Temple of Morr
Temple of Morr – House of Eternal Silence
Headquarters of the Cult of Morr
Location: Southwest Mordheim — adjacent to the Old Cemetery near the banks of the River Stir
“The dead shall not be disturbed. Not by claw, nor spell, nor greed.”
The Temple of Morr, known in hushed tones as the House of Eternal Silence, broods in the southwestern ruins of Mordheim, where time crawls slower and crows never caw. Built beside the Old Cemetery, it was once a modest chapel for funeral rites, but the comet’s fall cracked the crypts and woke the restless dead. Since then, the temple has become the last bastion of death’s sanctity in a city that no longer honors it.
The Cult of Morr occupies this sacred ground not as rulers, but as watchers. They neither wage war nor issue decrees—but neither do they tolerate desecration. Here, prayers are whispered over bones, scythes are sharpened in silence, and dreams are guarded from the corruption that seeps into Mordheim’s soul.
Many believe the temple is more than a house of death—it is a border post between worlds. And those who spill blood inside its walls often suffer more in sleep than they ever could while waking.
Strategic Importance
- Guards access to the Old Cemetery, a site teeming with haunted relics, forgotten lore, and wandering undead.
- Serves as a sanctuary: warbands may find temporary refuge, but only if their dead are honored and their weapons sheathed.
- Maintains dream wards said to suppress necromantic rituals within the surrounding area.
- Hosts the only remaining death archive in Mordheim—scrolls of burial rites, plague records, and funerary curses.
Architecture & Structure
Blackstone Facade: Weatherworn but unyielding, the temple’s outer walls are etched with fading epitaphs in High Gothic. No banners fly—only the symbol of Morr: a skull beneath a withered rose.
The Dream Altar: A slab of obsidian veined with silver, where priests chant rites over the freshly dead to guide them toward the Garden of Morr.
The Veiled Nave: Rows of cracked pews and shrouded statues line the nave, their backs always facing the viewer no matter where you stand.
Crypt of No Return: A sealed catacomb beneath the temple where no one enters—and no priest speaks of what sleeps there.
Scythe Cloister: An open-air cloister where silent priests perform funerary katas with heavy ceremonial scythes, facing east as if to reap the rising sun.
Rumors & Secrets
- Some claim the temple has no floor beneath its altar—only a drop into a dreamless black void.
- The Cult does not bury its own. Priests who die within are left upright in the Veiled Nave, robed and motionless—guardians in death.
- A sleeping Repentant lies chained in the crypt, unmoving since the comet’s fall. The priests say it dreams of penance.
- Dreams of those who wrong the Cult are said to be infected—filled with doors that never open and black roses that whisper.
Influence on Gameplay
- Warbands may visit the Temple to bury fallen heroes, gaining temporary boons or warding off necromantic resurgence.
- Desecrating or stealing from the temple may invoke a Curse of Restlessness—a condition afflicting all future casualty rolls.
- Missions may involve protecting the Cult from raiders, recovering a stolen relic, or escorting a cursed soul to the Dream Altar.
- Necromantic warbands may be barred or attacked on sight unless disguised, warded, or granted permission through rare pacts.
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