Creepy - The Holders 111-114
Episode Date: June 1, 2024111. The Holder of the Neverender***112. The Holder of Victory***113. The Holder of Surrender***114. The Holder of Reincarnation***Stories can be found at: https://theholderseries.wordpress.com/***Sou...nd design by: Samii Taylor***Music credits: The Static Part 2 and The Static Part 1 by The Dark Somnium Music,Broken Piano and Immaculate by Vivek Abhishek Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
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No.
This is creepy.
A podcast dedicated to sharing the most famous chilling and disturbing creepypastas and urban legends in the world.
Whether these stories truly happened or are simply fabrications is for you to decide.
These stories may contain graphic depictions of violence and explicit language.
Listener discretion is advised.
Creepy Presents.
The Holders series.
Number 111.
The holder of the never-ender.
So you haven't stopped your foolish quest?
Pitiful.
But to be expected.
It's your kind's nature to continue on at any cost.
to pursue knowledge while remaining terrifyingly ignorant as to its full ramifications.
I know that I cannot stop you.
Even if I could, still more would take your place.
So I will instead tell you what you no doubt will find out later,
and through far worse means.
Enter any bookstore within your city or town.
When you walk through the door, the clerk standing at the desk will look at you with faint interest.
You must ask to see the holder of the never-ender.
He will be utterly powerless before you at that moment,
compelled to wander into spaces which neither you nor he should rightfully know about.
But you will know them.
The door below the floor hidden by the carpet.
the dank and joyless corridor beneath it, and more.
He will reveal all of this to you and to himself.
After wandering about in confusion, he'll finally lead you to someone else.
It will be an elderly woman, or at least what you will sense to be one.
Her skin will be free of wrinkles, her teeth the piercing ivory white, much like that you
her hair. But despite her unnatural beauty, you will be able to tell how truly ancient she is. Her eyes
will betray her fearsome senescence. She will be reading a book. Its cover will appear long
faded, its binding still in place but visibly tattered. She will read its contents aloud
from time to time.
They will seem cacophonic, akin to the ramblings of lunatics or war cries from some mercifully forgotten
tribe.
They are not.
You must tell her that you've been waiting for her your whole life.
This will seem absurd to you, but it's not.
You will realize that as soon as you utter those words.
Upon your crushing realization, she will hand you a letter that seems even more yellowed
and battered than the book's pages.
You must ask the clerk to lead you back up immediately afterwards, or you too will become
as she is.
Should you read the letter, you will notice something.
Despite its apparent dwarfishness, the space within it is infinite.
True, there are words upon it.
But those black dots, indelible as they may be, are but small grains of sand in a boundless ocean
of white.
It is object 111 of 538.
Number 112.
Holder of victory.
In any city, in any country,
go into any large stadium or sports arena you can find.
When you reach the front desk,
ask if the big fight is going on.
Most of the time,
the worker will look at you quizzically and reply no.
Sometimes, though,
the worker will not excitedly,
then ask if you want to buy a ticket.
Reply yes.
The worker will stamp you out a ticket and pass it through.
But if you've timed it right, just before you can take it, he will ask you,
Whose side are you on?
This is the trigger.
Quickly and emotionally reply,
I've come for the thrill!
Replying anything else will get you torn to shreds by everyone in your shop.
For whatever you reply, they seem to be rooting for the other man.
Take your ticket and make your way to the elevator.
Press the button for the highest level.
As you go up, the views of the city seen through the windows will get progressively shorter,
going from a modern city to a 1930 skyline,
to a sprawling coal-stained 19th century metropolis, and so on.
No matter what button you pressed, the elevator will seem to go far past it,
and the city will get more and more ancient until finally you are standing in a modern elevator
gazing out over a city that looks like Rome but isn't exit the elevator the moment the doors close
a horrid crash will be heard and those doors will not open again take in the spectacle around you
You stand on the topmost tier of an impossibly large Coliseum-style arena, seemingly fallen into hellish disrepair.
Unidentifiable materials stain the walls.
The pillars are cracked and crumbling, and the blackened roof is full of holes.
The seats are filled with screaming, jeering creatures of horrid and unidentifiable origin.
all watching an intense gladiatorial battle going on in the bottom row.
Glance at your ticket and search out your seat among the creatures.
It shouldn't be hard.
The rows are well marked.
Once you reach it, sit down and watch the match.
After about seven minutes, lean over to the thing next to you and ask conspiratorially.
What are the odds on survival?
He will glance about, lean towards you, and answer in a surprisingly human voice.
Not very good.
A sudden roar will come from the crowd.
One of the gladiators has gone down.
The other will ram his sword through the fallen man's head, straighten, and call to the jeering crowd.
Who will face me next?
If you have no sword, remain silent.
One shall be handed to you soon in one of two ways.
Either shoved roughly into your arms, hilt first,
or shoved even more roughly into your ribs, blade first.
If you have gained the sword of the white king, draw it discreetly.
For the moment, you do not want to call attention to your armaments,
lest you be mobbed and torn asunder.
After he calls twice more,
stand on your seat,
raise your sword in the air,
and shout at the top of your lungs.
I accept your challenge, holder of victory!
The stadium will fall completely, utterly silent.
The creatures will stare at you unspeaking
and slowly part like an ocean,
clearing a path to the bottom.
Take it speedily, but not too fast.
You don't want to tire yourself out, and it's a long way down.
When you reach the bottom, vault into the arena pit and face the gladiator.
His face is masked by a demonic bronze helmet, and he wields a dark jeweled sword,
in a tarnished buckler shield.
Fight as hard as you can,
and it still may not be enough,
for this man has fought his whole life
and sees you as just another pathetic challenger.
If you fall, he will give you no mercy.
You will suffer the same fate as his prior opponent.
Summon all your skill and, with a little luck,
you will knock him down.
The crowd jeers for blood,
but do not indulge them just yet.
Raise your sword high above the fallen champion's head and ask him,
Who is he, and why does he allow such things to pass?
The champion will answer your question somewhat slowly.
He'll stutter a bit at first,
but then he'll pick up speed and get into the tail.
It is a macab tale of how he came to be, who he is, and a deep explanation of all things.
Those that have happened, are happening, have yet to occur.
He will cower a little and ask,
I have paid your Christ, may I be released from my burden?
sigh, close your eyes and respond.
No.
You have not.
You've merely added yours to mine.
With all your strength, drive the sword through his head.
The crowd will roar impossibly loud for a moment.
Then vanish.
The head of the games will slowly walk out.
Neal.
It is not wise to be disrespectful.
Close your eyes and simply listen to him get closer.
It is not wise to watch him, for his real form becomes more apparent as he nears you, and
it will drive the strongest minds to snap.
He will place something around your neck and clap once.
Open your eyes.
You are standing on the roof of a building three blocks from the stadium.
If you hold the White King's sword, wipe it, and sheath it.
The White King's anger is settled for the moment.
If the sword you hold is not yours, don't bother wiping it.
Hurl it from the roof.
Then, check the object around your neck.
The medallion you wear is object 112 of 538.
Number 113.
The holder of surrender.
In any city, in any country, go to any mental institution or half a half,
house you can get yourself to.
Before trying to attain this object, take every object you currently possess with you.
If you possess no objects, then when you ask the worker to visit the holder of surrender,
the worker shall not even look at you, as if he does not see you there.
Turn back and try again after you have at least one object.
When you reach the front desk, ask the visit.
at someone who calls himself, the holder, of surrender.
A grimace will appear on the face of the worker, and he shall laugh, as if to say,
You stupid fool, if you have survived what you're about to face.
After he finishes laughing, you have to go through the door behind him that has a sign saying
employees only.
He shall not complain, or even complain.
try to stop you. After going through the door, you will find yourself in a dark hallway. As you walk
down it, you must walk at a steady pace. You will define the speed with which you have to walk.
If you walk very fast, you will have to keep moving fast. If you move slowly, you will have to keep
moving slowly. Failure to comply will result with instant death. At the end of the hallway,
there are three paths. The center path leads to the holder. The path on the left leads back home.
But the path back shall be painful beyond imagination. The path on the right leads to certain death.
Yet the death is painless, and many consider this a more suitable fate than the painful journey
back or the suffering in order to get the object. If you chose the center path, you will walk
until you see a large rectangular room in front of you.
A man is sitting in a chair at the center of the room,
surrounded by chalk circles drawn into the floor.
One circle.
For each object you have.
If you have five objects, there are five circles.
If you have 45 objects, there are 45 circles.
Walk towards the holder.
Be prepared.
He will shout at you in a large booming voice.
His demand is simple.
Place the first object in the first circle.
If you obey and surrender the object to the holder, the object placed in the circle will be gone,
and you will be required to get it again, if you survive.
If you refuse, the holder will lift his hand and countless minuscule hooks shall go into each
of your pores, the pain will make you believe that you are being torn apart.
If the pain stops and you have not gone mad with the agony, or if not screamed at him
to take your object, he shall smile and say you are worthy of keeping the object.
The process will repeat until he has asked for all of your objects.
For the objects that are too large to move, immaterial or our objects.
otherwise impossible to be placed in a circle, the holder shall ask if you want to place it in the circle.
If you agree, the object will be lost.
If you disagree, you shall be tortured once more.
If you remain strong and he deems you worthy enough to keep them all,
one of the hooks used in your many torture sessions will increase in size until it is the size of a normal fishing hook.
The hook is object 113 of 538.
Its only purpose is to get others to surrender their objects.
Number 114.
Holder of reincarnation.
In any city, in any country, go to any Hindu shrine or Buddhist temple that you can get yourself to.
When you arrive, ask the high priest or chief monk,
to see someone who calls himself the holder of reincarnation.
If they tell you that there is nobody there by that name, leave post-haste.
It is best left unsaid what happens if you linger too long.
If you make it out successfully, never return to any Buddhist temple or Hindu shrine
until someone close to you dies.
After their funeral, you may try again.
You may have to do this multiple times.
If they instead say,
Indeed, it is so easy to understand, yet so impossible to destroy, you are fortunate enough to have located the holder.
The priest or monk should then lead you deep into the shrine or temple.
Eventually you'll reach a hallway that seems, well, let's just use the phrase, out of place.
On the left wall, you'll see people dying the most gruesome deaths.
Coinciding with their deaths, you'll see the most foul creatures you've yet seen spawning on the right wall.
This is where the minions of every holder are generated.
They are the reincarnations of the most foul, damned men who have ever walked the earth.
Take care not to focus your attention on any one creature,
for they don't like to be seen in their incomplete state
and will test their newfound powers on you without hesitation.
As you progressed on the hall,
the people on the left will become more evil,
and the creatures on the right more revolting and hideous.
Eventually their power will feel overbearing,
and you'll lose all desire to continue.
Despite this, you must press onwards,
for you don't want these beasts to sense your weakness.
Should you successfully reach the end,
you'll find yourself standing in front of a door
that seems to be made of parts of every living creature ever formed on earth.
The priest or monk will move to open the door.
Make sure, above all else,
that you open the door first.
Should he open the door, the holder will mistake him for the seeker,
and will nail you, a mere intruder, to the wall with the damned men.
If this happens, then hope you enjoy your new life as a holder's minion.
Should you open the door first, the monk or priest who accompanied you will suffer this fate in your state.
Instead, enter the room beyond.
The door will shut behind you, silencing the wails of the condemned men and the howls of
the newly formed monsters.
You will find yourself in a round chamber.
On the stone walls is a series of moving lights that spiral upwards into infinity.
Don't follow the lights with your gaze, lest you be driven mad by the infinitude of it all.
Standing in the center of the room is a being that is half man.
The other half is something so vile and horrendous that to gaze directly at it would mean
an eternal life as an inconsolable broken wretch.
Wait patiently in this room with the creature.
Don't say anything or do anything save breathing, or the being will disappear.
The floor will drop beneath you.
and you'll fall downwards forever,
witnessing every death and concurrent birth in the world all the while.
Suddenly, without warning,
the being will lunge at you as if to attack.
The only means of sparing yourself a fate best left unspoken is to ask,
at this precise moment,
can any of them be permanently destroyed?
The being should then halt in its tracks,
then tell you of mankind's futile efforts to break the wheel of samsara,
the everlasting spiral of death and rebirth.
He will provide solid evidence that the Buddha,
the only human said to have ever escaped the cycle, was a fraud.
You will then remember that he was the last of the condemned souls dying to form the holder's new legions.
Suddenly you will realize that the spiraling,
lights around you are the physical manifestation of samsara.
All this knowledge is too much for the average mind to comprehend.
Indeed, you may find yourself in a sudden blank state.
Your brain now unable to perform any tasks outside of maintaining your vitals, and even
that will soon end.
If your mind is above ordinary, however, break off one of the man's claws.
if indeed that is what they can be called, and use it to slash a gaping hole into the chain of samsara.
Upon doing this, the holder will cease to exist, for the cycle that reincarnation depends on is now no more.
He will leave behind a platinum charm on a golden chain.
Upon taking it, you'll find yourself outside any Hindu shrine or Buddhist temple, save the one.
you started your journey in.
Though you should notice
that it's in ruins,
good luck finding your way home.
That charm is object 114 of 538.
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