Artifacts: Blood Wasp, Unlocked: An assassin's tool. The bearer of the ring can activate the hidden needle dagger by turning the ring clockwise either directly or by rolling their finger against something. The ring has a safety which is deactivated by rotating it counter-clockwise three times and then clockwise twice. If the ring pierces a vein it poisons the blood with a fast-acting venom that causes fully conscious paralysis from the neck down. The victim can still speak and feel pain but cannot move anything but their head. The venom will kill the victim within an hour unless the Blood Wasp is used to sting them a second time, drawing the venom out of the blood and back into the ring. The venom must be retracted from the body of its victim (dead or alive) or the ring's magic is rendered useless and it becomes an ordinary ring. If the ring draws back venom from dead blood it will tighten, becoming impossible to remove. Removing venom from living blood will loosen it. As with all blood magic, its use is addictive. Every use of the ring makes the wearer more possessive and less willing to let it go.
Whalebone Flute, Unlocked: A flute made of whalebone. When played the flute causes any who hear its music to become drowsy and relaxed, eventually lulling them to sleep. The musician must block their ears to avoid also being affected.
Gnashers' Necklace, Locked: A broken and over-turned crate, already looted. Amid the junk left behind is a necklace of sharp, cruel looking teeth. When worn, the necklace allows the wearer to turn into a large salt-water crocodile. Shifting into the form requires thoughts of aggression that the wearer must continue to remain in this form. As a salt-water crocodile, the wearer is awkward on land but quick in the water and with a powerful bite that can crush bones.
Flintlock Pistol: An unusual and rare weapon. The flintlock pistol was accompanied by a pouch of gunpowder, four small, silver-coated lead balls, and a piece of linen wrapped around a broken fragment of mirrored glass.
A Looking Glass Shard: The mirror shard was previously enchanted. It reflects like an ordinary mirror but there are traces of an enchantment. At first study, it seems similar to those used to create arcane revealing mirrors that show the true, unenchanted forms of objects, areas, and creatures reflected by them. However, the enchantment is fortune magic based and seems to only work on and for the individual holding it. It doesn't seem to be functioning at first but if an awakened individual looks into it for an extended period of time the reflected image wavers and distorts until they are forced to blink. In the moment before they blink, they see scales starting to appear on their skin. After they blink their image is normal again.
Crimson Dragon Scale: The back of the scale has the alchemical symbol for water tattooed on it in black ink.
Were-hunters' Guide: An old leatherbound book, poorly made and held together with leather straps. It discusses how to hunt and kill were-cursed individuals. The manual contains information on a variety of were-curses, their various strengths, weaknesses, and habits, and proof over the centuries that killing weres who have transformed is technically legal in all three kingdoms provided it can be proven they were an immediate threat.
Compendium of Curses: A book on curses in Idan with a dog-eared section on were-curses.
Alchemical Seals: A book of alchemical seals and their uses.
Alchemist's Herbal Pouch: A pouch of rare herbs and poultices for healing burns, purifying poisoned wounds or granting dreamless sleep.
Abilities: Astral Projection: Shura can meditate in a quiet place in order to project her awareness and form in front of her, separating her spirit from her body temporarily. She can travel away from her body up to five miles or eight kilometers away and maintain the appearance of a stable form. The stability of the astral projection and her senses may weaken or shatter if her focus is broken or her mind or physical body is injured. If she astral projects further than 1000ft from her body the creatures that reside in other realms will begin to take notice and her body will become a vulnerable and attractive vessel to the wandering spirits of the other realms.
She is able to enter the Astral Realm through this projection, entering into what appears to be an empty black void space. The Astral Realm appears as a quiet, dark place. There is a sound she cannot describe resonating within it, like a soft and soothing melody. The 'sky' is filled with Idan's constellation deities but in the Astral Realm they resemble full outlines of their respective creature forms filled in with stardust markings and details. Depending on the month, one particular constellation will be at horizon level. The constellations themselves move their heads, wings, feet, or other extremities from time to time. The ground beneath her feet shimmers and resembles stardust but everything else is black. There is nothing in this area of the Astral Realm she can interact with unless another individual is Astral Projecting in the same city or general area as her. Shura can alter astral space with her mind and create virtually anything she can imagine a form to. She has to be careful in architecting her space, as the things she creates in the Astral Realm will become solid and realized, and are fully capable of harming her or others if she loses control of them. She was able to create a safe structure to protect herself from others in the Astral Realm on her return trips.
Thymoeides Fervor: Moments of high emotion cause her to emanate cold into the air around her and things that she touches are covered in a very light layer of frost spreading out from the point of contact. Stronger emotions are accompanied by a stronger frost. With practice and careful control of her emotions, she discovers that she can focus the tendrils of cold into her hand, covering her hand with rolling blue plasma, a freezing cold liquid fire. She can throw this flame at enemies, causing points of contact to be coated in a solid layer of burning cold ice, impairing movement and leaving behind frost burns. By focusing on more positive emotions she can tame the flame into a faint blue glow on her palm. Contact with this softer, cooling ice flame can soothe minor injuries and physical pain.
Blood Transfusion: A non-magical skill. Shura understands the process needed to safely drain a person or creature's blood and replace it with another person or creature's blood. This procedure is dangerous and slow but has the potential to extract and remove otherwise incurable parasitic curses.
Animas Alterations: Justice: Shishi's fur acquired a thin coat of magical aura that makes him iridescent in some lights. In times of high threat, he can throw this aura creating a temporary magical shield in front of himself or another creature, person, or object.
Courage: Shishi has grown to twice his original size.See "Six Feet Over".
Six Feet Over: Shishi's eyes developed an outer ring of golden-orange when he resurrected with a jagged double-pronged scar in his shoulder. He is now up to four times the size of a golden retriever with ironhide skin beneath his soft fur. Non-magical claws, fangs, and weapons can no longer pierce his skin without truly incredible force put behind them.
Living Creatures: Hatched Dragonet: The unnamed dragonet has an unusual body form, with a pair of wing arms at the front, hand-like forelimbs, and powerful hind limbs. It can walk on four or six limbs. Its wings are translucent with visible dark markings that look like vines. A soft ridge of flexible 'spines' can raise up or flatten along its back. Its wings are large but delicate looking and silky to the touch. It is a mossy brownish green covered in vine-like markings with translucent wings that appear pink due to the light passing through the veins in them.
Shura Kirigakure
She is able to enter the Astral Realm through this projection, entering into what appears to be an empty black void space. The Astral Realm appears as a quiet, dark place. There is a sound she cannot describe resonating within it, like a soft and soothing melody. The 'sky' is filled with Idan's constellation deities but in the Astral Realm they resemble full outlines of their respective creature forms filled in with stardust markings and details. Depending on the month, one particular constellation will be at horizon level. The constellations themselves move their heads, wings, feet, or other extremities from time to time. The ground beneath her feet shimmers and resembles stardust but everything else is black. There is nothing in this area of the Astral Realm she can interact with unless another individual is Astral Projecting in the same city or general area as her. Shura can alter astral space with her mind and create virtually anything she can imagine a form to. She has to be careful in architecting her space, as the things she creates in the Astral Realm will become solid and realized, and are fully capable of harming her or others if she loses control of them. She was able to create a safe structure to protect herself from others in the Astral Realm on her return trips.
Courage: Shishi has grown to twice his original size.See "Six Feet Over".