Garden of Morr

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A Garden of Morr in concept art from The End Times:Vermintide.

The Garden of Morr is a Games Workshop terrain set released in 2011. Originally retailing for $50, it became one of the more popular terrains for its usefulness and style along with its not-terrible price for what you get.

The "Garden" is a graveyard named after the secondary god of The Empire after Sigmar, a grim reaper figure called Morr who guards the afterlife from Chaos. The set is covered in his iconography such as skulls (some of which would be real, some engravings), reapers, scythes, and hourglasses. During End Times and Age of Sigmar, Nagash had consumed the magical Wind of Death and become the new power of the afterlife and death in general, meaning they would now be a "Garden of Nagash".

Symbols of Morr are supposed to keep the Undead away and this is true of all but the strongest examples of Undeath, although living Necromancers and Ghouls are able to pass by safely and desecrate them for other Undead to access. As a result, the common haunts of them are Strigoi who eat corpses and Necromancers who raise small armies. The priests and nuns of Morr in theory maintain these emblems and keep nuisances out, but as a primarily non-militaristic faith many devotees find themselves barricading in run-down chapels for safety while the wicked claw around outside, and the only folks they can turn to, the Witch Hunters, are far more likely to accuse them of Necromancy and execute the lot of them than solve the problem. Stronger magics used by Morr's faith require an actual Master Vampire to break through...or Ghouls allowed to drink a Vampire's blood, hulking them out as Horrors and reducing their lifespans in exchange for becoming nearly immune to damage and stronger than any natural mortal creature.

The Garden of Morr consists of eight fence sections combining wrought-iron and stonework with overgrown vines and skulls with one small gate, plus one large wrought-iron gate in the shape of a skull with an arch decorated with more skulls topped by a skull (there's just a lot of skulls, okay?) and iron German cross as well as hourglasses and piles of skulls. In the middle of the set is a statue of Morr holding a sword and shield with an hourglass. It also has three crypts. Two are small buildings with wrought-iron fences and stone coffins inside undisturbed while outside on the ground are three more; one missing a lid, one broken, and one intact. The final crypt contains a raised stone coffin and has arches for sides plus its wrought-iron fences, and a belfry tipped with a skull inside a cross. Outside the third crypt is five more stone coffins, two broken in half and one in pieces.

The pieces can be used individually, or come together to form a single graveyard enclosed by a fence. As a result, multiple sets can be combined to form even larger graveyards with around three to five sets spaced evenly apart plus some extra fences (easily made out of extra sprues) being enough to make an entire battlefield one giant graveyard.

Warhammer Fantasy

They did not have specific rules, instead being an option to represent things such as the Charnel Pit terrain or Acropolis of Heroes.

With the 8th edition Battlescroll Crypt Scavangers, players from any army could take one Garden of Morr near their deployment area, one Necromancer, one unit of Crypt Ghouls, and one unit of Crypt Horrors. Vampire Counts players taking the scroll could take two Gardens of Morr. When a VC player took one, it had its own special rules:

Domain of the Dead: Grants Regeneration (6+) to all Undead or Nehekharan Undead models in 6 inches, and causes -1 Leadership to non-Undead.

Fresh Corpses To Eat: Crypt Ghouls/Horrors, Varghulfs, Terrorgheists, and Strigoi Ghoul Kings within 6 inches reroll failed Regeneration rolls.

Heavy With Death: Wizards within 6 inches who know any Death or Vampires spells add 2 dice when Channeling, each.

Age of Sigmar

Gardens of Morr survived into Age of Sigmar with new rules, later renamed the . They are no longer the graveyards within the Empire, dedicated to the god Morr who protects them from the deprivations of the undead but rather are just part of the landscape in the Realm of Death and exist everywhere in it like one giant mausoleum.

Technically the Garden Of Morr was squatted later on, being replaced by the "Sigmarite Mausoleum" which (for $40 USD more) includes an additional sprue containing the statue and the large gate, giving enough for one large graveyard with more shape options or two small ones.

Domain of the Dead: Each Death model heals 1 Wound during the Hero Phase within three inches.

Monument of Shysh: Death Wizards within 3 inches gain +1 to Casting and Unbinding rolls.

Deathly Awakening: All Wizards within 3 inches from your army know the Raise Dead spell, regardless of their race. At a cast value of 6, they summon 20 Zombies within 5 inches of the Garden of Morr but 3 inches from any enemy. It doesn't get to move that turn.