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Campaign Settings

While Mordheim is best known for its grim, war-torn streets filled with wyrdstone and desperation, the game has expanded far beyond the ruins of the City of the Damned. Various supplements and Town Cryer articles introduced new settings, each with its own dangers, treasures, and factions. These alternate battlefields bring fresh thematic elements while retaining the brutal, small-scale skirmish gameplay that makes Mordheim unique.

Cities of Gold

The steamy jungles of Lustria provide a completely different challenge for warbands. Instead of wyrdstone, the promise of gold and powerful ancient artifacts lures adventurers to the overgrown ruins of lost cities. However, the environment itself is deadly—disease, venomous creatures, and the ever-watchful Lizardmen pose as much of a threat as rival warbands. This setting introduces dangerous terrain rules, tropical diseases, and new warbands like the Amazons and Lizardmen.

The Land of the Dead

Far from the Empire, deep in the scorching deserts of Nehekhara, lies the ruined necropolis of Khemri. This setting swaps the dark, ruined streets of Mordheim for ancient tombs, sandstorms, and undead guardians. Treasure hunters and mercenaries brave the cursed dunes in search of long-forgotten riches, but the Tomb Kings and their skeletal minions do not take kindly to intruders. Special rules include extreme heat hazards, quicksand, and cursed relics.

Mists and Monoliths

A land of eternal fog, ancient standing stones, and druidic magic, Albion is a mysterious and treacherous battlefield. Warbands seek out magical monoliths brimming with untapped power, all while contending with the island’s harsh climate and roaming native warriors. The damp terrain, deep swamps, and unpredictable magical storms make survival just as important as victory.

The War-Torn Countryside

The destruction of Mordheim was only the beginning. The Empire in Flames, with warbands clashing across villages, forests, and castles rather than ruined city streets. This setting expands the game into more open, rural battlefields, complete with new rules for burning buildings, raiding settlements, and ambushing enemies in the wilderness. The atmosphere shifts from urban skirmishes to lawless frontier warfare.

Struggles on the Frontier

Set on the fringes of the Empire near the borders of Cathay, this setting introduces warbands striving for power, riches, or dominance in an untamed land, setting the Border Town Burning. The presence of Chaos-worshipping warbands, roaming ogres, and the constant struggle between civilization and barbarism makes for an unpredictable campaign. Unique features include caravan raids, hidden objectives, and the influence of the mysterious Eastern lands.

The Hunt for Power

Set during The Nemesis Crown campaign, this setting revolves around a powerful artifact buried deep within the Great Forest of the Empire. Warbands scour the dense, shadowed woods in search of its location, clashing with each other while avoiding (or engaging) the monstrous inhabitants. The forest setting introduces special movement rules, hidden trails, and treacherous encounters with beasts, bandits, and worse.