Mordheim is a tabletop game published by Games Workshop in 1999. It is a skirmish variant of the company's Warhammer Fantasy game but set on a warband or "skirmish" scale. Mordheim was designed by Alessio Cavatore, Tuomas Pirinen and Rick Priestley. Besides being a typical miniature skirmish game, Mordheim also features a campaign system. Warbands gain experience and equipment as the campaign progresses, in a similar nature to role-playing games.
The game is set in the Empire city of Mordheim, from Imperial Year 1999, some 500 years before the present day in the Warhammer Fantasy time line. The game is set during a time of chaos and civil war in the Empire after a comet struck the city of Mordheim destroying it and scattering a gem called wyrdstone throughout the ruins. Mercenary warbands from all over the warhammer world battling with one another for the wyrdstone.
Since Games Workshop stopped supporting the game in 2004, all further development has been left in the hands of fans. Border Town Burning is the biggest post 2004 development in Mordheim. It contains detailed expansionrules for campaigns in the Cathayan borderlands, detailing the merchant travels along the "Silk Road" from Cathay to the Old World. Relics of the Crusades (refer to external links below) is another expansion set, this time set in Araby during the Crusades. The setting is very detailed and was originally published through official channels and so can be said to be semi-official. The Coreheim rules modification that streamlines and balances the original Mordheim rules so that play progresses faster and more weapons options are viable. The name 'Coreheim' is a play on words which signifies that the designers thought that the setting, featuring only a handful of warbands, had been diluted by the introduction of so many later warbands.
ballads laugh at everyone
worse than silence is their song
and you are too far away to love
shortened by the blasphemy
when the sun would warm the sea.
the canary islands are chasing me
we are powerful despite our injuries
we've got to swim out away from the sinking
it's pulling everybody down and everybody
and it's a sin to know
that we are powerful
blessings always beg for calm
in spite of their silvery arms
we aren't sure but we always want