Creepy - The Holders 133 - 136

Episode Date: July 6, 2024

133. The Holder of Compassion***134. The Holder of Skepticism***135. The Holder of the Odds***136. The Holder of Fact***Stories can be found at: https://theholderseries.wordpress.com/***Sound design b...y: Samii Taylor***Music credits: Suspense Scary Music by Oak Studios, Introduction to Dark worlds by Myuu,London Fog and Despair by Monst3r Music 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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Starting point is 00:00:00 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. Which, listener discretion is advised. If you've come at the right time, the woman will shiver and lead you through the building
Starting point is 00:01:15 to an incredibly long concrete hall, lined with dirty cages where they keep a striking array of unwanted animals, from mundane cats and dogs to tropical birds and monkeys. The woman will continue walking ahead of you, but will not speak or slow down. It will become increasingly apparent that every animal is sick or injured in some white. and their conditions grow worse as you progress down the hall. Some are missing eyes or limbs. Others bleed from open wounds. The floor grows thicker with matted hair and feathers.
Starting point is 00:01:55 Cages appear caked with feces and flies buzz loudly in your face. The stink is overpowering and the air is hot. You will come to a sharp turn, then another, then another. your guide will disappear around the third or fourth bend, but continue forward quietly. You will notice that the animals themselves become subtly more peculiar as you wander what now feels like a veritable labyrinth for hours on end. You will see animals from far off continents, rodents of unusual size and colorful reptiles you've never heard of.
Starting point is 00:02:34 But even as the creatures become more exotic, so too there are. afflictions become increasingly horrendous. Puss weeps from open sores. Bloaded ticks scramble over scabrous flesh, and blood flows in large rivers from small bodies. Some creatures are all but hidden under globular tumors and cysts. Animals reach out to you, pleading with their eyes, if they have eyes, to end their existence. But do not, dear, touch them, or you will carry their afflictions for life. Do not attempt to let any animal free, or it will kill you no matter how helpless and small it appears.
Starting point is 00:03:21 Should you wish to leave, the last bend you took will lead back outside. You will never be rid of the pathogens you have been breathing. Some were never meant for this world. Terrible contagions you will unleash on man for all time. Should you continue on the proper path, the strangeness around you will escalate to maddening levels. Entrails drag and eyeballs dangle. The walls swarm with parasites no doctor could name. Soon you will come upon fly-blown fish and squid floundering helpless on cage floors.
Starting point is 00:04:02 Dogs pace and wine without heads. Gore-crusted skeletons scrabble at rusted bars. You will see things long extinct and things that were yet to evolve, squawking and croaking for food and water that will never come. Eventually you will arrive in a perfectly round chamber, small but impossibly high. The ceiling is obscured in darkness, but cages line the walls as far up as the eye can see. Keep your head down. For the suffering you would witness in this room might forever. destroy your mind. Focus only on the dark shape in the center of the floor, a nondescript pile of
Starting point is 00:04:46 black fur on a filthy pillow. Ask this creature one question and one question alone. What is compassion? If you hear, I am awaiting my family. All is lost, for the shaky beast will immediately rip you to shreds with unseen claws. If you were, however, worthy of this quest, it will answer your question in excruciating detail. Be forewarned that you will not like this knowledge. When it is finished speaking, ask the creature, can I fix this? If it yet brings up its family, now is a good time to run. You are not meant to be here.
Starting point is 00:05:37 If it says, Do what you must. Kill the animal by any means possible. If you are successful, you will hear the echo of its dying words. I was loved. Search the body and you will find only bones, hair, and a worn pink collar with a rusted heart-shaped tag. The air is now clear, cool, and silent. Only clean white bones.
Starting point is 00:06:05 remain in cages. Step outside this room and you will be outside the shelter. The caller is object 133 of 538. The address on the ancient tag will be your own. Number 134, the holder of skepticism. In any city, in any country, go to any mental institution or halfway house you can get yourself into. When you reach the front desk, asked to be taken to someone who calls himself, the holder of skepticism. The worker will stare at you with a puzzled look on her face.
Starting point is 00:06:50 After about a minute, she will turn her head and appear to shout something. However, you will only hear complete silence. A man dressed in all white will come up from behind you and grab you by the arm. The man will leave. lead you down a long hallway and stop at the eighth door on his left. He will then unlock and open the metal door,
Starting point is 00:07:13 revealing a dark and almost infinitely large room. Up until now, your visit has been met with complete silence. The man will then push you inside and slam the door shut. The door will produce a very loud, crashing sound, and you will be immersed in complete darkness. If you flinch from the sun, you will lose your current train of thought and never make it out of the room. Remain completely calm.
Starting point is 00:07:44 Feel the walls around you. After a while, you will notice that you are inside a maze. In order to get out of the maze, you must listen for instructions from a voice coming from inside your head. Even though the voice sounds sinister and foreboding, you must listen to its every word. For if you make one false step in the maze, you will be led to your doom.
Starting point is 00:08:09 After what seems like hours, you will find a hole three feet in height in the maze wall with a faint orange light shining out of it. Crawl into the hole, and you will enter a small, dimly lit room. A man, bald, with a long gray beard, yet with young facial features, will sit cross-legged in the middle of the room
Starting point is 00:08:32 with eyes closed. If you do not ask the question, Why do I seek them? Within the next few seconds, he will open his blank white eyes with a look of intense anger and hatred. He will tear you apart with his gaze. If you have asked the question successfully, he will tell you a very long and detailed story about their importance. You will quickly forget anything that comes out of his mouth and become increasingly impatient. afterwards he will ask
Starting point is 00:09:06 is the object you seek valuable to you he must respond by shaking your head as he despises the faithful and obedient he will point to a grey stone on the ground take it upon touching the stone you will feel angry and discouraged you will begin to question the meaning of life and why you have suffered so much in this life perhaps life is just a dream
Starting point is 00:09:33 Wouldn't you want to wake up from this dream and end your nightmares? Take a sharp object and plunge it into your heart. However, as you drop the stone in order to draw your dagger, your senses will come back to you. You'll have no recollection of your most recent thoughts. The stone is object 134 of 500.38. Number 135 Holder of the Odds In any country, in any city, go to any hotel casino that you can get yourself into. Go to the front desk and say that you have a reservation for someone calling himself,
Starting point is 00:10:21 the holder of the odds. The receptionist should give you a surprise look and start addressing you as if you were royalty. She should give you a gold coin, with each side having a beautiful. beautifully engraved sign, as if a letter from an unknown language. If you receive anything else, then you must start running. May they have mercy on your soul should you even steal a glance behind you. Don't stop moving. If your legs give out, then crawl.
Starting point is 00:10:55 Make sure that before you pass out from exhaustion, that the last thing you're doing is moving forward and never looking back. You know you're safe if you're in the same place you passed out the next day. If you receive the gold coin, it will be your last chance to back out. If your knees fail, you may return the coin to the receptionist and respectfully take your leave. If you are determined, proceed to the elevator. Make sure that you're alone when you get in, and before the door's closed you must flip the gold coin. Fail to do so, then your elevator will move on its own.
Starting point is 00:11:34 Resign yourself to your fate, as you will feel the elevator going down endlessly, down into the hellish heat of the depths of the earth. If you succeed, you will notice that there are two other buttons on the elevator panel with designs similar to the sides of your coin. Push the button of whatever side that came up after the coin flip. If you're lucky, then the side that comes up from your coin flip will be the right side. There's no way to determine which is the right side, and only those who are truly destined to finish this journey, or are extremely lucky, chance upon it. No one knows what happens to you when you push the wrong button.
Starting point is 00:12:21 If you push the right button, you'll be taken to a floor on the hotel that was never supposed to be there. When the door is open, you will see the most luxurious of suites. It overlooks a beautiful city skyline Or on late afternoon with the sun beginning to set No matter what time you first entered the hotel The large room is fit for a king With all the comforts you will ever want And everything you didn't know you needed
Starting point is 00:12:47 In the middle of it all will be a card table At the table there is a dealer and five other players One player is dressed in a long trench coat And sports a top hat The other four will be seekers who came before you. There's a chair beside the player in the top hat. Take a seat as they've waited long enough for you. You will now play a Texas Holden Poker tournament,
Starting point is 00:13:14 with each player starting with exactly $135 in chips. Whoever wins at the end will be given whatever card was drawn in the river, or the last card, on the last hand. After that, the dealer and the player, player and the top hat will leave the room. The other players will simply vanish. To experience unspeakable horrors until the next game begins. If you won, you will then be left alone. You may leave the room at any time, but it will be difficult to find again. Even though everything you need is in this room, you'll notice that there is no clock, and the only contact with the
Starting point is 00:13:56 outside world is a cellular phone which will only allow you to contact one person. the bride of the seeker, even if you're not the chosen. You will be served the most exquisite of foods and pampered like you've never been before in your life. After seven sunsets, the dealer and players will return, and you must play another Holdham tournament. Again, if you win, you get the card that comes at the river. Every week you may play this game until you have collected the full 52 cards of a standard playing deck. not including the jokers, though the designs on the cards,
Starting point is 00:14:35 especially the face cards, are very different from the ones you're used to as they use a language of the most ancient of origins. Should you lose a game to one of the other seekers, he will be allowed to go free, and you will be subjected to something worse than your worst nightmare, being shown thoroughly and conclusively that in the end, Nothing is up to chance and everything is predetermined.
Starting point is 00:15:04 Even if you win when the next seeker comes, you will never have hope again. No one knows what happens if the holder wins. Even though he certainly plays his best, a look of utter terror comes upon even his face if he comes close to winning. No one has won more than seven in a row, though different cards have been documented. It seems only the chosen seeker will be lucky enough to see this through to the very end. This deck is Object 135 of 50038. Number 136.
Starting point is 00:15:49 Holder of the fact. In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front task, ask to visit someone who calls herself the holder. of the fact. The worker will slowly turn their head up from the inevitable mounds of paperwork they were focused on and a sly grin should slide across their features, as if in silent mockery. They will slowly stand and lead you towards the entrance to the institution. Instead of the entrance, however, is a large Gothic staircase.
Starting point is 00:16:28 As you climb the stairs you will hear insane blasphemies uttered by a gibbering voice. and the cry of someone in pain calling out your name from the foot of the stairs, begging you to abandon this madness. It is vitally important that you continue up the stairs as only horror awaits at the foot of them now. Eventually you will come to a large door at the top of the stairs, grip the handle strongly, close your eyes and enter. Just keep walking ahead.
Starting point is 00:17:00 No matter what you hear, no matter what you hear. matter what you feel, it is crucial that you do not open your eyes. Regardless of which direction you're headed in, you should soon find yourself at a dead end. In front of you is a shelf, entirely empty except for a small, unassuming leather book. Pick up this book and turn to the very last page. On it is a picture of a key. Look up again. You are now facing a large stone door with the words deus ex insania engraved on it. Reach out and open the door. Being careful not to gag as the centuries old dust from within bursts out.
Starting point is 00:17:47 Crouched in the corner, nearly invisible in the dust storm, stirred up by your intrusion, crouches the holder. She scribbles madly. The scratching of the ancient quill in her hand forms into subconscious words in your mind, even as the holder continues to write. The quill tells you of ancient horrors, of immemorable madness, of the absolute bitterness of the uncaring cosmos, and it tells you of your tiny, meaningless existence,
Starting point is 00:18:21 as mere inkblot in the sprawling infinity of our universe. And finally, the insane scratchings will tell you the one piece of information that leaves many a seeker, a broken shell of a human. The quill will tell you their true name. That name is object 136
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