I have the time and the energy (as in I've had this info sitting in one of my various spreadsheets) so let's get into the poisons of Thedas. I've also split this apart from a much shorter version so if you want a TLDR, please see this post.
For the purpose of this list I'm including any weapon coatings as they can be multiuse. Additionally, Inquisition has "tonics" which include poisons, potions, and actual tonics; so things described as poison are listed there. As well as anything mentioned in Tevinter Nights short story "Eight Little Talons" that is connected to Viago as he is a poison master, he makes and keeps poisons and various toxins, or other caustic substances. I've also included bombs, grenades, and traps as they use the same poisonous ingredients and sometimes share similar effects.
The definition of a poison that I am using is:
"A substance that causes injury, illness, or death, especially by chemical means. Or a substance that inhibits another substance or a reaction."
Known Coatings and Poisons
Brief note, there are some general mentioned poisons not listed here, such as "contact poison" which is far too general for me to feel like I could add it here. Things like this, and other notations of poisons I will list at the bottom under additional info/trivia.
Acidic coating
Adder's kiss
Aquae Lucidius
Arcane poison
Choke powder/Choking powder
Crow Poison (regular and concentrated)
Crow venom
Deathroot Extract (regular and concentrated)
Deathroot Toxin
Debilitating poison
Deepstalker spit and aqua regia mixture
Demonic poison (regular and concentrated)
Dispel coating
Elemental coating
Exotic dwarven poison
Fell poison
Flame coating
Fleshrot
Freezing coating
Hale's Dust
Havard's Grief
Knockout Powder
Maferath's Embrace
Magebane (regular and concentrated)
Marrow lock
Odorless Crow Poison
Pillow Talk
Qamek
Quiet Death
Saar-Qamek
Shock coating
Soldier's bane (regular and concentrated)
Soulrot coating
Spider venom (regular and concentrated)
Tears if the Dead
Venom (regular and concentrated)
Vitaar
Wyvern venom
Known Bombs, Grenades, and Traps
Acid Flask
Acidic Trap
Acidic Grease Trap
Antivan Fire
Choking Powder Trap (Mild)
Choking Powder Trap
Choking Powder Cloud Trap
Combustion Grenade
Confusion Grenade
Fell Grenade
Fire Bomb
Fire Trap
Freeze Bomb
Freeze Trap
Jar of Bees
Misdirection Cloud Trap
Pitch Grenade
Poisoned Caltrop Trap
Shock Bomb
Shock Trap
Sleeping Gas Trap (Mild)
Sleeping Gas Trap
Sleeping Gas Cloud Trap
Soulrot Trap
Tar Bomb
Ingredients That are Poisonous or Used to Create Bombs, Grenades, and Poisons
Adder Venom
Aqua regia
Black Lichen
Blight
Blood Lotus
Bulbs of the Frostback Mountains
Concentrator Agent
Corpse Heart Ichor
Corruptor Agent
Deathroot
Deep Mushroom varieties
Deepstalker Spit
Demonic Ichor
Distillation Agent
Dragon Venom
Felandaris
Fire Crystal
Firedust
Foxite
Frostrock
Frozen Lightning
Gaatlock
Ghoul's Beard
Glitterdust
Heatherum
Lifestone
Lyrium
Lyrium Dust
Madcap Bulb
Rashvine
Rashvine Nettle
Redmoss
Snake Venom
Spider Venom
Toxin Extract
Vasanthum tree
Varghest Blood
Wyvern Venom
Descriptions of Crafting Ingredients
The only discriptions included are those provided in game or text.
Adder Venom
A snake native to Antiva, known for its quick acting and deadly poison. It has a paralyzing component and works to shut down the heart and lungs of the victim. There is an antidote, created by Viago known as "Up and Adder".
Aqua regia
Not defined, but presumably another highly caustic alcohol made of wyvern venom like aquae lucidius or lyrium like aqua magus.
Black Lichen
Mentioned in the Official Dragon Age Cookbook: Tastes of Thedas, this is a lichen used to make bread and can be toxic if not cooked before consumed.
Blood Lotus
Awakening
Description:
This flower is famous for surviving in almost any climate.
DAI
Codex:
Do not try to get out of this. We were told you were the best. That is why you were contracted. Was it not you who obtained the two hundred white blooming rose bushes for the Empress's winter ball last year? The comtesse has been infinitely patient 'til now, but she doesn't understand why it is so hard to fill the garden pool.
She wants no more excuses. And no, she will not compromise with the dawn lotuses. They're white! The flowers have to match the silk canopies. It is crucial! Dark purple. Dark red. Do not try to frame this as a safety issue. The guests will be perfectly safe. Why, if they experience any hallucinations from the concentration of lotus essence in the air, I'm certain it will only make the evening more thrilling.
I don't care if you have to send someone to some Fereldan peat bog to get it all. Just do it!
—A note from Chamberlain Laurent to Grand Gardener Umbert Vauclain, over the decorations for Comtesse d'Arnee's summer garden party
According to gossip in Val Royeaux, the chamberlain did succeed in convincing Grand Gardener Vauclain to provide four hundred and twenty lotus plants. The party was considered by most to be a roaring success, even though the evening concluded with at least twelve guests asleep on the lawn, three in the pool, and one lady losing several teeth trying to take a bite out of a marble statue of the comtesse's father, which she was convinced was made of cake.
Concentrator Agent
DAO
Description:
Heatherum and Foxite are both common herbs in Ferelden. When distilled to be sufficient purity, they may be used as herbal agents to concentrate the effects of many potions, salves, and poisons.
Corpse Heart Ichor
Used in concentrated demonic poison, this thick, black ichor comes from the heart of corpses that have been possessed by demons. Seperated from demonic ichor as that ingredient can come from other sources aside from a corpse heart.
Corrupter Agent
DAO
Description:
Said to have been made from lifestone that has been corrupted by the darkspawn taint in the Deep Roads, this powdery agent is required to create some of the most powerful poisons and traps known.
Deathroot
DAO
Description:
A harmless enough plant on its own, deathroot's thick leaves contain an extract that the Chasind have used to induce hallucinations for centuries. Sufficiently concentrated, it can be made into a deadly poison.
DA2 / DAI
Codex:
Deathroot has been used in magic and potion making for centuries. It's a fragile-looking plant with a thin stalk and purple flowers, which fruits once a year developing bright red fleshy pods that cause disorientation and dizziness if ingested.
There are two varieties. The more common Arcanist Deathroot was first found by Archon Hadrianus when he discovered it growing on several dead slaves. The other, Lunatic's Deathroot, is most closely associated with the story of the courtesan Melusine, who sought revenge on a powerful magister and his family. She harvested the plant, baked it into small pies for the magister's banquet, and presented them to the magister at a banquet. All the guests were seized by terrifying hallucinations after eating the pies and tore each other to pieces.
—An excerpt from The Botanical Compendium, by Ines Arancia, botanist
Deep Mushroom
DAO
Description:
Fungi found underground in close proximity to lyrium veins. In addition to their restorative properties, they can also be made into poisons.
DA2 / DAI
Codex:
"Deep mushroom" refers to the entire group of fungi that grows underground in caves and many parts of the dwarven Deep Roads. Collection can be a dangerous task, as the Deep Roads are often infested with darkspawn. Because of this, dwarven merchants often recruit "casteless" hirelings for the job, and pay them a meager percentage of what they earn selling the mushrooms to surfacers.
The most common varieties used in the herbalist's trade are the Blightcap, Ghoul's Mushroom, and Brimstone Mushroom, almost all of which tend to carry the darkspawn's corruption. While they cannot transmit the disease, this trait often makes them quite poisonous. Deep mushrooms should only be handled by experienced herbalists and should never be consumed without first being adequately cleaned and prepared. Careless consumption has been known to cause insanity, severe abdominal cramping, and even death.
—An excerpt from The Botanical Compendium, by Ines Arancia, botanist
Demonic Ichor
DAO
Description:
Understandably difficult to find, this ichor can sometimes be found in the hearts of corpses that have been possessed by demons and is naturally both thick and black. In the right hands in can be made into a very potent poison.
Note: Can only be looted from darkspawn, usually alphas and emissaries.
Distillation Agent
DAO
Description:
One of the three rare bulbs found in the Frostback Mountains, when dried and powdered they become an excellent distillation agent required to evoke magical properties in crafting.
Dragon Venom
Mentioned to be an ingredient in gaatlok.
Felandaris
Used to craft poisons.
DA2 / DAI
Codex:
The name felandaris is elven, meaning "demon weed," which is fitting for this rare plant because it grows only in places where the Veil is thin.
Felandaris is easily identified. It's a twisted, wicked-looking shrub with long, thorny shoots, and no leaves: a skeletal hand, reaching out from an unmarked grave. Many swear the plant radiates a palpable aura of malevolence, so it comes as no surprise that it unnerves many a junior herbalist.
—An excerpt from The Botanical Compendium by Ines Arancia, botanist
Fire Crystal
DAO
Description:
These shards of lifestone are infused with magic, either naturally or by one of the Tranquil. They're white-hot and useful in many fire-related potions and traps.
DA: TTRPG
Description:
Fire crystals are lifestones that have been infused with agitated thermal energy, either naturally or by one of the Tranquil.
Frostrock
DAO
Description:
These shards of lifestone are infused with magic, either naturally or by one of the Tranquil. Frostrocks radiate cold and can be used in many cold-related potions and traps.
DA: TTRPG
Description:
Frostrock is lifestone that has absorbed some of the cold of the Frostbacks, either naturally or through the efforts of the Tranquil.
Frozen Lightning
DAO
Description:
Frozen lightning is a common name for a crystal that can naturally store electricity, which has made it a sought-after ingredient in the composition of several items and salves.
DA: TTRPG
Description:
These are crystals that store natural chemical energy, effectively making them electrical batteries.
Glitterdust
A mineral used to craft poisons and bombs
DA2
Codex:
Glitterdust is the powdered form of a rock found along the Wounded Coast. When explorers brought the sparkling rock to the markets of the Free Marches, it became immediately popular among wealthy ladies who crushed it and applied the powder to their faces. The added brightness and lustre to the skin, however, soon paled in comparison to the developing rash and coughing fits.
As it turned out, glitterdust is dangerous if ingested or inhaled. It's also extremely flammable, as several ladies discovered after powdering their hair while standing next to a candle. Unfortunately, this resulted in a dozen deaths by conflagration.
These days, glitterdust is used sparingly, and only by experienced alchemists. The most common form of the substance is Volatile Glitterdust. If gathered from caves where darkspawn dwell, the rock produces a powder known as Tainted Glitterdust.
—An excerpt from The Alchemist's Encyclopedia, by Lord Cerastes of Marnas Pell
Lifestone
DAO
Description:
These rare rocks have existed in close proximity to lyrium ore, and as such, they have absorbed some of its traits. Lifestones enhance the natural properties of other materials used in item creation.
DA: TTRPG
Description:
Lifestones are chunks of rock that have lain in long proximity to lyrium ore and gained unusual properties from the exposure. They are invaluable for enchanting a wide variety of objects.
Lyrium Dust
DAO
Description:
This is lyrium found in a natural powdered state, ready to be incorporated into potions.
DA: TTRPG
Description:
Lyrium found in a naturally powdered state, far easier to employ than lyrium ore.
Madcap Bulb
Awakening
Description:
Fereldan youths sometimes try eating madcap bulbs. They rarely repeat the experience.
Rashvine Nettle
Awakening
Description:
This plant burns the skin, but surprisingly not the tongue. It has no flavor whatsoever.
Spirit Shard
DAO
Description:
Spirit shards are enchanted lifestones that are used in several potions and poisons that affect the mind.
Toxin Extract
DAO
Description:
As one would expect, extracted venom from various creatures often makes potent poisons.
Dropped by Giant Spiders
Note: It is deemed a "venom" in the item id of the game
Descriptions of Poisons and Their Effects
I focused mainly on their descriptors provided in games and novels. I only include the gamified elements and effects for completeness of the entry as well as to elaborate on additional effects.
Acidic Coating
DAO
Description:
A small vial that contains a warm, lime-colored liquid.
Adder's Kiss
DAO, Awakening
Description:
An Antivan noble killed his adulterous wife by coating his lips with this poison and kissing her. He died as well.
DA: TTRPG
Description:
Adder's kiss was the principal agent in the great Antivan tragedy Rosetta & Javier, supposedly a historical account of a nobleman who believes his wife has been having an affair. After a series of apparently innocent misunderstandings, Javier at last kisses his wife with lips coated with this poison, and neither survives.
Arcane Poison
DA2
Description:
Weapons coated in this potent poison weaken the ability to resist magical effects on any enemy they touch.
Ingredients:
Deathroot, Deep Mushroom, Glitterdust
Aquae Lucidius
DA: TTRPG
Description:
Its venom makes the wyvern widely sought by potion-makers, alchemists, and crafters of potent liquor called aquae lucidius. A miniscule quantity of wyvern venom remaining in the aquae after distillation results in a unique hallucinatory effect. Just how effective wyvern venom is at enhancing potions and alchemical recipes is either a closely guarded secret or a continuing mystery; opinions differ.
Making a batch of aquae lucidius requires 1 dose of wyvern venom per 10 servings, plus additional brewing supplies such as water, sugars, herbs, and yeast (costing about 10 silvers for a 10-serving batch). Crafting any sized batch of aquae lucidius requires an advanced TN 15 Cunning (Brewing) test; each roll represents about an hour’s work. Those who drink a serving of the stuff must make a TN 13 Constitution (Drinking) test, the result of which determines the drinker’s general reaction to the brew. Increase the TN by 1 for each additional serving consumed after the first. Any character who fails the test passes out after 1d6 minutes of dizzying, ugly hallucinations that leave him rattled and uneasy (–1 to Cunning and Perception) for 1d6 hours. Characters who succeed react to the drink based on their Dragon Die result, compared to the table below. (No actual magic effects take place but drinkers may be difficult to convince of that.)
Choke Powder / Choking Powder
Both a type of poison and a class of poison. Fleshrot is an examole of a choke powder, other descriptors used for the traps are powdered rock, metal, or spices.
Crow Poison
DAO
Description:
This poison is a favorite of the Antivan Crows, whose efficient administration of death has built a nation's reputation.
DA: TTRPG
Description:
The poison is mainly derived from the venom of a particularly deadly Antivan serpent
Concentrated Crow Poison
DAO
Description:
An enhanced version of the Crow original, this poison turns its victim into a veritable sitting duck for an efficient killer.
DA: TTRPG
Description:
This wicked brew results from a long, complex distillation process. A character suffering its effects immediately moves to the end of the initiative order. Additionally, the victim must make a TN 15 Constitution (Stamina) test or cannot use any stunt costing more than 2sp from the remainder of the encounter.
Crow Venom
DA2
Description:
Weapons coated in this potent poison slow the movements of all whom they touch.
Ingredient:
Deathroot, Deep Mushroom
Deathroot Extract
DAO
Description:
Even a quick sniff of this sludge is enough to cause hallucinations.
DA: TTRPG
Description:
Deathroot is a common and relatively harmless plant. The Chasind Wilders use a distillation made from its root bulbs to induce vivid hallucinations in which they seek mystic knowledge. When concentrated the substance can be used as a weapon.
Those exposed to deathroot extract must make a TN 15 Constitution (Stamina or Drinking) test. Those who fail suffer hallucinations according to the Deathroot Hallucination table.
Concentrated Deathroot Extract
DAO
Description:
Although the deep blue-black color is attractive, clothing dyed with this liquid has proven unpopularly fatal to wear.
Deathroot Toxin
DA2
Description:
Weapons coated in this potent poison deal additional nature damage with each hit.
Ingredients:
Deathroot
Debilitating Poison
DA2
Description:
Weapons coated in this potent poison undermine the combat effectiveness of every enemy they hit, reducing the damage the foes inflict.
Ingredient:
Deep Mushroom
Deepstalker spit and aqua regia mixture
A caustic substance used by Viago to eat away at metal. It is highly potent.
Demonic Poison
DAO
Description:
The appearance and smell of this liquid are entirely unnatural, to say nothing of its effect.
Concentrated Demonic Poison
DAO
Description:
An extremely powerful poison derived from the thick, black ichor found in the hearts of corpses that have been possessed by demons.
Dispel coating
Awakening
Description:
This liquid in this flask reflects no light whatsoever.
Elemental coating
Awakening
Description:
A vial that contains a dark, viscous liquid.
Exotic Dwarven Poison
DAO
Mentioned in Dwarven Regicide Antidote.
Fell poison
DA2
Description:
Weapons coated in this potent poison leech life from every enemy they hit, transferring it to the poisoner instead.
Ingredients:
Deathroot, Deep Mushroom, Felandaris
Flame coating
DAO
Description:
A flask containing a white-hot liquid.
Fleshrot
DAO
Description:
The nasty concoction somehow rots flesh while the victim is still alive, accompanied by the usual stench.
DA: TTRPG
Description:
Nasty stuff, fleshrot causes a victim's skin to immediately begin to slough off, which is horribly painful and grossly noxious. Each round for 2d6 rounds, a victim must make a TN 15 Constitution (Stamina ) test at the beginning of their turn to overcome the pain. If they fail they can only take a minor action that turn. A –2 penalty to social tests where a disgusting appearance would be relevant persists for a number of days equal to the number of rounds the immediate effects persisted.
Freezing coating
DAO
Description:
A small vial with a thick, frosty liquid.
Hale's Dust
DA: TTRPG
Description:
Originally used by the eponymous healer to help subdue and quiet wounded or troubled soldiers who were too much for him to handle, others have since come up with more sinister uses. Its effects last for the duration of the encounter.
Havard's Grief
A poison derived from wyvern venom, an unsubtle but a reliable one that is very popular in the Grand Game.
Knockout Powder
Mentioned in Dragon Age: Inquisition, it is mentioned in the ability "Knockout Powder" that this will put enemies to sleep for a short amount of time. There is another version of this powder that will additionally make it so the enemies are slow to wake up.
Maferath's Embrace
A toxin that increases the blood pressure of the victim, causing the veins and organts to rupture. It is a particularly rare and expensive poison. It was used once in a famous assassination done by the Antivan Crows during the Towers Age; they were hired to eliminate the highest members of the Templar Order in retribution for covering up the slaughter of mages during the Right of Annulment, where the crows spiked the lemon cake. This earned the job the moniker "Just Desserts".
Magebane
DAO
Description:
The Chantry's templars keep whole vats of this substance in Val Royeaux.
DA: TTRPG
Description:
Developed by the Templar Order, this violet liquid is anathema to apostates, draining their arcane energy. Circle mages aren’t exactly fond of it either.
Concentrated Magebane
DAO
Description:
Most experienced spellcasters feel their stomachs drop whenever they see something whose color reminds them of this fierce substance.
DA: TTRPG
Description:
A more potent version of magebane, templars supposedly keep huge vats of the stuff in Val Royeaux.
Marrow lock
DA: TTRPG
This insidious poison runs ice through its victim’s limbs, all but locking them into place. Marrow lock’s victims can only take minor actions without consequence for the remainder of the encounter. To take a major action they must make a TN 15 Constitution (Stamina) test. On a success they suffer 1d6 penetrating damage and can carry out their action. On a failure they suffer 2d6 penetrating damage and can do nothing but howl in agony.
Odorless Crow Poison
This poison is a gas, heavier than air that will steal the breath of those sleeping but it leaves those seated or standing unharmed.
Pillow Talk
A creation of Viago's, it is a rose-coloured ointment with a greenish tint in the candlelight. This ointment is comprised of varghest blood and something from a gurgut. Viago implies it might not be effective on vashoth (qunari). It is administered anywhere on the skin.
The poison is an influencer substance that makes a person believe they can say or do anything, that the individual is safe.
Poison
DAO: Awakening
Description:
A deadly toxin smuggled from Antiva. Ingestion is inadvisable.
Qamek
It is not exactly known what makes qamek, though it glows similar to lyrium. This poison is used by the Tamassrans to help reeducate, neutralize captured mages, or on those who refuse to convert to the Qun to mindless laborers. Its effects will allow the mind to be easily shaped in small doses, in larger doses it renders victims mindless and causes irreversible damage.
Quiet Death
DAO
Description:
A foul mixture of poisons that are each deadly even on their own. Quiet Death is so potent it unnerves even the most experienced assassins.
DA: TTRPG
Description:
A foul mixture of poisons infamous even in assassins’ circles, quiet death kills instantaneously—or doesn’t, if (say the legends) its intended victim is destined for greater things. Victims must make a TN 19 Constitution (Stamina) test, but also add their level to their roll. Those who succeed shrug off the effects. Those who fail fall immediately to 0 Health and soon expire according to the normal rules for dying. Attempts to stabilize victims of quiet death suffer a –3 penalty.
Saar-Qamek
A lethal poison that can be a gas or a substance converted into one. It is lethal to all races except the vashoth (the horned race / qunari). It drives its victims mad before they die; it can set the enemies of the Qunari into a blind rage and cause them to turn against themselves.
Shock coating
DAO
Description:
A small vial with a strangely glowing substance.
Soldier's Bane
DAO
Description:
Whenever nations find themselves at war, envoys of the opposing generals inevitably discuss a ban on this effective toxin, but the talks never result in a lasting pact.
Concentrated Soldier's Bane
DAO
Description:
This effective anti-infantry poison is too thick to pour from the flask. Smashing the glass is the only way to get it out.
Soulrot Coating
DAO
Description:
A small vial that contains a dark viscous liquid.
Spider Venom
DA: TTRPG
Description:
Extracted from the massive arachnids the dwarves call deep crawlers, this poison can take the edge off a warrior's skill. Its effects last for the duration of the encounter.
Concentrated Spider Venom
DA: TTRPG
Description:
A concentrated distillate of an already-deadly natural poison. Its effects last for a day.
Tears of the Dead
DAI
Effects:
The next 3 hits inflict poison on the target, causing 44 damage per second for 15 seconds. The poison remains on the weapon for 10 seconds before expiring.
Noted in the item id as "Crow Poison"
Venom
DAO
Description:
A potent poison extracted from deadly plants and the venom of several reptiles.
Concentrated Venom
DAO
Description:
A complicated distillation process has made this poison much thicker than any of its individual ingredients.
Vitaar
Known as "poison armor" in Qunlat, it is a mixture that is magical in nature and hardens the skin of vashoth to an iron-like quality without hindering flexibility. The mixture contains poison and an unknown neutralizer (thought to be their own blood). But it is only for use on their physiology, all other races would perish instantly.
The process of making vitaar activates the protective effecst in the poison in a similar manner to lyrium ruins.
It is notable that currently all vitaar names stem from either a poisonous plant or animal, or in a few cases like the dragon hunter and cretahl vitaar, dangerous predators.
Notable descriptions:
DAI
Description:
This strange Qunari face paint is created from deadly poison—fatal when applied to anyone other than a Qunari, whose unique physiology somehow not only neutralizes its effect but also allows the paint's magic to harden the flesh and provide other protections.
Arishok's Vitaar
According to stories out of Kirkwall, the military leader of the Qunari spent a number of years marooned in the Free Marches city of Kirkwall – without once receiving supplies from his people or calling for help. Why he did so, and how the Qunari got along without an arishok, is unknown. The Qunari in Kirkwall did, however, have to trade considerable supplies from their sunken ship… including the Arishok's personal face paint, created from a rare and venomous snake in Par Vollen known to kill a person in seconds.
Wyvern venom
Both a poison in itself and an ingredient to many. It is potent and has given rise to a family of poisons developed in Antiva. It can be recognized by the crimson speckling of the skin on its victims.
DA: TTRPG
Description:
Wyvern venom slows prey and kills gradually. Once afflicted, a target is in mortal danger. After a few moments, however, venom exposed to air becomes far less dangerous. Thus it is essential to harvest wyvern venom quickly and carefully if it is to be stored for future use by, say, poisoners. A TN 17 Cunning (Poison lore) test, requiring the remains of a freshly slain wyvern, harvests 1d6 doses of viable venom, leaving none behind for a second attempt. When using the Poison-Making Mishap rule, wyvern venom adds only a +1 to the mishap result with a maximum result of 6—it never slays
outright.
A character poisoned with wyvern’s venom must make a TN 15 Constitution (Stamina) test or be subject to its effects. A poisoned character drops to 0 Health after a number of hours equal to 1d6 + Constitution (minimum one hour), dying unless they receive a dose of antidote before their time runs out. During this time, victims are subject to fever, visions, and a -4 penalty to Dexterity.
The antidote to wyvern venom is a potion (crafted with a TN 15 Cunning (Poison lore) test) made from a mixture of three particular herbs: Andraste’s mantle, drakevein, and winterberry. Andraste’s mantle, drakevein, and winterberry are not particularly rare, in general, but may be out of season or found mostly in distant lands if you want to increase the difficulty of such a quest.
Descriptions of Bombs, Grenades, and Traps
Acid Flask
DAO
Description:
A flask of corrosive acid.
DA: TTRPG
Description:
Corrosive fog that burns skin and corrodes everything else emerges from these flasks. Armor worn by those in an acid flask’s attack radius permanently loses 1 point of Armor Rating (before the acid damage is applied) until it is repaired. Increasingly severe damage to armor can accumulate from the effects of multiple acid flasks.
Acidic Trap
DAO
Description:
The surface of this device has been terribly etched by small leaks of its corrosive contents.
Acidic Grease Trap
DAO
Description:
The acid burns nicely through leather, cloth, and skin. The grease clings to anything. It's a perfect combination for a sadist.
Antivan Fire
DAI
Effects:
Spreads sticky fire at the target location, causing 46 burning damage every second to enemies inside the fire. The fire remains for 30 seconds.
Choking Powder Trap
DAO
Mild Choking Powder Trap
Description:
The packet of dust contained within is surprisingly heavy, as if it were powdered rock or metal.
Choking Powder Trap
Description:
A debilitating kitchen accident with expensive imported spices led to the development of this trap.
Choking Powder Cloud Trap
Description:
The inventor who devised this trap can no longer speak, so powerfully did his throat object to the mishaps along the way.
Combustion Grenade
DA2
Description:
When thrown, this grenade explodes with flame, dealing fire damage to all it hits.
Ingredients:
Deep Mushrooms
Confusion Grenade
DAI
Effects:
Enemies within the area of effect will attack other enemies for 20 seconds.
Dispel Grenade
Awakening
Description:
This flask is meant to shatter when thrown, and not before.
Elemental Grenade
Awakening
Description:
A flask of corrosive acid.
Fell Grenade
DA2
Description:
When thrown, this grenade explodes with flame, dealing fire damage to all it hits.
Ingredients:
Deathroot, Felandaris, Glitterdust
Fire Bomb
DAO
Description:
A glass flask filled with a flammable liquid.
DA: TTRPG
Description:
Often made using dwarven firedust or gaatlock (Qunari black powder), this combustible liquid sets flammables in its attack radius ablaze, which is generally a minor (1d6) or moderate (2d6) hazard, but varies depending on the exact circumstances.
Fire Trap
DAO
Description:
In its current state, this trap is cool to the touch, but the substances contained inside are certain to react violently when mixed.
Freeze Bomb
DAO
Description:
A glass flask filled with an ice-cold liquid.
DA: TTRPG
Description:
An ice-cold liquid distilled by using powdered frostrock, these grenades blast cold through the limbs of their victims, slowing their movements until the end of the encounter.
Freeze Trap
DAO
Description:
When packed next to each other, this trap can keep a cut of meat fresh for days longer than otherwise. But its primary use is still as a deadly weapon.
Jar of Bees
DAI
Effects:
Summons a swarm of bees at the target location for 30 seconds. The swarm attacks the first enemy that comes near it, for 163 damage per second for 15 seconds.
A target affected by the swarm has a 10% chance every second to become panicked.
Knockout Bomb
DAI
Description:
You hurl a grenade containing a powerful concoction that put nearby enemies to sleep. Sleeping enemies awaken after taking damage.
Misdirection Cloud Trap
Awakening
Description:
Forming a coherent thought about this trap is nigh impossible.
Pitch Grenade
DAI
Effects:
Coats the target location with pitch, which remains for 60 seconds, slowing any enemies that enter it.
Poisoned Caltrop Trap
DAO
Description:
Poison on the surface of the skin is one thing. Poison deep within the veins, courtesy myriad deep punctures, is quite another.
Shock Bomb
DAO
Description:
A glass flask filled with a strangely glowing substance.
DA: TTRPG
Description:
A brilliant fluid that scintillates with raw energy, these flasks contain powdered frozen lightning and explode with a burst of light and the stink of ozone. They cause penetrating damage to anyone clad in any kind of metal armor.
Shock Trap
DAO
Description:
Even packed safely, this trap causes hair to stand on end.
Sleeping Gas Traps
DAO
Mild Trap
Description:
Even the tiny amount of gas leaking out of this trap causes a tingling sensation.
Standard Trap
Description:
The original formulation of this trap induced snoring too often. The new design makes it a more a dignified weapon.
Cloud Trap
Description:
This trap is swaddled thickly in cloth, lest the owner bump it too hard during transportation and lose half the day to an unwanted nap.
Soulrot Bomb
DAO
Description:
A flask filled with a murky green potion.
Soulrot Trap
DAO
Description:
To know this trap is to know despair.
Tar Bomb
DA2
Description:
This bomb explodes in a thick tar that immobilizes nearby enemies for a short time.
Ingredients:
Deathroot, Deep Mushrooms
Antidotes and Antivenoms
Up and Adder
An antidote created by Viago.
Wyvern Venom Antidote
One well known antidote is comprised of three herbs: Andraste’s mantle, drakevein (a deep mushroom variety), and winterberry. It is not the most accessible cure as you can find yourself in need while either out of season or not in the range of the ingredients.
Wyvern Antivenom
One way to treat wyvern poisoning is to craft an antivenom using fresh venom from a wyvern and various herb. It will create a bone white paste that will help save the victom.
Tables and Text Provided by the TTRPG
Aquae Licidius Effects
1 - "I can see through time!”
2 - “You’re all just made up of firelight and shadows, you know, flavored like blue and yellow. If I douse you, you might go out. Wouldn’t want that.”
3 - “I had a brief vision of my great-grandmother, though she was eating turnips with a modest dragon and Andraste was there putting salt on everything.”
4 - “It was as though my soul took wing and floated about my head.”
5 - “I feel strange but also good!”
6 - “That stuff works well enough. ‘Nother round, anyone?”
Possible Deathroot Hallucinations
Roll 1 - "Even the birds are Mocking Me!"
The character spends the next turn raving at and attacking
something innocuous like a tree, barrel, wagon, shrub, or bird.
Roll 2 - "Get it Off! Get it Off! Get it Off!"
The character is convinced they are covered by bugs, leeches, snakes, or the like. They spend the next turn swatting at non-existent creepy-crawlies.
Roll 3 - "You did this to Me!"
The character believes one of their comrades has backstabbed them or is otherwise plotting their demise. On the next turn the character can only take the defend action and yell in outrage at their “betrayer.”
Roll 4 - "The Sky, the hideous Sky!"
The character believes that some malign creature from the sky is about to carry them off (or, for dwarves, that they are going to fall into the sky). The character spends their next turn dropping their weapons and grabbing something solid.
Roll 5 - "The shadows are alive!"
The character is overcome with fear of the surrounding shadows, including their own. They spend the next turn running at top speed away from the closest concentration of shadows.
Roll 6 - "Foul darkspawn!"
The character is suddenly convinced that a random nearby ally
(determined by the GM) is a darkspawn or other natural enemy. The character spends the next turn attacking that “enemy,” with a +1 bonus on attack rolls for their fervency.
Poison Texts
Heart of Fire
This substantial tome was written by an anonymous priest of the Imperial Chantry. In it, he discusses the most and least proper methods for raining the wrath of the Maker on His enemies. It contains recipes for shock bombs, magebane, and
concentrated magebane.
On Combustibles and Corrosives
This book by a dwarven miner named Grundrak discusses the use of combustibles and corrosives for best effect. It contains
the formulae for both acid flasks and fire bombs. Grundrak wrote it in the Trade Tongue, certain that humans needed its
advice most of all.
Riaan's Hammer
A noted work by the templar Riaan, this book mostly concerns subjects other than poison making, most notably the effective
torture of maleficarum to save their souls. Even so, the chapter on magebane contains its recipe. The Chantry supposedly has copies that also contain the formula for concentrated magebane, but none are known to exist outside its cathedrals and it would be heresy to possess one.
Thoughts on Fragrance
Supposedly written by the Antivan poetess Evelina, this book is a masterwork of cunning prose. Those who know the correct
Crow ciphers are aware that, along with its fancy turns of phrase, it contains recipes for crow poison, concentrated crow
poison, and adder’s kiss.
Unusual Diseases
This large physician’s reference tome was written by the Tevinter physician-mage Telregard. Not only an invaluable study of the many strange ailments that afflict Thedans, it also contains detailed notes on substances that can cause the semblance of such diseases. These notes include the recipes for fleshrot and marrow lock. The book also gives a +2 bonus to Cunning (healing) tests for those treating the more outré diseases of the world.
The Web of Decieving
This folio by the Shaper and naturalist Orgaard contains extensive notes—in the Dwarven tongue—on deep crawlers,
which he studied extensively. It contains the recipes for both regular and concentrated spider venom.
Additional Notes/Trivia:
While aquae licidius is a liquor it is mentioned and shared in the poison section and so it is included here. As alcohol is technically poison, but if you want a complete list of alcoholic beverages please reference the drink post I have.
According to the Dragon Age Tabletop, some creatures may be immune to the effects of certain poisons, or of all poisons. The guide says the ruling should be based on logic over biology. Using the example of the incorporeal nature of shades and ash wraiths would logically render them immune to the effects of toxins. Where in contrast nothing in the nature of blight-tainted beings would suggest they're immune to the effects of poisons.
According to the Dragon Age Tabletop, most noble houses of Orzammar employ one or several poisoners at all times. As well as herbalists who develop complex antidotes to counteract the poisons.
Poison Text mentioned in Dragon Age Tabletop Core Rulebook; "Heart of Fire", "On Combustibles and Corrosives", "Riaan's Hammer", "Thoughts on Fragrance", "Unusual Diseases", "The Web Decieving".
"Poisoned weapons" in Dragon Age: Inquisition uses a "deadly toxin".
"Toxic Cloud" is an ability in Dragon Age: Inquisition that states you "unleash a cloud of toxic dust" that damages all enemies
"Explosive Toxin" is an ability in Dragon Age: Inquisition that states your "poisons curdle the blood of your targets."
She has struggled to sleep most nights for the last ten years. No one could have known the effect Solas' nightly visits had on her until they were gone, and suddenly her nightmares had no buffer, nothing to stop them from haunting her. As the stress of Corypheus had fallen away, Dhavi had found it easier to sleep again, but in his place now are Elgar'nan, Ghilan'nain, and Fen'harel himself.
And with them, her nightmares have returned. Futures of haunting garnet, a corrupted spirit with countless eyes, an endless march through hip-deep snow. This is all that awaits her when she closes her eyes.
So staying awake is sometimes simply... easier. Which is how Lucanis finds Dhavi'fen in the Lighthouse kitchen, hours before the sun would rise in the waking world, stirring a gently-boiling pot of milky, spiced tea. She gives him a wan smile that doesn't quite reach her tired eyes.
"I don't suppose you're here for a soothing cup of chamomile," she teases knowingly.
It has been three days since he last slept, but he looks no worse for wear than usual. Spite has been impatient, gnawing at the backs of his eyes. He has his claws hooked in deep, snarling in Lucanis' ear about their deal. Patience is a moot point, and one Lucanis has ceased to argue. The spirit is not unlike a child in his impulsivity and tolerance for restraint.
Whether it is the sleep deprivation or Spite's growing influence, Lucanis has begun to see and hear more things that he questions their authenticity. Even now, as he strides into the dining hall, he stalls upon the image of a halla at the stove, skeletal and gaunt with marks around her neck where a set of jaws should be.
Spite hisses and arcs to look, clearly pulling at errant strings of the Fade.
PUT! IT! OUT! OUT OF ITS — MISERY. LUCANIS.
Empathy is unseated by malice, and his palm itches for a blade. Spite fights the urge to claw their shared body's arm to ribbons in his haste. In Lucanis' vision, the halla turns, bleating pitifully, and as Lucanis watches, his eyes dull and become unfocused, lined in a harsh violet.
TAKE IT! YES! OUR BLADE! STRIKE! PITIFUL — CREATURE. BUT WE! WE CAN HELP IT.
"No," he resists, wholly unaware of Dhavi'fen's mundane olive branch of conversation.
YOU — PROMISED. SHE. WANTS TO BE FREE. FROM IT.
She. A moment before Spite called the creature 'it.' Lucanis palms at his face, rubbing at his eyes, trying to see not what Spite wants but what is actually there.
He can't, and so, in a perversion of shadows and the sound of beating wings, he is upon her, a knife to her throat.
The clock was not ticking, reality was slipping from him again didn't it. Maybe it was the heaps of alcohol, maybe the cheap coke the night before that had him feel all cotton brained, or the sleeping pills he took just so that he could sleep. This wasn't real... any minute now he'd wake up and this would have been a dream...or worse. He had it before, where he was almost sleep walking but reality and trip over lapped, thiss must be what was happening. He is not asleep...but he is not awake.
Where had his watch gone? He never took that fucking thing off and even fought off the last person that tried to steal it, he wore that thing since he was 16 years old. "Why am I hallucinating you...of all people" A time back he had rushed to New Orleans to find him, had become obsessed with Louis' Maker, adamant that if Louis refused to give him the Dark Gift, well Lestat was handing it around like Oprah.
"Define a lot." Arguing now with his own hallucination, what ever next, but what else was there to do than to engage until it all faded again and reality like fresh air hit him. "As I said, fast so I don't have to worry about paying my tab" he replied and took a sip of his cheap drink, it burned the back of his throat in that pleasant way that made him escape from the other pain.
"Why would I hope you're here to kill me?" Because he longed for it,some boys long for the grave and Daniel has had a death wish for a while.
Many years ago, the magic shield between the home of the fairies and the land of the humans was newly removed.
At the time, Dotty was almost twenty and she’d never left her town—why would she, when her fairy land had chocolate rivers rushing through the sugar-grass meadows, cinnamon sprinkles raining from marshmallow clouds, and toffees growing on shrubs? Well, she’d replied to her family, because ever since the humans had gained access to the candyfloss line which all of the fairies used for long-distance communications, she’d made friends on the other side, and she wished to travel and meet them all.
On the first day of her Adventure, she flew all the way to the human part of the forest, and when she landed, she realised she was peckish. Unthinking, she took a small bite from a mushroom, but unlike the mushrooms she knew at home, it didn’t taste like marzipan at all! Startled, she left the rest of the toadstool behind and continued on her journey.
But Dotty soon began to wonder why her new friends had never told her how different the world really was on this side of the shield: how the tree trunks were rippling like water, how the autumn colours melted into a sticky mess ten times worse than the fairy land’s own sweet fruits in a heatwave, how fiercely yellow and flaming red the forest smelled—enough so that green skin started flaking off Dotty’s hands, was swept up by the breeze to form little coconut rock cakes, and dropped like pebbles to the forest floor to mark her path.
Her new human friends were waiting for her just beyond the forest, and while they had prepared themselves for interesting cultural eccentricities, Dotty’s behaviour was really quite different from what they’d expected after her neat, colourful candyfloss texts.
“Have you been eating mushrooms on the way here?” one of them joked, but when they saw Dotty’s shocked expression, they finally realised what had happened.
For the rest of her stay in the human world, Dotty asked about every little bite she took at least thrice, and legends about the food have marked the relationship between humans and fairies ever since.
—
[Image description: Photo of a large cluster of orange mushrooms on a mossy mound. Two smaller mushroom clusters are present on the same mound: one closer to the photographer, and one behind the first, near the remains of a tree trunk. In the background there are many tree trunks and a brown forest floor.]
「𝔟𝔞𝔫𝔤 𝔟𝔞𝔫𝔤!」- He had seen the name when it appeared in his phone registry nearly three months ago.
He had chosen to ignore it. Avoid it. Bury himself in more shifts at the farm, pick up extra hours as much as he could.
As if not acknowledging that Nicholas was here would make easier. As if not acknowledging what he saw in his phone's contact list would make it turn into a dream.
He wanted Wolfwood there but at the same time he didn't think he was ready for it. Besides... what if this one... wasn't his?
He heard the click of a lighter, saw it all out of the corner of his eye - the false priest dressed all in black leaned against a wall, so much softer than usual, "C'mon ya big baby. You're gonna have ta meet me some time. Or I'm gonna come looking for you. You know that."
Vash shoved his hands into his pockets, dressed in in work clothes, hair mussed and down, fluffing out around his head. He tilted his head away from the apparition slightly, the light catching against his earring. He was waiting for the gondola system.
Finally it came and Vash entered a car, plopping down and stretching out. Legs splayed out and he leaned his head back. There was only one other person in the car so it was fine for now.
"Maaaan, I'm beat," he groaned to no one in particular.
having a bug phobia is sooo embarrassing sometimes like wow we saw something moving the size of a grain of sand and what. is my brain going to do about it? hallucinate? are we gonna have crawlies under our scalp for an hour and a half? gonna make me think the floor is moving? evacuate the building? grow uppp. squash it and move on dude!!! we have shit to do!!
YOU CHOSE: REACH OUT FOR CHASE- “Why did you make me do that?”
Your decisions leave Pink at the forefront of the mind. Chase tugs at the strings left behind, but your past obedience leaves him wondering if being dormant is safer. You’ve left your character confused, and searching for a guide.
cws: non human whumper, captive whumpee, brainwashing, dehumanization, whumpee forced to drink soap water, whumpee forced to drink whumpers blood, emesis, descriptions of emesis, descriptions of blood, descriptions of self made wound (just a small cut on the finger), implications of whumper bathing whumpee (platonic), delirium, hallucinations, sickness, descriptions of dismembered human body parts
Link to part six.
. . .
Chase is quiet for a few more moments, mindlessly scrubbing a plate with a soapy rag. He finds the strength to speak his mind.
“Why did you make me do that?”
Pseudo doesn’t stop washing his dish. Nothing about his countenance changes. “Make you do what?”
“W.. what you did in the cellar yesterday.”
“You chose to come downstairs with me, Pink. I didn’t make you do anything.”
Chase stops washing his dish, heart turning inside his chest. He feels like he should keep his mouth shut, like he should accept the truth, that Pseudo is always right, but something else tells him to speak up. He deserves to speak up.
“You could’ve just told me to go inside, I- I wasn’t in my right mind…! You hypnotized me!”
The monster rinses the soap from the plate, and sets it on the dish rack to dry.
“Watch your tone, pet,” he warns, grabbing a glass to wash next.
“But-“ Chase turns to look at Pseudo, bewilderment and hurt spreading from his brows to his breaking heart. How can he really be in this situation? How is this his life??
Inside his head, he feels a shift. Pink takes a step back, and in turn, Chase takes a step forward. The man cannot balance between the two for long, so he must shift to the weight of whoever is stronger in that moment. For the time being, Chase is allowed to take control.
“NO!” he yells. His entire body faces his monster now, and Pseudo gives him the courtesy of eye contact. “You had me hypnotized! I wasn’t in my right mind to make a decision- you never let me make a decision, and the first time I’m allowed to in months is when I was in a state so mentally fucked that I couldn’t even put two and two together that I was helping you lead an innocent man to the cellar! And instead of telling me to go inside and wait for you, you let me walk down those stairs and sit through three! Fucking! Hours! Of torture! You made me stay because I can’t fucking think on my own when I’m in that state, you- why can’t you just answer me!! Why did you make me do that!!?”
At his last two words, Chase slams the plate and soapy rag against the ground. Glass flies across the kitchen floor, and water splatters and puddles at their feet. Pseudo stares at the mess, and slowly rakes his eyes up the body of his captive puppet. When their eyes meet, Chase knows he’s gone too far. There’s no going back now.
“Pick it up.” says Pseudo.
Chase is motionless. Every inch of his body screams to obey, but he must stand his ground. He’s waited too long to be heard like this.
“Pick. It. Up.”
While he cannot muster the courage to say it, an unspoken “no” lays between the two bodies. Chase’s breath is at a stand- still, and his disobedience comes with his frozen body.
Pseudo turns his attention to the sink again, filling the glass about half way up while the remaining space is taken up by soap bubbles from the rag. Once full, he sets the glass on the counter.
“Statue, Pink.”
And against his will, Chase is left without the ability to move.
“I’m not sure where this little outburst came from,” the monster crouches to roll up the legs of Chase's pants, just above his knees. “But I wont tolerate it.”
He stands back up, placing both hands on Chase’s shoulders. With a hearty shove, the puppet’s bare knees come colliding with shards of glass. He hollers as the pain of it shoots up to his hips, and his blood doesn’t hesitate to taste the sweet freedom of air outside the skin. He wants nothing more than to fall to his side and rip the glass out, but he must stay still.
Pseudo presents the glass of soap water Chase’s mouth. “Drink.”
Chase clamps his jaw down, eyes wandering up to meet his monster’s. He shakes his head. How stupid.
“Aww,” Pseudo coos. “You’re really testing me today, aren’t you?”
The monster shifts his hand so his pointer finger is above the liquid. Then, he reaches to the set of knives placed nearby and cuts a small knick in his finger. Thick black poison drips into the glass, eating the soap bubbles like candy as it passes through. The water turns to look like a cloudy sky, ready to tear apart whatever it comes into contact with.
Chase’s jaw tightens up further. Pseudo's blood is a thick and awful poison, not meant for human consumption. Even a few drops can make him sick for days on end. The monster lets five globs hit the drink before bringing the wound to his mouth, licking the blood clean. What remains drips down the side of the cup.
“If I have to say it again-“ Pseudo starts to chuckle, amused and annoyed at the puppet’s resilience. “I’ll make you drink your vomit, too.”
“I—,” Chase whines, shame heating up his face. “I’m sorry, I-“
“Stop it.”
Pseudo pushes the glass to Chase’s lips, tilting up his chin with his other hand. In turn, he tilts his own head downward, reinforcing a stronger path of eye contact. He waits, giving the toy a chance to redeem his disobedience.
Chase turns his attention to the cloudy mess inside the glass. There's no point in fighting. There never was.
The water is warm when it enters his mouth.
A sour sting takes up every space it can. His face scrunches up in disgust, and a pathetic little noise escapes his throat before being drowned by the dirty water. Once the soap has passed and the blood reaches his tongue, he recoils, but Pseudo is quick to catch him. The hand on the puppet’s chin darts to grip his hair instead, forcing him to keep contact with the glass. It stings his tongue and makes his teeth rattle and chatter, while everything inside him screams to spit it out.
Gulp after shivering gulp, the contents of the glass are emptied. Pseudo sets it in the sink and covers the toy’s mouth with his hand. Trembling, Chase forces himself to swallow the ick, and his monster sets him free.
With no water to wash it down, it’s a heavy thing burrowing down his throat, like a slug squirming its way through his esophagus. Chase gags, slamming his head into Pseudo’s thigh and curling his fingers into his pant leg.
“I’m sorry,” he pleads, tears burning his eyes. He can feel the blood almost eating him inside. Fire ants. “I’m stupid and clueless and you know what’s best, you didn’t m- mm- make me do anything, anything, I’m sorry, I’m really sorry..!”
Pseudo reaches a hand to pet his toys hair, hearing glass crunch under its knees as its weight shifts back and forth. “You’re only sorry because I punished you,” he says cooly. “I know you, Pink.”
The man gags again, feeling his stomach bubble and churn with the poisonous blood. He buries his face inside his monster’s leg, regretting every decision he made in the past ten minutes. He is a weak, pathetic puppet, and he needs to start acting like one.
“I’m sorry,” he tries again, “I’m sorry, I’m-“
Chase gags once more, feeling bile rise up into his chest. Instinctively he covers his mouth, shaking as he feels his insides writhe.
“Sorry?” Pseudo finishes for him.
Pink opens his mouth to respond, but pukes into his hand instead.
The monster watches the mess grow and grow, vomit now covering his socks and pant leg. He does nothing to comfort the doll, instead leaving him to heave and choke on his own. Glass has wormed its way deep inside his knees, and now, on all fours, it has made a home inside Chase’s palms as well.
Once his breakfast and punishments are painted across the ground, Pseudo perches on the balls of his feet as he crouches to get a better look at his puppet. He takes the doll’s chin in his hand once more, forcing him to look into his eyes.
“Pick it up.”
The monster lingers in his gaze for a moment, making sure the command is understood, before letting go to change his own clothes. He takes off his soiled socks before stepping into the other room, leaving his puppet to obey in solitude. Perhaps some time alone will help him think about what he did.
. . .
Staring at the mess in front of himself, Chase can’t help but vomit even more. He is a shaking, disgusting mess by the time he’s just dry heaving, and he cries like a child while he tears glass from his bloody knees and hands. His composure is yet to come, but there is no room to wallow and feel sorry for himself. He must do as he’s told, and prove to Pseudo that he deserves no more than what he’s already been given.
Chase takes a deep breath. His body shakes and his teeth chatter again, and he wants nothing more than to lay down on the cold and dirty floor. Sick, sick, sick, he feels. Stupid, puppet, stupid, he knows. He pushes himself up, leaving a dotting trail of blood as he drags the trash can to the mess.
He mops the sick up first, with the rag he tossed carelessly on the floor. Glass is next, threatening his already bloodied hands with sharp edges. He tries to use the rag to keep the smaller shapes from entering his skin, but he can feel the larger ones poking through.
Finally, he uses the clean rag on the counter to get rid of any germs left over. The hot water and soap burn the cuts in his hands, but he has to ignore it.
Another trail of blood follows him as he sweeps the floor. He is clumsy, miserable, sick. His vision blurs and his insides churn, but he hasn’t the strength to let anything come up again. Chase sweeps up as much as he can, before mopping up his blood to finish everything off.
Blood clots begin to dry on his skin, stinging in the cool air of the cottage. He lies down on the floor, and although he freezes in the cold, he sweats as though overcome with heatstroke. Chase whimpers like a kicked puppy, waiting for his master to return to the kitchen. He holds his stomach with one arm and his shoulder with the other.
Minutes tick by. The puppet’s eyes close.
Sick, sick, stupid, sick.
. . .
Chase wakes up on the couch, wrapped warm in a heavy blanket. His hair is damp and his entire body feels soft and clean, smelling of vanilla and shea butter. There are bandages on his knees and hands, and Pseudo sits in the chair across from him, reading silently. Chase blinks and squints his eyes, trying desperately to clear the blurs and occasional black splotches in his vision. He sits up-
And falls right back down.
His head swims and he feels a nausea from hell bubble up inside him. Flies and slugs and fire ants swarm inside his stomach, and his whole body cries out in aching bones and wailing muscles. He feels like a popsicle left on the porch in August heat. Cold and melting at the same time.
He groaaaaannnnnss, covering his face with clammy hands. “Pseudooo,” he tries. “Pseudo..”
“Yes, dolly,” replies his monster.
Oh, God. “I’m sorry. I’m really sorry.”
The toy takes his hands away from his face. His shoulders creak and whine, or maybe those noises came from his throat. He can’t quite tell.
“Mhm… you still have to help me in the garden.”
Chase rocks his head to one side, feeling his brain turn a mushy, uncooked pancake. Perhaps shaking his head no is not an option.
“I caaaaaaan’t,” he whines, like a child at the doctor’s. “I can’t, I can’t, I feel sick-“
Pseudo clicks his tongue three times before closing his book. He sets it to the side, stands, and grabs at Chase’s blanket.
“Come now,” he croons. “Up we go.”
Somewhere, he feels it, Chase is lifted up to stand. His body is ten miles behind his head, or maybe his head is ten miles behind his body? He can’t see straight. Sick sick sick, Chase’s stomach threatens violence in the form of a dry heave.
“Please, Pseudo, c- can I lay back down?” He practically hangs off the monster as they walk through the house to the back door.
“Not yet, Pink. Pick up your feet..”
. . .
When they reach the outside, Chase is quick to sit down. He slouches like an old stuffed toy, with his body hanging pathetically over the dirt. Gardening gloves and a sun hat wear him with pride, happy to be placed on such a sick little thing like him.
“Awfully stupid this one,” the sun hat whispers. Her voice is higher pitched and soft, like a bird. “Haven’t you learned by now? Stupid, stupid puppet.”
The gardening gloves giggle.
“Stupid stupid puppet!!” their voice hollers, wiggling sounds sprouting from his fingertips. Their voice is smooth and slimy like worms. “He deserves this, don’t you think?”
“Yes,” Chase answers, before the sun hat can.
“Yes, what?” says Pseudo, confused. He has a small bag in his hand. It looks like crushed up candy.
“Yes, Pseudo,” Chase replies, though it’s something automatic. He isn’t sure Pseudo has said a word yet, as it would be rude to interrupt the hat and the gloves. Pseudo isn’t rude.
“Idiot, puppet,” the gloves hiss.
The sun hat spits at his shoulder. “Are you even paying attention?”
“Im trying..” Chase rubs at his eyes. Pseudo takes his hands and places the bag of candy inside.
“Spread it across the dirt,” he says, and picks up a bundle of lollipops.
For a moment, the toy thinks its rather odd to spread candies and lollipops across the garden. But he’s learned his lesson on questioning his monster’s authority. The sun hat and gloves approve, whispering sweet praises as he tosses the candy about.
“Ask him what kind of candy it is,” the sun hat requests, and Chase obliges.
“Pseudo? What kind of candy is this?”
“That’s blood meal, Pink.”
“Oh…. Then what kind of candy is that?” He points at the lollipops in his monster’s hands.
“These are Richie’s fingers.”
“Oh.”
Pseudo worms the fingers deep inside the dirt, and plants seeds right above where they lay. Several vegetables and fruits display a proud selection of food across the entire garden, whispering old screams of those lost inside the soil. Richie should be pleased to sprout zucchini.
“Pseudo?”
“Yes, dolly?”
But Chase does not respond. He mutters the name over and over under his breath, Pseudo, Pseudo, Pseudo, and nothing more. The sun hat and gardening gloves enjoy singing along.
Chase sighs, closing his eyes for a moment. He rests his chin in his hand, yawning.
“Sleepy?”
When the puppet opens his eyes, he finds himself in the kitchen. He is set in his place at the table, with no hat and no gloves to whisper in his ears.
“Hhh-“ Chase sits up, fumbling for his senses. When did they come inside? What time is it?
“How did I get in here??” the puppet asks. His stomach growls, but not with hunger.
“You walked inside,” says Pseudo. He cuts the crusts off a turkey sandwich and pours a glass of homemade strawberry lemonade.
“I don’t remember…”
The monster carries the dishes to the doll, setting them in front of him. The sandwich has tomatoes and lettuce from the garden. The drink has strawberries and lemons from the garden. The garden has victims from the cellar. Chase begins to wonder how many people he has indirectly eaten.
He stares at the glass, watching ice cubes bathe themselves in pink.
“Here, drink,” says Pseudo, presenting the glass to his lips. “I know you’re thirsty.”
The puppet hesitates, but obeys.
Sugary sweet and delicious and cool. The lemonade is easy to drink, sour in the good way. Not the soap way.
He keeps drinking until he feels something warmer and softer than ice hit his top lip. Did Pseudo put fresh strawberries in it?
The puppet opens his eyes to look, and sees one staring right back at him.
“AHG!”
Chase spits the lemonade across the table, shoving the glass as far away from himself as he can. The drink comes pouring onto the sandwich, and the lettuce screams and cries as it is forced into a cold shower.
“Thats cold!!”
“Eye, eye, eye!!!” Chase cries, standing from his chair. Tears stream down his cheeks, stinging his eyes and blurring his sight. He falls dizzy back into his seat.
“You what, Pink?” Pseudo asks, setting the glass on the table in a puddle. He reaches one hand to gently push at the puppet’s arm, watching it struggle to regain its balance.
“Noo, eye!!” Chase points at his own, hyperventilating. His mind is spinning. He vaguely remembers helping Pseudo plant eyeballs in the dirt last year, beneath strawberry seeds. He wasn’t Pink when it happened, he was Chase.
“I can’t drink that!! I won’t!! I c-“ Chase covers his mouth, screaming into his hands. He rocks softly forward, side, backward, side again, unable to collect a stable posture.
“Shhh,” Pseudo hushes. He tries to pry Chase’s hands away from his face, but they are glued to where they sit.
“Hey, heyyyyy, it’s okay, look at me, Pink..”
Chase shakes his head. He can feel other memories tugging at his mind, but he’s terrified to open those doors. Part of him pleads to keep them shut, to listen to Pseudo’s words and sink back down into the comfort of Pink. Part of him claws at the handles- he’ll wretch those memories from underneath the doors if he has to.
Majority vote decides the next part- and the fate of your character’s mind. Choose wisely.