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
Cloned2 times
Created
28 days ago
Last Updated
4 days ago
VisibilityPublic
Mekko Slint
Mekko Slint
Level 3 Human Ganger -
Once a failed hab-tech from an upper underhive level, Mekko got hooked on obscura and fell into debt with the wrong guilders. The Chem Snakes offered him a way out—run product in The Bleed, no questions asked. He’s since become a trusted street rep, managing micro-labs and overseeing stimm sales on behalf of Jex the Wound.
Details
RaceHuman
ClassGanger
Level3
Alignment
PronounsHe/Him
Location-5840, -5240
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
Creds20
Gelts0
Ducats0
appearance
Mekko is thin, twitchy, and always wrapped in layers—filthy chem-stained robes over patchwork armor, with leather belts strapped tight around his torso to hold vials, inhalers, and injector rigs. His head is shaved except for a greasy topknot, and his eyes are always bloodshot and ringed in green from long-term “Glowdust” exposure. His teeth are silver-plated, more for intimidation than fashion. Mekko’s hands are constantly moving—adjusting a vial, flicking a lighter, tightening a strap—his fingers yellowed and blistered from handling unfiltered product. He wears a cracked rebreather mask around his neck like a necklace and sports a Chem Snake fang tattoo coiling up one arm.
personality
Jittery but sharp, Mekko is a fast-talking scumbag with a tongue slick enough to sell stimms to a corpse. He’s deeply loyal to the Chem Snakes—more out of fear than love—and knows when to switch from salesman to snitch or killer. He can spot a narc, a scab, or a desperate addict from a mile away. He laughs too loud, scratches constantly, and never makes eye contact for long. But behind the manic energy is a keen survival instinct. Mekko knows the Bleed like a second skin and always has an escape route, a bribe, or a hidden blade ready.
backstory
Once a failed hab-tech from an upper underhive level, Mekko got hooked on obscura and fell into debt with the wrong guilders. The Chem Snakes offered him a way out—run product in The Bleed, no questions asked. He’s since become a trusted street rep, managing micro-labs and overseeing stimm sales on behalf of Jex the Wound. He’s rumored to be mixing his own personal blend—Ghostfire—a glowdust/obscura hybrid that may or may not cause visions of the Emperor.
Stats
Strength
8
Dexterity
16
Constitution
14
Intelligence
16
Wisdom
10
Charisma
15
Armor Class
14
Max HP
30
Speed
30

HP

30 / 30 HP

XP

900900 XP2,699
Level 3
Equipped Items
Spellbook
Mekko Slint 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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