Grimdark
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.
Played | 37 times |
Cloned | 2 times |
Created | 27 days ago |
Last Updated | 3 days ago |
Visibility | Public |
Krinna Velk
Level 3 Human Scavver -
Krinna “Rat-Nose” Velk is a wiry, sharp-eyed scavver with quick hands and quicker instincts. Cloaked in patchy leathers and reeking of chems, she moves like a shadow through the hive's rusted guts. Always watching, always listening, Krinna survives by running faster, lying better, and staying just one corridor ahead of death.
Details
Race | Human |
Class | Scavver |
Level | 3 |
Alignment | |
Pronouns | She/Her |
Location | -5785, -5273 |
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
Creds | 10 |
Gelts | 0 |
Ducats | 0 |
appearance
Wiry frame, fast hands, crooked nose broken in three places.
Short, uneven black hair, tattered scavver cloak with chem-burns.
Wears layered flak and synth-leather armor patched with gang tags and torn devotionals.
Eyes are always bloodshot, pupils always wrong-sized from stim overuse.
personality
Paranoid, alert, always watching exits and counting footsteps.
Sharp-tongued with those she trusts (rare).
Believes most problems can be solved with speed, stealth, or lies.
Sleep-deprived and stim-hooked, but never slows down.
backstory
Krinna was born in the ducts of Skag Row, raised by a gang-runner mother who smuggled chems through flooded maintenance lines for the Coil Dogs. She learned early how to crawl through rust-choked ventways, bypass security triggers, and disappear into the grime. When her mother vanished on a run into Sub-Level J, Krinna was taken in by the gang—but she was always more of a shadow than a soldier.
She found something she wasn’t supposed to—a sealed tech-cache deep in a collapsed sump stack. It held forgotten data-cores and a broken prototype weapon. She didn’t report it. She ran. Now the Coil Dogs want her dead, and every ganger with a scar and a grudge has her scent. Krinna keeps moving, trading secrets, chems, and tech for safety. She's not brave—just really good at staying alive.
Stats
Strength
8
Dexterity
16
Constitution
12
Intelligence
14
Wisdom
13
Charisma
10
Armor Class
15
Max HP
30
Speed
30
HP
30 / 30 HP
XP
900900 XP2,699
Level 3
Equipped Items
Spellbook
Krinna Velk is not a spellcaster.