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.
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Created
27 days ago
Last Updated
3 days ago
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12/4 Enforcer Hall
12/4 Enforcer Hall
Point of Interest
Details
Coordinates(-5074, -3303)
Description

The Enforcer Hall is the heart of the Black Bastion—an armored command nexus and barracks complex where Arbites enforcers eat, train, rest, and receive their deployment orders. Built from plasteel and ceramite salvaged from decommissioned siege transports, the Hall is a blocky, low-ceilinged fortress within a fortress. Its entrance is sealed by a four-layered blast door, coded to Arbites genetic markers and guarded by twin autocannon turrets perched in retractable nests above. Inside, rows of armored bunks line the walls, each with a secured weapons locker beneath. At the far end sits the Command Oculus—a tiered tactical chamber with vox-seats, live-feed auspex data, and reinforced hololith tables displaying Gamma-12's hive layout in pulsing amber. Patrol routes, subversive activity, and known heretic movements are updated hourly. Adjacent to the barracks is the Doctrine Chamber, where enforcers drill in hive law, interrogation protocols, and execution procedures.

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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