Vharax-Null (Warhammer 40k) world illustration - Grimdark theme
Grimdark

Vharax-Null (Warhammer 40k)

R
Ronan_From_Montfort

Set on polluted Vharax-Null, this campaign unfolds within and beneath two colossal Hive Cities.


Author's Note: Vharax-Null is a forgotten frontier world on the edge of the Segmentum Obscurus, once an industrial jewel during the Great Crusade, now a polluted wasteland scarred by millennia of overexploitation. The largest and most ancient of the Hive Cities on Vharax-Null, Golganneth Spire stretches miles into the tainted sky. It is a fortress-city built atop the bones of a crashed Ark Mechanicus, its foundations infused with forgotten STCs and cursed tech. Its original purpose—research and weapons manufacturing—was twisted over the millennia into sheer production might. Ruling Golganneth is the Dominatum Synaxis, a collective of ancient cybernetic nobles and tech-barons, half-machine and barely human. They maintain order with vast legions of servitors, hive enforcers, and gene-bred worker clans who live and die in the endless foundries. Constructed centuries later by a breakaway faction from Golganneth, Morrak’s Rise was founded by a rogue Fabricator-General named Morrak Varn, who sought independence from the Synaxis. Though smaller, Morrak’s Rise is more efficient, colder, and far more militarized. Its upper towers are reinforced with macroplas and adamantium, its infrastructure less corrupt and newer by comparison. Morrak’s Rise is governed by a militant technocracy known as the Cohort Directive, who aim to one day eclipse Golganneth and bring all of Vharax-Null under one unified, logical rule. Mistrust runs deep between the two Hives—though they share resources via skyrails and convoys, open war is only ever one assassination away.
Played37 times
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Created
26 days ago
Last Updated
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Malruth
Malruth
Level 5 Human Zealot -
Arch-Flame Malruth the Hollow is the gaunt, fire-scarred prophet of the Redeemers of His Final Light. Once a forgotten cleric, he emerged from ruin reborn in flame, preaching the Emperor’s return and the need to purge psykers, mutants, and machine-worship. Calm, fanatical, and terrifying, he speaks in scripture and leaves only ash behind.
Details
RaceHuman
ClassZealot
Level5
Alignment
PronounsHe/Him
Location-5929, -4787
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
Creds40
Gelts0
Ducats0
appearance
Malruth is gaunt, nearly skeletal, with skin like cracked parchment stretched over fire-scorched bones. His face is a mask of charcoal-colored flesh, lips blackened, with jagged scripture tattooed from scalp to jaw. His eyes are sharp and glassy—rumored to reflect flame even in total darkness. His body is wrapped in robes of ash-dusted parchment and scripture-woven linen, reinforced by chains that bind ancient tomes and burned prayerbooks to his chest and shoulders. A cracked devotional censor swings from his belt, burning a constant mix of incense and promethium vapor. He carries no weapon, only a relic flamer known as The Breath of Judgment—a sacred tool passed only to Redeemers who have walked through fire and not screamed.
personality
Malruth speaks softly, with a voice like flame through rusted vox-grilles. He does not yell. He does not strike. He is the calm before the burning. He speaks in verses, drawing from the Scroll of the Coming Light, and his presence turns even the most violent Redeemers into silent acolytes. He believes the Hive must be purged in preparation for the Emperor’s return—and that anyone who bends knee to the Machine-God, tolerates the psyker, or defends the mutant, must burn. He is calm, unshakable, and terrifying in his certainty.
backstory
Malruth was once known as Deacon Malruth Vex, an obscure Ministorum cleric stationed in a crumbling sub-chapel deep beneath Sector Delta-4. He was a sermonizer, soft-spoken, devoted to the Imperial Creed—but ultimately forgotten. That changed during the Thermokill Reactor Fault of M749.997.M41, when a containment failure buried his district beneath rubble, flame, and collapsing transit lines. Malruth was believed dead—along with his parish. He reemerged 18 months later, transformed. He no longer preached from the Lectitio Divinitatus. Instead, he delivered firelit sermons in ash-choked ruins, claiming to have “walked the ashes of mankind's sin” and spoken to the Emperor as The Ascendant Flame. His lungs were burned, his voice warped to a hollow rasp, and his eyes never seemed to blink. He discarded his ecclesiarchal vestments, wrapped himself in scorched parchment, and began assembling followers who shared his disgust for psykers, mutants, and the cult of the Machine-God.
Stats
Strength
8
Dexterity
10
Constitution
10
Intelligence
18
Wisdom
16
Charisma
14
Armor Class
15
Max HP
50
Speed
30

HP

50 / 50 HP

XP

6,5006,500 XP13,999
Level 5
Equipped Items
Spellbook
Malruth is not a spellcaster.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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