated by the engine)

2) Go in data/world/maps/base and delete the file "map.rwm". (It will be regenerated by the engine)

3) Create a desktop link of the file batch named "Gothic Total War" (the file which is needed to start the game). You can use the appropriate icon provided by the mod, called "redmask8003he".
After this procedure, you can finally start the game and play!!!

My special thanks and all recognition go to the VK Community which greatly supports me all the time.
Moreover, I want to really really thank people from external sources who helped my team and I in many many ways, giving suggestions and advices.

IMPORTANT NOTICE (Optional Choice)
Gothic TW: CoM exploits the RBAI (Really Bad AI). Hence, it's good to use the optional add-on for this AI, which greatly improves AI behavior during siege battles.
From my personal gameplays, the AI gave me hard times with the exploitation of this addon, hence do not miss this opportunity to install it.
Namely, the add-on is called: Settlement Tweaks
For the installation procedure, please refer to the official RBAI page on TWC:!
It's a good norm to install the add-on in the data\settlements of your Medieval II folder (I did the same, better than installing it in data/settlements of GothicTW folder). Hence, it will be applicable for all installed mods that exploit the RBAI.

In case you appreciate the passion we put in this mod, please leave your comments in the Comments Section of the Mod Page, here.
For any questions and thoughts to share, I'll be present to provide support.
Thanks from the GothicTW Team!

Despite I will stop the ENG development for the time being, the future commitment of GothicTW team will be targeted to the completion in-game of the add-on custom campaign "Valley of Mines" (same skeleton as the "Fellowship Campaign" for TATW), a new tailored campaign map is planned for it, and further customization for battle map settlements (we're searching a good mapper for it).

From the whole Gothic TW Development Team, we wish you a great experience and a lot of fun with the new CHRONICLES OF MYRTANA 2.6.1


PUBLIC RELEASE of GothicTW CoM 2.6!!!

PUBLIC RELEASE of GothicTW CoM 2.6!!!

News 2 comments

The new, public release of Chronicles of Myrtana is finally out after a long period of internal use. The GothicTW Team wishes you a very nice experience...

New rules about GothicTW: CoM 2.6

New rules about GothicTW: CoM 2.6


GothicTW CoM 2.6 is ready, but no public release will take place for the time being. The version will be exclusively played by the team members. Full...

Gothic TW: Chronicles of Myrtana 2.5 is FINALLY OUT!!!

Gothic TW: Chronicles of Myrtana 2.5 is FINALLY OUT!!!

News 6 comments

The new, fully detailed version Chronicles of Myrtana is finally out. The GothicTW Team wishes you a very nice experience with the new 2.5 version!

Gothic TW: Chronicles of Myrtana 2.2 is FINALLY OUT!!!

Gothic TW: Chronicles of Myrtana 2.2 is FINALLY OUT!!!

News 3 comments

The new, polished version Chronicles of Myrtana is finally out. The GothicTW Team wishes you a very nice experience with the new 2.2 version!

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NH Patch v 1.0 (OBSOLETE NOW!)

NH Patch v 1.0 (OBSOLETE NOW!)

Full Version 18 comments

This is the first version (v1.0) of the NH Patch for Gothic TW: Chronicles of Myrtana 2.02. First, install the original mod up to the version 2.02 and...

Comments  (0 - 10 of 363)

Ich habe nur ini Datei, ist es normal ?

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Im in love with the mod, but i find it very frustrating when every campaign becomes unplayable by turn 60-70. If just that one problem gets fixed somehow in perhaps a patch, i would vote this as my nr 1 mod.

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rafmc1989 Creator

thanks :)

the instability mainly is due when some factions are wiped out in the early game. There are several rpg missions/chapters which may still trigger even if the faction disappeared, hence causing issues...

I listed the "condition" to use in the scripts to solve this, but atm I'm too "full" with modding tasks to solve directly...

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I tried, but couldnt get that to work. I changed the lines to "> 0" as instructed, and started a new campaign, but i still had occasional crashes(which didnt reoccur), but at some turn 76, the main crash didnt go away even after i tried ending the turn 5 times.

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Well,the mod is really god damn awesome,played 2 campaigns as Old camp and Nordmar and i really felt the nostalgia thriving in my heart.
Thing is,both times the game decides to crash around turn 60-70.
Using toggle_fow and watching each and every movement of the enemy i've noticed some things that cause the crash:
1.Swamp Camp(as a faction) being destroyed,bypassed by some cheating->=used an army to destroy the army(S.orcs) that was ,,killing'' them.
2.Brotherhood Toosho,god i hate em.
2.1 Random crash,reason unknown,it just crashed at the start of theyr tunr,solved by making an alliance with them ~63 turn
2.2 ~turn 70ish,can't remember, they spawn an army(1 unit i think) from one of theyr cities,it moves to it's furthes point that it can reach and when it is really close to stopping it crashes.
2.3 It happenned in both my playtroughs.
3.Undead ->Random priest decides to move over another priest(same faction),crashes.Bypassed by toggle_fow and following the movements.
Game version is 1.52,and the pc is high-end so i don't think those might've caused the crash.
Send halp pls .

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rafmc1989 Creator

Mhm, I see...
the graphics is ok.

it appears there is need of forceful conditions in script to deactivate some spawnings and rpg missions when a faction is wiped out, like the Sleeper Brotherhood in your case...

I listed one of these needed conditions a couple of comments below, they serve to deactivate the scripts related to these potential events...

Atm, I cannot implement by myself, as I'm not currently modding the game, nor the rest of the team... I hope someone can update the campaign_script in the meantime.. :)

Reply Good karma+1 vote

Thanks for the reply,it feels kinda sad that i can't spend more time on the mod :(.
Guess I'll wait for the next update.
Have a nice day and happy holidays!

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Voted for mod of the year good luck. (:

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Ich wollt das eigentlich auf Englisch schreiben aber mein Deutsch ist ein wenig besser vielleicht übersetzt das ja jemand wens wichtig ist.

Also der Absturz, nach der Rundenweitergabe, wird von Events erzeugt, die versuchen zu triggern es aber nicht können, weil die dazu nötige Fraktion ausgelöscht wurde.

Ich habe mal mit verschiedenen Spielständen rumexperimentiert und in der „campaign_script“ Datei geschaut welche Events das sein könnten.

z.B. die Bruderschaft (Schläfer) wird ausgelöscht (sagen wir Runde 10) bevor sie auf allen drei Inseln gelandet sind.
Folge: Absturz wen es soweit ist. (nach Rundenweitergabe) Also in Runde 15.
Da die Landungen wen ich das richtig in Erinnerung habe in der Runde 7 ; 15 und 22 sind. Doch das diese Events unterbrochen werden ist eher unwahrscheinlich. Es sei den das Spiel wird mit Cheats beschleunigt.

Die eigentlichen Übeltäter sind die die „Last Stand“ Events. Diese versuchen ab Runde 49 zu triggern. ( I_TurnNumber > 48 ) Das Problem ist hierbei das diese Events abhängige von der Menge der Siedlungen die eine Fraktion hat sind.
z.B. bei Myrtana ( I_NumberOfSettlements hre < 3 ) das heißt wen Myrtana weniger als drei Siedlungen hat und die Runde 49 schon erreicht wurde, dann wird dieses Event getriggert. Die Verstärkung kommt ein oder zwei runden später und alles ist gut.
Wen Myrtana aber z.B. vier Siedlungen hat und es besiegt wird durch die Vernichtung all seiner Generäle, triggert das Event trotzdem (da die Menge der Siedlungen 0 < 3).
Myrtana gibt es aber nicht mehr, also läuft das Event ins nichts und das Spiel hängt sich bei der Rundenweitergabe auf.
Das Kann auch passieren wen man die Letzten drei Siedlungen auf einmal einnimmt.

Daher sollte man darauf achten das die Fraktionen vor ihrem Untergang das Event „Last Stand“ triggern. (ein weiteres Problem ist auch das die KI Gegner nicht darauf achten wan sie wen vernichten)

Liste der Fraktionen (menge der Siedlungen für „Last Stand“ Trigger) ab Runde 49:

Myrtana: ab 2 Siedlungen
North Orcs: ab 2 Siedlungen
Wanderer: ab 1 Siedlung
Nordmar: ab 1 Siedlung
Nomads: ab 1 Siedlung
Assassinen: ab 1 Siedlung
Old Camp: ab 2 Siedlungen
Söldner: ab 2 Siedlungen
Brotherhood: ab 1 Siedlung (Schläfer)
South Orcs: ab 1 Siedlung
Stewark: ab 2 Siedlungen
Silverlake: ab 2 Siedlungen
Setarrif: ab 1 Siedlung
Tooshoo: ab 2 Siedlungen
Thorniara: ab 1 Siedlung

Nachlesen könnt ihr das alles noch mal in der „campaign_script“ Datei. Da einfach nach „Last Stand“ suchen.

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rafmc1989 Creator

Mhm, I see your logic...

Essentially, as regards the last spawning armies "Last Stand" when a faction is about to die, to prevent possible circumstances of instability linked to "all generals die" or "multiple fallen cities in one turn", you can add these two mutually exclusive conditions in the scripts, here an example for Myrtana:

and I_NumberOfSettlements hre > 0
and I_NumberOfSettlements hre < 3

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