From: Aiptas Ouroborus 113

This device is less a conventional weapon and more a system of active, retaliatory defense. It consists of a series of engraved silver nodules that have been surgically embedded along the creature’s spine, deep within the joints between its primary armor plates and nestled amongst the stinging anemone polyps. These nodules are connected by a filament of conductive magical fiber that runs the length of the creature’s body, terminating in a contact plate on its tail segment and a receptor in its mouth. The system lies dormant during normal activity. However, when the creature bites its tail to curl into its defensive ball, the circuit is completed. This immediately activates the Ward, which begins to draw in and store ambient magical energy at a rapid rate. Any creature that maintains physical contact with the balled-up form for more than a moment receives a massive, debilitating discharge of raw, chaotic magic, inflicting intense pain and potential magical scarring. It is a system designed to punish predators who are persistent enough to try and crack its passive defenses.

Lore The Ouroboros Ward is not a product of common smiths or enchanters, but a relic from a forgotten magical discipline. It was created by the Circle of Unmaking, a cabal of ancient flesh-shapers and bio-philosophers who believed that the ultimate expression of power was not aggression, but perfect, unassailable defense. Their magnum opus was a series of “Terminal Guardians,” constructs and engineered beasts designed to be utterly passive, yet fatal to any who would disturb them. The Ward was the heart of these guardians, a symbiotic system that would turn a creature’s own defensive posture into a devastating weapon.

This specific unit, number 447, was surgically integrated into a massive, serpentine golem tasked with guarding the tomb of its creators. For eons, the golem lay dormant until its internal enchantments finally decayed. The creature known as Kastor, drawn by the profound hum of such immense magical entropy, found the golem’s remains. Over the course of several decades, it methodically consumed the inert construct. The Ward, designed for symbiotic integration and sensing the compatible biology of another defensive, segmented lifeform, detached from the golem’s husk. Its silver nodules burrowed into Kastor’s spine, its conductive filaments wove themselves through nerve clusters, and the terminal contacts fused seamlessly with Kastor’s mouth and tail segment. The ancient, masterwork weapon, dormant for millennia, found a new and arguably more perfect host, its function reawakened by the simple, instinctual act of the creature curling into a ball.

Slot: Internal System / Symbiotic Augment

Requirements:

  • A flexible, segmented physiology capable of forming a closed loop (e.g., biting one’s own tail).
  • A minimum Fortitude score sufficient to survive the painful, weeks-long integration process as the system burrows into the host’s body.
  • Cannot be equipped or unequipped by normal means; requires either surgical integration or a natural symbiotic adoption.

Tier One Stats: This item does not grant simple stat modifiers. Instead, it augments the host’s defensive capabilities.

  • While in a defensive, curled state, the host is considered to have its armor value doubled against physical attacks.
  • Any creature striking the host with a non-reach melee attack while the Ward is active suffers 1d6 chaotic (magic) damage from the minor energy bleed.

Skills Gained:

  • Proficiency (Retaliatory Defense): The host learns to instinctively anticipate attacks and optimize its defensive posture to ensure attackers make sustained contact, maximizing the Ward’s effectiveness.
  • Innate Knowledge (Energy Flow): The host gains a deep, non-verbal understanding of magical circuits and energy transference, allowing it to sense the flow of power in other constructs or enchantments.

Passive Magics:

  • Ambient Siphon: The silver nodules passively draw trace amounts of magical energy from the environment, ensuring the Ward remains primed and ready for activation without requiring a conscious charging period.
  • Circuit Regeneration: The conductive filament is woven from living, metallic fibers that will slowly repair themselves over the course of several days if severed or damaged.
  • Defensive Harmony: The Ward resonates with the host’s natural defenses. For Kastor, this manifests as a slight increase in the potency and pain-inducing properties of its symbiotic anemone polyps’ stinging toxins.

Activatable Magics: (Note: All activatable magics require the creature to be in its closed-loop, defensive posture, completing the circuit.)

  • Retaliatory Pulse: This is the Ward’s primary function. When the circuit is closed, the system begins to rapidly accumulate power. If an external creature maintains physical contact for more than a few seconds (one combat round), the Ward automatically releases a debilitating pulse of raw magical energy directly into that creature, causing extreme pain, temporary magical disruption, and potential nerve damage.
  • Purging Discharge: If the circuit is held for a full minute, the host can consciously will the Ward to vent its entire stored energy. This results in a violent, 360-degree explosion of pure force, blasting all adjacent objects and creatures away and scouring the host’s shell of any clinging enemies or substances. Using this ability completely drains the Ward, rendering all of its functions inert for 24 hours while it slowly recharges via the Ambient Siphon.
  • Resonance Beacon: As an alternative to building energy for a damaging discharge, the host can choose to modulate the power flow into a powerful, low-frequency sonar-like pulse of magical energy. This pulse is harmless but travels for miles, alerting any magically sensitive creatures in the area to the host’s location and state of distress. This was originally designed to summon other guardians.

Tags: Magical, Weapon, Symbiotic, Defensive, Retaliatory, Tier One, Internal System, Ancient, Bio-Tech, Warding, Legendary, Artifact, Charge-Up, Area of Effect, Debuff, Self-Repairing, No-Hands, Triggered Effect, Construct-Origin

The Ouroboros Ward 447 is not an item that can be found on a dusty shelf in a common magic shop. As a unique, symbiotic artifact of immense power and specific requirements, its sale is a rare and significant event, confined to the most specialized, exclusive, or clandestine markets in the world of Saṃsāra. The nature of the transaction and its cost would vary dramatically depending on the venue.

1. The Legitimate, High-Society Auction House

  • Example Establishment: “Sotheby’s Scholarly Salvage,” located in a lavish, magically-secured spire in one of the great floating metropolises. This establishment deals in authenticated, legendary-tier artifacts, catering to clientele such as national governments, the leaders of powerful merchant guilds, and nobles with unimaginable wealth.
  • Method of Sale: The Ward would be the headline item of a quarterly, invitation-only auction. The event itself would be a grand affair steeped in political intrigue. Prior to the auction, potential buyers would be given access to magically-projected dossiers detailing the Ward’s history and verified capabilities, compiled by the house’s own research teams. The item itself, likely still integrated into a large fragment of the golem or creature it was salvaged from, would be displayed in a massive stasis-field at the center of the auction hall. The bidding would be fierce, public (among the attendees), and a display of raw economic power. The final sale would be codified in a magically-binding contract that details transfer of ownership but explicitly absolves the auction house of any liability related to the dangerous integration process.
  • Cost: The price here is determined by prestige as much as function. The starting bid would be immense, and the final cost would be astronomical. Estimated Cost: 900,000 to 1,600,000 Gold Imperials. The final price would likely also include non-monetary components, such as exclusive trade rights to a specific resource, a political marriage, or the transfer of ownership of a small, resource-rich island.

2. The Black Market Bio-Artificer

  • Example Establishment: An unmarked, mobile workshop known only in certain circles as “The Suture-Shop.” It has no fixed location but sets up temporarily in the deepest, most lawless levels of cavern-cities or in the forgotten industrial underbellies of major ports, moving on before authorities can pinpoint it. It is run by a single, amoral genius—a master of both flesh-shaping and magical engineering.
  • Method of Sale: Acquiring the Ward here is done through whispers, intermediaries, and dangerous back-alley meetings. There is no auction and no catalog. The seller has likely acquired the item through their own ruin-delving or by robbing the team that did. The transaction is direct, secretive, and fraught with peril. The primary advantage of this venue is that the seller not only possesses the artifact but is one of the few beings in the world with the skill and willingness to perform the surgical integration. The “shop” is a one-stop destination for power at any cost. Payment is demanded upfront, and the procedure is performed in a magically-sterilized but otherwise crude operating theater.
  • Cost: The monetary cost is lower than at a legitimate auction, but the true price is often much higher. Estimated Cost: 600,000 Gold Imperials, plus a non-negotiable “service and silence” fee for the integration procedure. This fee might be a direct payment of another 300,000 Imperials, but it is more likely to be a steep, personal price—the buyer may be required to steal another artifact for the seller, act as a bodyguard on a dangerous expedition, or even “donate” a part of their own unique physiology for the seller’s horrific experiments.

3. The Arcane Antiquarian’s Exchange

  • Example Establishment: “The Collector’s Archive,” a dusty, labyrinthine museum and library in a city renowned for its ancient history. This establishment is run by a council of scholars and historians who view such items not as weapons, but as irreplaceable pieces of history.
  • Method of Sale: The Ward is not for sale here, only for trade. It would be held in a secure, climate-controlled vault, lovingly studied and documented. To acquire it, a prospective party must prove to the council that their need is worthy and, more importantly, that they can offer something of equal or greater historical and academic value. The transaction is a meticulous, months-long process of verification, negotiation, and barter between experts. The Collector’s Archive has no interest in gold; they are interested only in acquiring lost knowledge and preserving the past.
  • Cost: There is no monetary price. The cost is an adventure in itself. Estimated Cost: Barter Only. The council might trade the Ward for items such as: the complete, undamaged astrolabe from a First Age sailing vessel; a set of untranslated stone tablets from the mythical genesis-creatures; a functioning steam-piston from one of the original, prototype airships; or a living, breeding pair of a creature thought to be extinct for a thousand years. Acquiring the Ward from the Archive means first acquiring a piece of history that is just as legendary.

The Ouroboros Ward 447 is a unique system whose use in roleplay is entirely dependent on the host creature’s defensive posture. For a creature like Kastor, which is slow and non-aggressive, its use is a study in reactive and environmental tactics.


Environment 1: Narrow, Subterranean Tunnels

In the tight, crumbling corridors of a forgotten ruin, Kastor’s lack of speed is a critical vulnerability against swarming predators.

  • Roleplay for Defense: When ambushed by a pack of agile, ruin-dwelling ghouls from both ends of a five-foot-wide hallway, Kastor has no room to maneuver. Its immediate, instinctual action is defensive. The scene would be described as: “With a sound like a collapsing sack of stones, Kastor’s dozens of legs halt their slow march. It tucks its head and grabs its tail segment in its mouth, transforming from a creature into a perfect, spiky sphere of armor that completely blocks the narrow passage. The ghouls, screeching with hunger, leap upon it, their claws and teeth scraping uselessly against the interlocking plates. The anemone polyps on its back writhe, and the first ghoul to press its face against the shell recoils with a hiss, its cheek smoking from the bio-toxic sting.” The Ward’s primary defense is the host’s nigh-impenetrable armor, augmented by its symbiotic toxins.
  • Roleplay for Offense: The offense is purely retaliatory. The ghouls, undeterred, begin to dogpile the sphere, trying to find a weak point. This sustained physical contact is the trigger. “As two ghouls attempt to bite and pry at the same armor plate, the silver nodules embedded in Kastor’s shell begin to pulse with a low, violet light. A silent, violent discharge of chaotic energy erupts from the Ward. The two ghouls are thrown backward, their bodies convulsing as the raw magic courses through them. They lie twitching, temporarily paralyzed. Seeing this, the rest of the pack becomes a frenzied mob. Feeling the immense pressure from all sides, Kastor’s will focuses inward. It unleashes the Purging Discharge. With a deafening boom of displaced air, a 360-degree shockwave of pure force explodes from the sphere. The blast slams the ghouls in both directions into the corridor walls, sending them flying back the way they came. The Ward falls silent, its light extinguished. Kastor slowly uncurls in the now-quiet, debris-strewn hallway to continue its slow journey.”

Environment 2: A Vast, Open Cavern

Against a large, singular threat in an open space, the Ward becomes a tool of painful deterrence and escape.

  • Roleplay for Defense: Kastor is in the center of a cavern when its Acoustic Lenses detect the powerful wing beats of a Cave Wyvern diving from the darkness above. Too slow to flee, it curls into its defensive ball just as the wyvern’s massive talons clamp around it. “The wyvern’s claws, each the size of a short sword, screech across the armored shell, unable to find purchase or crush the sphere. Roaring in frustration, the beast begins to ascend, carrying the strange, spiky ball back towards its nest high on the cavern ceiling, intending to drop it from a great height.” Kastor’s defense is to make itself an inconvenient and unbreakable object.
  • Roleplay for Offense: The wyvern’s powerful grip is the perfect trigger for the Ward’s main ability. “While being carried aloft, the Ward activates. The Retaliatory Pulse fires not once, but repeatedly, sending agonizing jolts of chaotic magic directly into the wyvern’s talons and up its leg. The beast bellows in pain, its grip faltering as its muscles seize. Enraged and in agony, it prepares to drop its prize. Before it can, Kastor uses another of the Ward’s functions, triggering the Resonance Beacon. A deep, harmless but incredibly powerful ‘BOOM’ of magical sound echoes through the entire cavern system. The powerful sound wave violently disorients the wyvern’s sensitive hearing, causing it to lose its flight equilibrium. In that moment of confusion, its agonized talons open. Kastor plummets hundreds of feet, its heavy armor taking the impact with a deafening crash that shakes the cavern floor. It remains balled up for several minutes before slowly uncurling, victorious in its defeat.”

Environment 3: Urban Ruins (Against Intelligent Foes)

When faced with intelligent opponents who understand the danger of touching the creature, the Ward’s use becomes a battle of wits.

  • Roleplay for Defense: A team of salvagers from a nearby city wants Kastor’s valuable shell. They know not to touch it. They use magically-reinforced nets and long poles to try and immobilize and contain it. “Kastor immediately curls up. The salvagers manage to drape a heavy net over it. They use long, insulated poles to try and roll the heavy sphere towards a transport cage. The defense here is patience and weight. Kastor remains perfectly still, a 900-pound problem, forcing the salvagers to expend immense energy.”
  • Roleplay for Offense: The salvagers, growing frustrated, bring out a steam-powered winch to haul the sphere. They attach a large metal claw to the net and begin to lift. One of the salvagers uses an iron bar to try and jam a joint, hoping to stop it from uncurling later. This is the mistake. “The moment the iron bar is wedged against the shell and held with pressure, the Retaliatory Pulse fires, sending a blast of energy up the pole and violently shocking the salvager. More importantly, the claw from the winch provides a sustained, conductive link. The Ward sends pulse after pulse into the claw, up the cable, and into the winch itself. The steam-powered machine begins to sputter and spark as its delicate magical regulators are fried by the chaotic energy. With a final, violent shudder, the winch explodes. The claw, the net, and the salvagers are thrown back. Kastor, freed from the machinery, waits for the vibrations of the fleeing salvagers to fade before it uncurls and continues on its way.”

Perception of Activation:

User’s Perspective (Kastor)

  • Sight: As an eyeless creature, there is no visual component to activation. The world remains a tapestry of sound and vibration.
  • Sound: The activation is an intimate symphony of internal sounds. It begins with a soft click that it feels more than hears as the contact plate in its mouth meets the receptor on its tail. This is followed by a low, deep hum that vibrates up its spine from nodule to nodule. This hum is not heard by its ears, but felt as a deep, internal resonance. As the Ward charges, a high-frequency whine begins to build, perceptible only to its own hyper-sensitive hearing, signaling the system’s readiness.
  • Smell: A sharp, clean scent, like the air after a lightning strike, emanates from its own back as the nodules ionize the surrounding air and vaporize moisture on its shell. It is the smell of ozone and superheated metal, a scent it associates with ultimate security.
  • Touch: The sensation is immediate and total. The moment the circuit is completed, a powerful tingling sensation floods its entire body, starting from the two contact points and meeting along its spine. It is not painful, but it is an overwhelming feeling of being energized, every nerve alight. The nodules embedded in its back grow noticeably warm, a comforting heat against the cold stone of its usual environment.
  • Taste: The contact plate in its mouth, normally inert, floods its sense of taste with the sharp, metallic tang of raw copper and static electricity, a flavor that means both danger and safety.
  • Extra-Sensory (Acoustic Sense): The activation creates a bubble of “white noise” in its primary sense. The Ward’s internal hum and the crackle of its energy field partially deafen it to the outside world, making it difficult to perceive subtle vibrations beyond the immediate threat that is touching it. It is a willing trade of broad awareness for focused, lethal defense.
  • Extra-Sensory (Magical Sense): This is the most profound sensation. The moment of activation feels like a great, sudden intake of breath. It can feel the ambient magical energy of the ruin—the dust motes of forgotten spells, the lingering echoes of power—being drawn into itself, siphoned into the nodules along its spine. It feels itself becoming a capacitor for the very history of the place it inhabits.

Observer’s Perspective

  • Sight: The activation is a visually stunning and terrifying event. The first sign is the creature curling into a perfect, spiky ball. Then, deep within the joints of its armor, a faint, violet light appears. This light intensifies rapidly, with the silver nodules along its back glowing like malevolent purple eyes. Thin, crackling filaments of lilac-colored energy flicker and dance between the nodules, and the air around the creature shimmers with heat and condensed magical power.
  • Sound: A low, ominous hum emanates from the creature, growing steadily in volume and pitch until it becomes a sharp, electric crackle, like a nest of angry, magical insects. A physical touch results in a loud CRACK-BOOM as the Ward discharges, a sound that echoes loudly in a ruin or cavern.
  • Smell: The air around the creature becomes thick with the smell of ozone and hot metal. After a discharge, the sharp scent of flash-burned air and the acrid smell of cooked flesh or scorched stone is added to the mix.
  • Touch: An observer standing nearby would feel the ambient air grow warm and strangely thick, the static electricity raising the hairs on their arms. To touch the creature is to experience a violent, convulsive jolt of energy that feels like being struck by lightning and dunked in ice water simultaneously, leaving behind intense pain and magically-induced numbness.
  • Taste: The air itself takes on a sharp, metallic taste, as if one had placed a copper coin on their tongue.
  • Extra-Sensory (Magical Sense): To a magic-user, the activation is a dramatic and alarming event. They would perceive a sudden “void” in the local ambient magic as the Ward greedily siphons it. This void is then replaced by the perception of a rapidly concentrating sphere of raw, chaotic, and completely unstable power. It feels like watching someone trying to contain a miniature magical storm inside a teacup.
  • Extra-Sensory (Thermal Sense): The creature becomes a noticeable hot spot, radiating heat like a forge. After a full Purging Discharge, there is a wave of intense, dry heat followed by a sudden, momentary cold as the air rushes back into the vacuum created by the blast.

Positives

  • It turns a passive, impenetrable defense into an actively hostile and lethal one, punishing attackers for their aggression.
  • The Purging Discharge ability provides an extremely powerful, non-negotiable tool for crowd control and breaking free from grapples, nets, or environmental traps.
  • It acts as a powerful psychological deterrent. Predators or rivals who survive an encounter with the Ward are unlikely to ever attempt a direct physical assault again.
  • The constant, low-level siphoning of ambient magic can slowly cleanse an area of lingering, low-grade magical pollution or curses.

Negatives

  • The user is completely immobile and action-locked in its defensive posture for the entire duration of the activation.
  • The discharge is completely indiscriminate. It cannot tell friend from foe and will deliver a full pulse to any creature that maintains physical contact, making any sort of physical aid from an ally impossible.
  • The Purging Discharge completely exhausts the system, leaving the user without its ultimate defense for a long period while it recharges, which could be fatal if the initial blast was not sufficient to end the threat.
  • Over many centuries, the repeated stress of channeling such intense power can cause micro-fractures and magical fatigue in the user’s own body, even one as durable as Kastor’s.
  • The powerful magical signature of an activation can act as a massive beacon, attracting the attention of far more powerful and dangerous magic-sensing entities (such as ancient liches, void-touched beasts, or rival artifact hunters) from a great distance.

Artificer’s Schematic: The Serpent’s Ward

This document outlines the theoretical process for recreating a Terminal Defense System akin to the legendary Ouroboros Wards developed by the Circle of Unmaking. This undertaking is not merely crafting; it is a monumental work of magical engineering, alchemy, and forbidden bio-surgery, requiring immense resources and expertise across multiple disciplines. Attempting this process with substandard materials, tools, or skills will result in catastrophic failure, likely culminating in the uncontrolled detonation of the power source.


Materials Needed

  • Core Casing (x12): Twelve perfectly spherical beads of purified Starmetal Silver, each precisely one inch in diameter. The metal must be sourced from a meteor that has fallen through a realm with high background magic.
  • Power Source (x1): A flawless, fist-sized Chaos Emerald, ethically sourced or wrested from a powerful earth elemental. It must be free of internal fractures that could cause a power surge.
  • Control Matrix (x1): The crystalline heart of a deactivated Shield Guardian or similar sentient construct. The heart must be intact, as its lattice contains the foundational logic for threat assessment and energy channeling.
  • Conductive Filament (10 meters): A spool of spun Void-Spider Silk, harvested from a mature matriarch. The silk must be treated while still fresh to retain its ability to channel both biological and magical energy.
  • Symbiotic Medium (1 pint): Refined Progenitor Ooze, cultured in a nutrient bath of liquified magical creature essences. This medium is the key to the Ward’s ability to integrate with a living host.
  • Quenching Agent (50 gallons): Water drawn from the Well of Silence, a location where magic does not naturally exist, to be used for rapidly cooling and setting the enchantments.

Tools Required

  • An A-Temporal Forge: A specialized forge capable of manipulating the flow of time within its crucible, necessary for annealing the Starmetal Silver without degrading its magical properties.
  • A Magma-Bore Engraver: A high-precision tool utilizing a magnetically-focused jet of elemental plasma for inscribing the incredibly complex warding runes onto the silver spheres.
  • A Bio-Weaver’s Loom: A complex loom that can handle both organic and metallic threads, required to weave the Void-Spider Silk and the extracted pathways from the control matrix into a single, cohesive filament.
  • A High-Capacity Alchemical Centrifuge: For refining the Progenitor Ooze and separating the symbiotic agents from impurities.
  • A Resonance-Dampened Surgical Suite: An operating theater completely shielded from all external magical and sonic vibrations, equipped with tools for flesh-shaping and magical cybernetics.

Skill Requirements

  • Mastery of Magical Engineering (Artificing): Required to understand the schematic, assemble the components, and calibrate the final power flow.
  • Grandmastery of Runic Enchanting: Necessary to perfectly inscribe the 13-part Terminal Defense Rune onto the silver spheres without a single microscopic error.
  • Expertise in Transmutation Alchemy: Needed to successfully refine the Progenitor Ooze into a stable symbiotic medium.
  • Mastery of Bio-Surgery (Flesh-Shaping): The most crucial skill, required for the final, perilous integration of the Ward into a living host.
  • Forbidden Knowledge: The crafter must be able to read and comprehend schematics written in the formal glyphs of the Third Epoch Circle of Unmaking.

Crafting Steps

  1. Matrix Extraction: The process begins with the delicate deconstruction of the Shield Guardian’s heart. The crystalline lattice must be painstakingly disassembled to extract the primary control pathways—thin, silvery filaments within the crystal—while keeping them suspended in a nutrient gas. Failure to do so will cause them to decay into dust within seconds.
  2. Nodule Forging and Inscription: The twelve Starmetal spheres are heated one by one in the A-Temporal Forge. Each is then transferred to the Magma-Bore Engraver, where a unique segment of the Terminal Defense Rune is inscribed onto its surface. This process is exacting; a single flawed line will disrupt the entire circuit. The twelfth sphere, destined to house the power source, receives the master control rune.
  3. Filament Weaving: On the Bio-Weaver’s Loom, the crafter must weave the delicate strands from the control matrix with the enchanted Void-Spider Silk. This creates the primary connecting filament, a self-repairing, semi-sentient cord that can transmit both neurological commands and raw magical power.
  4. Core Seating and Power Channeling: This is the most dangerous phase. The Chaos Emerald is carefully placed within the master-rune sphere. The entire assembly is then placed within a containment field while the other eleven nodules are connected via the filament in their precise sequence. The Grandmaster Enchanter must then begin the slow, week-long process of channeling power from the emerald, awakening each nodule and calibrating the energy flow across the entire circuit.
  5. Symbiotic Imbuement: The refined Progenitor Ooze is heated to a precise temperature until it becomes a shimmering, silvery gel. The entire, fully-charged Ward assembly is then submerged in this gel. The ooze will be absorbed into the filament and nodules, granting the device its ability to form a symbiotic bond with a host. The item is then quenched in the waters from the Well of Silence to lock in the enchantments and stabilize the ooze.
  6. The Final Integration: The completed Ward must be surgically embedded into a suitable living host within 72 hours of the imbuement, or the Progenitor Ooze will become inert. The Master Bio-Surgeon must physically place each nodule along the host’s spine and weave the filament into the nervous system. This process is agonizing for the host and requires immense skill to perform without causing death or permanent disability. Once the final contact plates are seated, the Ward is considered active, though it will take months for the symbiotic bond to fully stabilize.

Tale of the Unmoving Serpent

(A text, translated from a Third Epoch dialect, which is itself believed to be a transcription of a much older, pre-lingual oral tradition.)

And so it is told, in the time before time, there were the Makers of Silence. These Wise Ones did not love the running of the deer, nor the flight of the fast bird. Loud noises were an anger to their ears. The world, they said, should be still. And in their great quiet, they made a place for their final sleep, a house with no doors.

To be a guard for this house, they made a great Serpent of the Mountain. They did not give it the hot blood of life. They gave it a skin of hard rock and bones of cold iron. It was long, like a river, and had many legs to stand, but it was not meant to walk. Its purpose was stillness. Its great duty was to be. The Makers of Silence looked upon the stone worm, and they saw it was still, and they said it was good.

But stillness is not strong against the loud noises of the world. So they gave the Serpent a gift. They gave it the Star-Thorns. From a sad star that had cried, they gathered twelve tears of light. And these they made into silver thorns. And they planted these thorns on the Serpent’s back, in the cracks of its stone skin. A silver string, like a spider’s gift, was used to tie the thorns together.

And the Makers said to their still Serpent, “A great duty is yours. If a loud thing comes, a thing of anger and breaking, you will do this. You will turn your head and eat your own tail. And you will become a circle. A circle cannot be broken. And the Star-Thorns on your back will drink the anger of the loud thing. And when they are full of anger, they will spit it back. The loud thing will be broken by its own noise. This is your purpose.”

So the Unmoving Serpent was placed before the door of final sleep. And the Makers of Silence went inside to be quiet forever.

The sun became hot and the sun became cold many times. The moon was a full plate, then an empty plate, then a full plate again. A forest grew around the house of sleep, and then the forest turned to dust. The Serpent did not move. Its duty was stillness. Sometimes loud things came. A great beast with horns. Men with shining skins and sharp sticks. And the Serpent would eat its own tail, and become a circle, and the Star-Thorns would drink their anger and spit it back. And the loud things would be broken, and go away. And the Serpent would un-eat its tail, and be still again.

After many, many suns died, a new thing came to the quiet place. It was not a loud thing. It was a Patient Hunger. It moved like a slow stone, a rolling rock that was alive. It had no eyes to see the Serpent. It had only a great listening.

The Patient Hunger did not attack the Serpent. The Serpent was not its food. The Patient Hunger ate the house. It ate the sleeping magic in the stone walls. It chewed the quiet rot of the wood. And the Serpent did not move, because the Hunger was not a loud noise. It was a slow eating. A quiet breaking.

And after a very long time, when much of the house of sleep was gone, the Patient Hunger came to the Unmoving Serpent. And it began to eat the Serpent. It ate the dead magic in its iron bones. It ate the stillness of the stone skin. And the Serpent did not become a circle, because this was not an attack. This was an ending.

But the Star-Thorns were not dead stone. They were sleeping light. And after so much quiet, they felt the slow, living crawl of the Patient Hunger. And the feeling was new. The Star-Thorns, they woke up. And they said to themselves, “This stillness is done. A new skin is here. A new circle can be made.”

And so the silver thorns, they jumped. They jumped from the dead skin of stone to the living skin of bone. The silver string found a new back to lie upon. And the Patient Hunger did not notice, for it was only eating.

And one day, the Patient Hunger, which now carried the Star-Thorns, felt a loud noise. A rock fell from the ceiling of the world. And from instinct, a new instinct, it curled. It put its tail in its mouth. It became a perfect circle. And the Star-Thorns, they woke fully. And they drank the anger of the falling rock, and they drank the magic of the air, and they shone with a new, happy light. The Serpent was gone. But the circle was not.

Moral of the Story: A purpose that is given is not always the purpose that is kept.

Suggested conversions to other systems:

Dungeons & Dragons

Ward of the Unbroken Circle Wondrous item, legendary (requires attunement by a creature with a flexible or segmented body, subject to DM approval)

This legendary defensive system consists of twelve ornate silver nodules connected by a filament of shimmering, self-repairing fiber. To attune to this item, you must undergo an excruciating surgical procedure over 1d4+1 days, during which the nodules are permanently embedded along your spine and the filament is fused with your nervous system.

Defensive Coil. As an action, you can curl your body into a defensive posture, provided your anatomy allows for it (for example, by biting your own tail). While in this state, your speed is 0, you cannot take actions or reactions other than to end this effect (a bonus action), you have resistance to bludgeoning, piercing, and slashing damage, and you gain a +5 bonus to your AC.

Retaliatory Pulse. When a creature touches you or hits you with a melee attack while you are in your Defensive Coil, it must make a DC 18 Constitution saving throw. On a failed save, the creature takes 6d6 force damage and is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and is not stunned.

Purging Discharge. While in your Defensive Coil, you can use your action to release a massive wave of energy. Each creature within a 15-foot radius of you must make a DC 18 Strength saving throw. On a failed save, a creature takes 8d8 force damage and is pushed 20 feet away from you. On a successful save, a creature takes half as much damage and is not pushed. Once you use this feature, the Ward becomes inert and grants none of its benefits until the next dawn.


Call of Cthulhu

The Paradoxical Coil This appears to be a bio-mechanical defensive system of non-human origin, possibly Yithian or Elder Thing in design. It consists of a series of silvery, glyph-etched nodules intended to be surgically implanted along the spinal column of a suitably pliable organism. The nodules are connected by a fibrous, semi-living filament that interfaces directly with the host’s nervous system.

System Mechanics:

  • Installation: Properly implanting the Coil requires both a successful Hard Medicine roll and a Hard Electrical Repair roll over the course of a 1D6+2 day procedure. Fumbling either roll results in the death of the subject. The subject must have a non-humanly flexible physiology (e.g., Serpent Person, or a human subjected to extreme surgical alteration).
  • Activation: The host may assume its defensive posture, completing the internal circuit. Doing so under pressure requires a DEX x 3 roll and costs the user 1D4 Sanity points as alien energies flood their system.
  • Defensive Properties: While the Coil is active, the user is immobile but gains 12 points of Armor. The unsettling, non-Euclidean nature of the energy field requires any investigator who witnesses the activation to make a Sanity roll (1/1D6 loss).
  • Retaliatory Jolt: Any entity making physical contact with the active host must immediately make a Hard POW roll. On a failure, they suffer 2D10 physical damage as their nervous system is violently overloaded, and they are stunned (cannot act) for 1D3 rounds.
  • Catastrophic Purge: The host may spend 20 Magic Points and an additional 1D6 Sanity points to unleash the system’s full power. This creates a violent explosion of force in a 20-foot radius, dealing 3D10 damage to everything in the area (including the surrounding environment) and knocking targets off their feet. After using this, the Coil is fused slag and is permanently destroyed.

Blades in the Dark

The Whisper-Eater’s Carapace An ancient, pre-cataclysm artifact salvaged from the tomb of an Unbroken Saint. It’s not a single item, but a symbiotic system of silver nodules and electroplasmic fibers that must be woven into the user’s spine by a knowledgeable (and probably mad) physician. It feeds on ambient stress and the energy of the ghost field to protect its host.

Special Abilities:

  • Perfect Defense: When you would suffer physical harm, you can choose to curl into your defensive posture as a resistance roll. You take only 1 stress, but you are completely immobilized and cannot take any other actions until you spend 1 stress to uncurl. While curled, you gain Armor and have Potency against attempts to physically move or harm you.
  • Retaliatory Echo: While in your defensive posture, you may spend 1 stress when an enemy makes physical contact with you. The enemy immediately suffers level 3 harm (“Convulsing”) as a blast of electroplasmic energy jolts them.
  • Purge the Static: You can push yourself to unleash a purging blast. All nearby enemies are thrown back and suffer level 2 harm (“Battered”). When you do this, mark two ticks on a 4-segment “Overload” clock. When this clock is full, the Carapace becomes inert and non-functional until it is repaired (a long-term project for a Whisper or Artificer).

Knave

Spine of the Coiled Serpent Slots: 1 (Conceptually, as it is permanently implanted) An unnatural symbiotic device of twelve silver nodules that must be surgically fused to the user’s spine.

  • Defensive Coil: If your body can curl into a closed loop (e.g., mouth to tail), you can spend your entire turn to do so. While coiled, you are immune to critical hits and your Armor Defense becomes 18. You cannot move or take any other actions. You can uncurl at the start of your turn.
  • Painful Touch: If a creature touches you or hits you with a melee attack while you are coiled, they must make a Constitution save. On a failure, they take 1d12 damage (ignoring armor) and are stunned for 1d4 rounds, able to do nothing but stumble.
  • Discharge (Once per day): While coiled, you can choose to unleash a blast of force. Everything within 20 feet of you is thrown 30 feet away and must make a Dexterity save or take 1d10 damage from the impact. After you use this ability, the Spine becomes dormant and provides none of its benefits until the next sunrise.

Pathfinder

Serpent-God’s Embrace – Item 18 RARE, MAGICAL, INVESTED, ABJURATION, EVOCATION Usage Worn (surgically embedded); Bulk

This legendary artifact consists of twelve silver nodules connected by a shimmering filament, which must be surgically embedded along the spine of a willing or helpless creature. The excruciating process takes a week of downtime and requires a successful DC 40 Crafting check and a DC 40 Medicine check. On a failed check, the creature becomes permanently wounded. Once invested, the Serpent-God’s Embrace cannot be removed without a similar procedure.

Activate [one-action] manipulate, concentrate; Requirements Your body must be flexible enough to bite your own tail or a similar appendage. You assume the Unbroken Coil stance, creating a closed loop with your body. While in this stance, you are immobilized and cannot use actions with the attack or move traits. You gain a +3 circumstance bonus to your AC and resistance 10 to all physical damage (bludgeoning, piercing, and slashing). You can end this stance by using a single action, which has the manipulate and concentrate traits.

Forced Retaliation [reaction]

  • Trigger A creature touches you or hits you with a melee Strike while you are in the Unbroken Coil stance.
  • Effect The triggering creature is blasted by chaotic magical energy, forcing it to attempt a DC 40 Fortitude save.
    • Critical Success The creature is unaffected.
    • Success The creature takes 4d8 force damage.
    • Failure The creature takes 8d8 force damage and is stunned 1.
    • Critical Failure The creature takes 8d8 force damage and is stunned for 1d4 rounds.

Purging Wave [two-actions]

  • Frequency once per day
  • Requirements You are in the Unbroken Coil stance.
  • Effect You release a violent wave of force in a 15-foot emanation. All creatures in the area must attempt a DC 40 Fortitude save. On a failure, they take 10d10 force damage and are pushed 20 feet away from you. On a success, they take half as much damage and are not pushed. After you use this ability, the Serpent-God’s Embrace becomes inert for 24 hours, providing no benefits.

Numenera & Cypher System

The Galvanic Ouroboros Level: 8 Form: A series of twelve metallic nodules and filaments surgically fused to the user’s spine and nervous system. Effect: This ancient defensive system is a marvel of bio-mechanical engineering. It provides a passive benefit of +2 to Armor. As an action, the user can curl their body into a closed loop, activating the artifact’s primary state. While active, the user’s Speed Pool is effectively 0 (they are immobile), but their Armor bonus from the device increases to +5.

While the Galvanic Ouroboros is active, any creature that touches the user or strikes them with a melee weapon suffers 6 points of ambient damage from a bio-electric jolt that ignores Armor.

As an action while active, the user can cause the artifact to unleash a powerful blast of force. This is a level 8 area attack affecting every creature and object within short range. All affected targets must make a Might defense roll. On a failure, they take 8 points of damage and are moved one step down the damage track. Using this blast forces a depletion roll. Depletion: 1–2 on a d20.


Fate

The Circle of Perfect Retaliation This is a powerful and invasive Extra that costs 3 Refresh. It takes the form of a symbiotic magical device that must be permanently integrated into the character’s body, becoming a core part of their being.

ASPECTS: Symbiotic Retaliation Engine, Perfect, Unbreakable Circle, Drains Ambient Power STUNTS:

  • Defensive Coil: When you are physically attacked, you can spend a Fate Point to instantly activate the Ward and assume your Defensive Coil. When you do, you create the temporary situation aspect Impenetrable Defensive Sphere with two free invocations on it. While in the coil, you cannot move or take any actions that involve moving from your space. You can uncoil as a free action at the start of your turn, which removes the aspect.
  • Retaliatory Pulse: When an opponent is physically touching you while your Impenetrable Defensive Sphere aspect is active, you can use one of its free invocations to immediately make a special Attack against them using your Physique skill. If you succeed with style, you create the temporary aspect Convulsing from Backlash on the target with one free invocation.
  • Purging Discharge: Once per session, while your Impenetrable Defensive Sphere is active, you can spend a Fate Point to attack every other character in your zone (friendly or hostile). You make this attack with a skill of +4. Immediately after the attack, the Impenetrable Defensive Sphere aspect is removed.

Savage Worlds

The Backlash Coil This is a legendary piece of Ancient bio-tech that must be surgically bonded with a creature, a process that is excruciating and dangerous. It is not so much worn as it is become.

Requirements: Unique Physiology (the user must have a body that can curl into a closed loop, GM’s call). Installation requires a successful Healing roll at -4 and several days of work. Failure results in a permanent Injury. Mechanics:

  • Coil Up (Action): The user can spend an Action to enter a defensive coil. While coiled, their Pace is 0 and they may not take other actions that require movement. Their Toughness is increased by +6, and their body counts as Heavy Armor.
  • Reactive Shock: While coiled, any opponent that hits the user with a melee attack, or otherwise makes significant physical contact, immediately suffers 2d8 damage that ignores all armor. Additionally, the attacker must make a Vigor roll or become Stunned.
  • Purge (Action): Once per day, while coiled, the user can unleash a massive discharge of force. This is a Large Burst Template centered on the user. Everything beneath the template must make a Strength roll at -2. Those who fail are thrown 2d6″ directly away from the user and suffer 3d6 damage. A success means the character is not thrown and takes no damage. Using this power automatically makes the user Shaken and renders the Coil inert for 24 hours.

Shadowrun

Ares “Ouroboros” Defensive Bioware This piece of military-grade, cultured bioware is a pinnacle of symbiotic defense technology, rumored to be a prototype developed by Ares using recovered insect-spirit technology. It is not available on any legal market and is only seen integrated into elite corporate bodyguards or paracritters in Ares’s most secure facilities. It requires a host with either a fully cybernetic spine or a unique, hyper-flexible metahuman variant physiology.

  • Type: Cultured Bioware
  • Essence Cost: 3.0
  • Availability: 24R
  • Cost: Market Price (likely several million nuyen and a corporate extraction)
  • Mechanics:
    • Coil Defense (Major Action): You assume a defensive posture, interlocking your limbs or body into a protective sphere. While in this state, you gain a +4 bonus to your Defense Rating and your armor has the Hardened 15 quality. You cannot take any actions that involve movement.
    • Inductive Pulse (Free Action): When you take damage from a melee attack while using Coil Defense, the attacker is immediately subjected to a massive bio-electric shock. The attacker must resist 12P electrical damage with their Body + Willpower. This attack has an AP value of -5.
    • System Purge (Major Action): Once per day, you can overload the system’s capacitors. This creates a massive electrical discharge in a 5-meter radius around you. All valid targets in the area are subject to an electrical attack that deals 14P damage with an AP of -5. After use, the bioware must go through a 24-hour recalibration cycle, during which none of its benefits are available.

Starfinder

Unblinking Coil of the Void-Serpent – Level 20 SLOT Augmentation (Spinal Column); PRICE Priceless; BULK

A legendary hybrid augmentation of unknown origin, the Unblinking Coil fuses bizarre biotechnology with potent abstruse magic. It appears as a series of twelve nodules of an unidentifiable silver alloy connected by filaments of living, glowing energy. Installation requires a specialized medical facility and a host with a physiology capable of extreme flexibility.

  • System: The Coil is a hybrid item that takes the spinal column augmentation slot.
  • Mechanics:
    • Coiled Defense (Standard Action): You can curl your body into a defensive ball. While in this state, you gain a +4 insight bonus to AC, DR 15/—, and are immune to critical hits. However, you are considered helpless and cannot move or take other actions. You can uncurl as a move action.
    • Retributive Shock [Reaction]: When you take damage from a melee attack while in Coiled Defense, the attacker is immediately blasted by a wave of pure force. The attacker takes 10d6 force damage and must succeed at a DC 25 Fortitude save or be stunned for 1 round.
    • Purging Wave (Standard Action): Once per day while in Coiled Defense, you can release a 20-foot-radius burst of violent energy. All creatures in the area take 15d8 force damage. A successful DC 25 Reflex save halves the damage. Immediately after using this ability, the augmentation becomes inert for 24 hours and provides none of its benefits.

Traveller

Ancient Defensive System (Designate: O-447) A piece of pre-Domination technology of incomprehensible sophistication, believed to be a bio-interfaced defensive suite from the era of the Ancients. The device is permanently fused to the host organism’s spine and central nervous system. It is powered by the host’s own bio-energy, but so efficiently as to be negligible. Installation or removal would require a facility with a Tech Level far beyond that of the current Imperium.

  • Tech Level: 18 (Ancient Artifact)
  • Weight: 5 kg (integrated)
  • Power: Internal (Bio-electric)
  • Cost: Priceless (Artifact)
  • Mechanics:
    • Defensive Configuration (Takes one full round): The user can assume a defensive posture, interlocking their body into a closed loop. While in this configuration, the user is immobile. The system projects a powerful personal force field that provides Protection 20 against all forms of damage.
    • Active Countermeasure System: Any successful hit from a melee attack against the Defensive Configuration triggers a neural feedback pulse through the weapon. The attacker must immediately pass a Formidable (12+) Endurance check or suffer 3D6 damage directly to their END characteristic due to severe neural trauma. This damage bypasses all personal armor.
    • Capacitor Purge: The user can choose to overload the system. This is an all-or-nothing action. The device creates a concussive blast affecting everyone within a 5-meter radius. All targets must pass a Difficult (10+) Dexterity check or be knocked prone and suffer 2D6 damage. Using this ability forces an immediate check on the device’s integrity; on a roll of 1 on 1D6, the device is permanently destroyed.

Warhammer

The Coils of the Old Ones This is no mere magical item, but a living relic from the time of the Old Ones, long before the rise of Men or the coming of Chaos. It is a symbiotic creature of twelve silver-gold nodules that lives fused to a host’s spine. Its motives are unknown, its power immense, and its influence perilous. It will only bond with a creature of strange or reptilian physiology.

  • Qualities: Magical, Unbreakable, Corrupting, Symbiotic
  • Mechanics:
    • Bonding: Attaching the Coils requires a successful Extended Test (Daemonic Surgery) with a target of 20 SL. Each failed roll inflicts a Festering Wound on the host. Upon successful installation, the host must make a Hard (-20) Endurance Test or gain 1 point of Corruption and a new Mutation.
    • Unbreakable Coil (Action): The user may spend an Action and 1 Resolve Point to curl into a defensive ball. While in this state, they gain the Immune to Psychology and Unbreakable Creature Traits, and their Armour Points on all locations become 10. They cannot take any Move actions.
    • Warding Retribution: When an opponent in melee successfully strikes the user while they are in the Unbreakable Coil, the opponent is blasted by raw, unmaking energy. The opponent must immediately make a Challenging (+0) Endurance Test. If they fail, they suffer 1d10+5 Wounds, which ignore all Armour and are immediately afflicted with the Stunned Condition.
    • Geomantic Purge (Once per day): While in the Coil, the user may spend 1 Fortune Point to unleash the full, restrained power of the relic. All other creatures within 6 yards suffer a Hit with a Damage of +14. This use of raw, primal magic is a terrible thing to witness and will automatically draw the attention of Daemons, Witch Hunters, and other magically-attuned beings. After using this, the Coils become dormant for a full day.

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2 responses to “Ouroboros Ward 447”

  1. […] Ouroboros Ward 447 This device is less a conventional weapon and more a system of active, retaliatory defense. It consists of a series of engraved silver nodules that have been surgically embedded along the creature’s spine, deep within the joints between its primary armor plates and nestled amongst the stinging anemone polyps. These nodules are connected by a filament of conductive magical fiber that runs the length of the creature’s body, terminating in a contact plate on its tail segment and a receptor in its mouth. The system lies dormant during normal activity. However, when the creature bites its tail to curl into its defensive ball, the circuit is completed. This immediately activates the Ward, which begins to draw in and store ambient magical energy at a rapid rate. Any creature that maintains physical contact with the balled-up form for more than a moment receives a massive, debilitating discharge of raw, chaotic magic, inflicting intense pain and potential magical scarring. It is a system designed to punish predators who are persistent enough to try and crack its passive defenses. […]