Dreamwalkers, Cult of Morr
Grade: 2a
Source: Mordheim Facebook Group (PDF)
Setting: Mordheim
The Dreamwalkers hunt Undead and necromancers across the Old World. They are all servants of Morr, and believe that the God sends dreams to guide them to evils that must be crushed. Most bands of Dreamwalkers are formed around a Priest of Morr or a Dreamer, and the Temples of that God support the group.
Only people with a particular devotion to Morr are allowed to join the group, and only those willing to devote much of their time to rooting out and destroying the Undead want to. As a result, it is not a large organisation, but its members are very dedicated. The members of the Dreamwalkers are all Morrians of Imperial stock who are dedicated to fighting the Undead menace. The group is overwhelmingly Human, because Morr is not a popular God with other races.
The dreamers are the skeleton of the organisation, holding together each band. They are also somewhat more diverse in background than other members, because Morr can send prophetic dreams to anyone. As noted below, a Priest of Morr must certify each dreamer as genuine, which means that prejudice has an effect. The group has never excluded women, though it has gone through periods of discouraging them; at present, however, women are treated fairly equally as candidates. It is also heavily middle class. In part, this reflects the popularity of different Gods within various social levels. However, dedication to destroying Undead requires a certain distance from the struggle to survive, which tends to exclude the lower class, and it is socially very difficult for Imperial nobles to distance themselves from the popular Cult of Sigmar. There are numerous exceptions, of course, but most members were raised in relative prosperity.
Special Rules
Necromancers and vampires are Morr's ultimate enemies: They steal from his kingdom, violate its protection for personal gain, disturb the rest of the dead, and flout Morr's authority. Such is the faith of the followers of Morr in their god and in his protection, that in order to fulfill the destiny that their god entrusts to them, they do not feel any fear when fighting both vampires and necromancers and their undead followers, torn from the kingdom of Morr by the dark magic of their masters.
Choosen Of Morr: A Priest of Morr must ALWAYS certify that each dreamer is genuine, not a heretic...or worse! which means that he must prove through a ritual that the dreamer's dreams truly come from Morr and are not the product of necromantic magic or the corruption of chaos. When creating a band of dreamwalkers, the Priest of Morr must roll a D6. If you get a +4, you can hire the Dreamer; Otherwise, the Priest of Morr rejects him, through the necessary ritual he learns that the dreams of that dreamer do not come from Morr. Then the priest himself will take leadership of the warband to fulfill Morr's will. (in game effects the priest of Morr will be considered the Leader). They will be able to try to find (hire) a new genuine Morr Dreamer again after their next battle... paying their costs normally. If the priest finds a genuine dreamer, he will give him the leadership of the band. (For game purposes the Dreamer will be considered the leader, until he dies, in which case leadership will revert to the priest again. Once a band has a genuine Dreamer and he or she dies, they will not be able to hire another one again.)
Hired Swords: Dreamwalkers may hire any Hired Swords allowed to a Human Mercenary warband, Witch Hunters and Sisters of Sigmar. Of course they can´t hire any Hired Sword of a Necromantic or Chaotic nature.
Alliances: In multiplayer games, a Dreamwalkers warband may never forge an alliance with any Warband of a Necromantic or Chaotic nature (Undead, Possessed, Skaven, Beastmen, Dark Elves etc.)
Hate Undead: Vampires, necromancers, are Morr's ultimate enemies: they steal from his kingdom, violate his protection for their own benefit, and flout his authority. All heroes in a Dreamwalkers Warband hate all vampires, necromancers and undead.
New skills: When a hero from a band of Dreamwalkers gains a new skill on an advance roll, they have the same restrictions as witch hunters and sisters of sigmar when choosing skills from the skill list described in the Mordheim rulebook.
Choice of warriors
A Dreamwalker warband must include a minimum of three models. You have 500 gold crowns available to spend. The maximum number of warriors in the warband may never exceed 12.
Heroes
Dreamer: Every Dreamwalkers warband may include a Dreamer, if he or she really is The Choosen Of Morr (check at special rules section). Priest Of Morr: Your warband must include one Priest Of Morr. Andanti: Your warband may include one Andanti: no more, no less! Black Guards: Your warband may include up to two Black Guards.
Henchmen
Death's Heads: Your warband may include no more than five Death´s Heads of Ostermark. Morr Worshwishpers: Your warband may include any number of Morr Worshwishpers.
Starting Experience
The Dreamer starts with 20 experience. Priest Of Morr starts with 8 experience. Black Guards start with 8 experience. The Andanti start with 6 experience. Henchmen start with 0 experience.