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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27 days ago
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12/4 Judgement Hall
12/4 Judgement Hall
Point of Interest
Details
Coordinates(-5059, -3303)
Description

The Judgment Hall is the bleak heart of the Black Bastion's judicial machinery—a vast, echoing tribunal chamber carved into the former reactor vault of the old manufactorum. Its curved walls are blackened with age and soot, lit only by flickering lumen-strips and a single shaft of harsh, vertical light that illuminates the Judgment Dais, where sentences are handed down without appeal. Rows of steel benches flank either side of the chamber, though few are ever occupied—spectators are rare, and accused heretics, seditionists, or traitors do not warrant an audience. The dais is raised five feet above the floor, flanked by Arbites in heavy carapace armor and crimson tabards. Behind it sits the Magistrate-Vigilant, or one of their appointed Judex Proxies. Trial procedure is simple: Charge is read. Guilt is assumed. Verdict is delivered. Sentence is carried out. There are no advocates, no pleas, no delays. Most sentences end in summary execution—delivered by bolt pistol.

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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