Creepy - The Holders 157 - 160
Episode Date: August 17, 2024157. The Holder of Mercy***158. The Holder of Respite***159. The Holder of Treachery***160. The Holder of the Paranoid***Stories can be found at: https://theholderseries.wordpress.com/***Sound design ...by: Samii Taylor***Music credit: "Baba Yaga", "The Arrival" and "You know what I need" by CO.AG,"The Abandoned" by Monst3r 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 157.
The Holder of Mercy.
In any city, in any country, go to any mental institution or halfway house you can get yourself to.
When you reach the front desk, ask to visit someone who calls himself, the holder of mercy.
The worker will close his eyes and mumble something.
unintelligible and barely audible drumming a short beat on the counter as he does so then he will
gesture to the counter with his right hand and open his eyes reach out with your open palm and the
worker will press into it a small brass gear the size of a dime turn away immediately and head back the way you
came keep your eyes forward but do not look to the side or turn your head and push you
the front door open with the hand holding the gear.
If you do not follow these instructions exactly, you will suddenly find yourself outside,
some distance from the facility, and any attempt to access a holder thereafter will result
in your death.
If you are successful in your task, when you open the front door, you will see a child
before you with a bandage over her right eye and a cast on her right arm.
She will ask you, in the sweetest voice, if you could help her.
Ignore her and stand still, keeping your eyes on hers.
She will ask you a second time, louder, if you could help.
If your silence continues, she will become distraught and plead again with you to help.
There will be a single echoing crack, and her left arm will snap, rent in two by some unseen force.
The girl will scream in agony, clutching the useless bleeding limb, and ask frantically for your help.
Stay quiet, and do not let your face show the slightest trace of sympathy, or you will very much regret it.
If you remain indifferent, her legs will split open, spilling shards of bone and ropes of muscle upon the pavement as she renews her horrible screams, bleeding profiling.
Fusely. Slowly, she will stagger forward, though she should not even be able to stand, and call
out again as she did before. Do not move or speak. Show no emotion whatsoever. If you manage to
control yourself despite the horrifying sight of the girl's broken body, she will reach you.
Stretching out her shaking blood splattered right arm, tears streaming down her feet.
face, take her hand and twist it as hard as you can. You'll hear a sickening, wet, tearing sound,
and the girl will gasp in terror and pain, unable to accept your betrayal. Stare straight into
her left eye and speak these words. You have not yet begun to feel. Blackness will consume your vision,
and the feel of the girl's touch will vanish.
The faint sound of her sobbing will fade behind you,
and you will see a hallway, stark white, and brightly lit.
There will be a door at the end with a single steel plate bolted to the front as its only feature.
Walk towards it quickly, but don't run.
You don't want to attract attention.
Soon enough you will reach the door,
and all lights save for the one directly above will shableness.
in a shower of sparks. Read the words etched into the plate and remember them, for you will
need them to escape. When you are satisfied with your memory, touch the door and gently ease
it open. Before you will stand a man in a long white coat, his face obscured by shadow. Approach
him, and he will hold up his hands when you have come close enough. Open your palm to show
you have the gear and the man will nod, lowering his arms. Say this and only this.
When did they become the first? The man will laugh and tell you a story of incredible atrocities,
recounting for you the history of the first objects, and the destruction that they wrought on the far-flung
world that contained them. The knowledge itself is anathema to our very reality and could
Easily tear your mind to shreds if you fail to comprehend it.
At the end of the tail, the man will hold out his left arm,
its flesh riddled with arcane symbols, unknown words, and other carvings.
Around his wrist will be a watch, extremely old and no longer working.
Take it from him and whisper the words carved into the door.
If your memory is perfect, you will find yourself at the front desk of the Menthol and
institution that you used for this journey.
If it is not, you will be privileged to witness firsthand the power of the first objects
for as long as your soul exists.
If you have survived, you may exit the facility with no lasting ill effects.
The watch is yours to keep.
Wear it, and you will always be on time.
Your train will never be late, your flight will never be delayed,
and no earthly circumstance will keep you from your appointments.
Press the brass gear into the center of the watch, and you will never age, nor will your body show your years.
But beware, as long as the watch adorns your wrist, your perception of time will begin to slow.
Seconds will grow into minutes and hours to days, and if the gear is ever removed, your true age will return to you ten times over.
Make use of it carefully and never under any condition let the objects be united.
The watch is object 157 of 538.
You would be wise to fear the time it keeps.
Number 158.
The holder of respite.
In any city, in any country, go to any mental institution or halfway house you can get yourself to.
Ask the worker behind the front desk to see the holder of respite.
If you're lucky, you'll be led to the back of the building and shown a rotting wooden trap door.
The worker will open it for you.
Once you descend, there's no going back.
The trapdoor leads to a stony labyrinth, one devoid of windows,
and filled with a kind of golden-brown dusty light one might see in an attic in the afternoon.
Don't dwell too long on the light.
Stay alert and search for the holder as he is already searching for you.
He is a hulking, 12-foot- or taller beast with the body and legs of a man, but the head and feet of a bull.
You won't be able to see him until he wants you to, and he doesn't like his prey to see him until it's too late.
Keep your wits about you.
If you do not defeat this holder, you shall become his next meal.
No matter how skilled or unskilled you are at combat, if you manage to fend off the beast's initial blow, the two of you will be evenly matched thereafter.
Continue your battle, and when you are ready for it to end, ask the beast, where is it safe?
Upon hearing this, you will pause for the briefest of moments.
giving you an opportunity to strike before he responds.
Attack.
If you let him give his answer,
you will find yourself horribly outmatched when the fight resumes.
You cannot kill this beast,
not permanently anyway.
Time will eventually heal all wounds that you inflict,
but you can strike him down for long enough to take what you have come for,
assuming you can manage to render the holder inert.
Approach his body and check the body.
the hand that wasn't carrying the axe.
It ought to be tightly clenching the thumbtack.
If not, you'll have to search the ground around where you fought.
Stick the thumbtack into something, and the stuck item will be hidden from all you wish
to hide it from.
The thumbtack is object 158 of 538.
Number 159.
The Holder of Tretchery
Whenever you're at home, call up any courier company and ask to speak to, the holder of treachery.
The person at the other end of the line will breathe a sigh of relief, ask for your name and address, and hang up.
Before the next sunset, you will receive a large box from that company addressed to you, but with no sender listed.
The box will have air holes, but you will not be able to see or hear anything in the same.
side. Open the box and know that no matter what you do, you will not be able to avoid cutting
yourself on an edge. Nor will you be able to prevent a few drops of your blood from landing on
the white cat inside. Your life will be linked to that of the cat. Should it suffer? You will suffer.
Should it die? You don't want to know what will happen to your soul if that cat dies.
Should anything happen to you, however, the cat will merely laugh.
Your task is to keep the cat alive until midnight, one week after receiving the box.
This will prove difficult as the cat will try to end your life in every way it can, and
it will happily endanger its own to do so.
It is unnaturally cunning and will try everything it can think of to lure you into your own
death. As the week passes, these traps and plots will become more ingenious and harder to thwart,
and you will need all of your wits and strength if you are to even have a hope of survival.
If you have faced the holder of honor, I pity you. You will not survive the week,
and your death will be a mercy compared to what awaits you afterwards.
If after a week has passed, you are still all.
alive shortly before midnight, the cat will enter a frenzied rage, launching itself at you
and attacking you for the final time.
The animal's harmless appearance belies its incredible strength and tenacity, and death at its
claws will plunge your soul into torment for eternity.
Defend yourself without harming the cat until midnight.
The cat will scream.
Why won't you die?
You must answer, because I am not a traitor.
If you give the answer without fear or hesitation, the cat will cease its struggles, look you in the eye and say,
Then you will learn.
It will scratch your hands and flee, vanishing as it leads your sight.
Go straight to bed and sleep.
When you wake, your hands will now bear claws.
Those claws are object 159 of 538.
They bring betrayal to all who oppose you.
Number 160.
The Holder of the Paranoid.
In any city, in any country, go to any mental institution or halfway house you can get yourself to.
When you reach the front desk, ask to visit someone who calls herself, the holder of the paranoid.
If the person at the desk claims that the holder has been sent home,
then reply with a hearty
Good day
and go straight home
Don't speak or share eye contact with anyone
Or their words and gaze will haunt you
And rend your mind asunder
If the worker flinches and nods three times however
Follow her
She will lead you down a clean and brightly lit hallway
With closed doors lining the walls
Each door will be painted a bright color
And adorned with a three digit number
and through each you will hear voices mumbling.
Eventually, the worker will stop at a specific door.
If the door is yellow and has a number that ends in six,
demand that she take you to the true door.
If she stops at a blue door whose number ends in nine,
ask in a calm voice,
may you show me inside?
If the worker refuses, then bow to her politely and leave,
traveling the same path you took to get here.
Should the worker oblige to your request,
you must thank her three times.
Use the same words in tone each time.
For if you even so much as stutter,
your guide will attempt to end you.
When you are finished thanking her,
she will open the blue door in front of you.
As soon as the tiniest crack between the door and its frame are made,
a horrible, guttural screaming will reach your ears.
Do not attempt to block it out, for if you do, it will echo throughout your psyche for eternity.
Instead, embrace the horrid screams, for they shall lead you on.
As you went to the room, you will notice that there are no light sources inside.
Standing in the room, you can feel bursts of wind as the howling screams echo around you.
The door will close behind you, and the screams will stop.
plunging you into silent darkness.
From here on out, you must be your only guide.
If you find yourself paralyzed with fear, then you have already failed your quest.
Hold your breath and count to seven, and a swift and silent death will be a reward.
But if you can still open and close your hands and wiggle your toes, then you must take nine steps forward.
With each step you take, you will begin to feel the breaths of many people around you.
As soon as you take your fifth step, you will feel the caress of many hands upon your flesh.
Do not waver or end your steps, or the breaths will turn to dark screams,
and the light touches upon your body will tear the skin and muscle from your very bones.
After your ninth step, the breathing and touch will cease,
and out of the corner of your eye you will see a dim white light hovering to your right.
It will increase in brightness as it comes close to your body.
to you. If you turn toward it, the light source will burn into your retinas, and every
unspeakable horror your mind can conceive will take physical form and gnaw at your body,
driving you into a screaming frenzy that will end only after your throat has been torn open.
If the light stops in its journey toward you, you may turn to face it.
Standing in front of you is a visible man, the bright light glowing from inside him illuminating
his organs and visceral features.
He will motion for you to follow him.
Be sure to stay close behind him and do not look back.
After a while, the visible man will lose his light and will fade to darkness.
As soon as this happens, stand still.
You must call out with your loudest voice.
It has been a while.
I am here for a visit.
In that moment, the darkness will brighten.
the room will be revealed to be a warm and cozy place with a fireplace, a bat, a table, and chairs,
and a rocking chair.
In the rocking chair sits an old woman.
She gives off a grandmotherly vibe, and as soon as you meet her gaze, she smiles warmly at you
and motions for you to sit down.
Now you must take a chair from the table and place it one foot in front of the rocking chair.
Sit in it, so that you are facing the woman and her gaze.
meets your own.
Do not attempt to converse with the old woman.
If you do, she will eventually fall asleep,
and you will find yourself frozen in place forever.
Instead, look directly into the old woman's eyes and ask,
Why does he see them, yet not believe them?
After being asked this, the woman will begin to weave a tale.
She speaks of all things unknown and dark.
she whispers about the things man sees in his nightmares
and catches out of the corner of his eye.
She tells you of the touch you feel when you are alone
and she laughs at the way man flinches
as he reacts to the visions of his own imagining.
At this moment, your chair will be hit
with a shocking force from behind.
Do not cry out or turn around to face the source
or the woman's shape will melt away
to reveal a pale and sickly thing
with large, melancholy jaws.
The thing will scratch the flesh from your bones
and maul you until you shuffle off your mortal coil.
Ignore the blow, and the woman will continue to smile.
She will reach into her blouse pocket and take out a pair of glasses.
She cleans them with a cloth before putting them on.
She looks at you with them on, laughs once more, removes them and hands them to you.
Blinks slowly three times, and you will return to the waiting room where you began.
The glasses are object 160 of 538.
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