Object 1256: The Holder of the Dark Traverse
In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you approach the desk clerk, ask him to see "The Holder of the Dark Traverse".
If he looks up with a look of morbid happiness on his face, you've found the right person. If he looks up and you see a look of relief on his face, turn and run, for if you allow him to look in your eyes for more than a few seconds, you'll forever be cursed to traverse the endless caverns of the dark traverse.
The desk clerk will take you to a processing area, that of which will look almost like a train station. You'll be given a very frail and old-looking piece of paper that is, when you look at it, an old 1800's-style train ticket. You'll then be forcibly thrown past this area, and into an older-looking train station. Its visage will be twisted. The ticket holder's area will be dilapidated and covered in cobwebs, and the entire area will have a hue of purplish-red.
Only one of the ticket holder's areas will be in usable shape, and behind it will be a person, who will resemble the person who you love the most, he or she will ask you to come to them. They will punch a hole in your ticket, and a train will instantaneously arrive in the area from a cloud of thick black smoke. Only one door will open to this train; if two open, do not enter the train and leave the station immediately.
Nobody knows what will happen if you stay long enough for more than one door to open. Once you enter the train, sit down in the seat closest to one of the windows. Take no other seat, for if you do, you will be cursed to remain on this endless traverse until time itself has ended.
After the train begins to move, you will see everything you've ever done that you've regretted in your life. Specifically violent and things that involve the backstabbing of people you considered close to you. As those images out the window cease, the conductor will enter the train car and ask for your ticket in the voice of the one you love most.
DO NOT give him your ticket, instead, ask him one question, and one question only: "Where do They go, and why?"
The conductor will smile, and take his hat off, looking down at you. He will whisper in the clearest and quietest tone you'll ever have the pleasure of hearing. Brace yourself, because most who hear this once will go insane trying to hear it once again. He will smile, and his eyes will glow bright white as he does.
"They go where They are destined to go," he will say.
With that, the train will abruptly stop, and it will open its doors; you'll find they lead to a white void. Once you step out of the train car, you'll wake up in your bed the next morning, very clean and clean-shaven.
In your jacket pocket will be the Ticket to the Train of the Dark Traverse. This ticket is Object 1256 of 2538. Where the line ends is where They will fight Their last and longest battle. Will you be there when the hour of that battle comes?
Object 1292: The Holder of Violence
In any city, in any country, go to any prison or penitentiary you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Violence?' The attendant will almost instantly call for security. You will be beaten and tased painfully before you pass out. When you come to, you will be dragged through the prison down to the "Hole", solitary confinement. If, while you're being transported, the prisoners begin jeering and reaching out at you, yell loud enough to make the guards shiver, "Your battle will arrive soon enough!" If this has not quieted the inmates, they will break down what separates you from them and will tear you limb from limb, and you will remain conscious down to the last visceral pop of your flesh.
If you are lucky, you will arrive at your destination. They will bring you down a hall to a door. When it opens, it will be pitch black. Don't be filled, this is not your holding cell. This is an elaborate series of underground tunnels, long plagued with the rest of the Seekers who failed their objective. You must be quick not to join them. Dispatch the men who brought you here as fast as you can so you don't fall victim to what only the gods can know. Dash back through the door they brought you through, and be careful to choose the right one.
You will not burst back into the hallway you were dragged down, but instead, you will find yourself trapped inside an arena, the likes of Ancient Rome. You will be dressed as a gladiator. The audience gathered under this eternal twilight wants to enjoy a show, and not to be spectated themselves. You will be sent, one after the other, creatures of an increasingly grotesque manner which you must kill before they have the chance to do the same to you. However, as you do this, you will feel the same pain you inflict, and what they dish out will be a thousand times worse. You will live through every single bit of it.
When the wave of demons stops coming, from behind you will come your loved ones, your family, your friends to congratulate you on your feat, but do not be fooled. Instead of being lulled into a sense of security, you must execute them as well, and show no mercy lest you want to face a fate not meant to be yours. Once every droplet of blood has spilled onto the sand beneath your feet, you will collapse on all fours, ready to fall into eternal sleep.
Do not falter. Look up into the stands. It does not matter where you face. An emperor will be at ease on his throne, surrounded by servants and beautiful women catering to his every whim. You realize this entity is the Holder of Violence. He will put up a hand to pause the crowd. As he casts his gaze down at you and the gory scene surrounding you, the man will extend an arm, his fist clenched except for a thumb stuck out sideways. It grows silent as you wait for his judgment.
There is no wind, no hushed whispers in the crowd. Your ears begin ringing. And soon enough, he will present his judgment. He may turn his thumb down, and the crowd will simultaneously rush toward you from the stands, decimating every part of your physical being into a fleshy pulp. If you are lucky, he will approve of the show presented and give you a thumbs up. Now, you must stand and ask a single question, "What violence is in store for the Reunion?"
The Holder will descend from his platform and approach you. He will describe to you every act of violence, every murder, rape, arson, torture, to anything and everything. Your mind will flood with images that will drive you to the brink of insanity, but you must not fail so close to your goal. Your body will be overwhelmed with a jolt of searing pain, which will last until he finishes his story. When he finally stops, his body will simply disappear. At your feet lay his robes. Search through them, and you will come across a golden rod. When you grasp it, you will be back in the prison. You will be dressed in an orange jumpsuit. They will hand you whatever you came in with, along with what you brought back with you.
That scepter is Object 1292 of 2538. May it lead your army well when They come together.
Object 1298: The Holder of the Middleman
In any city, in any country, make your way to any halfway house, mental institution, or hospital that you have sought and obtained an Object in. Once there, find a receptionist to the establishment. If this receptionist is the same one who you spoke to when you obtained your Object, then you have chosen wisely. If this is not the case, this establishment will remain mundane.
Once you find this receptionist, walk up and speak to them. If you wish to seek the Object, the receptionist will know. Even so, it is best to try to lead the conversation informally and speak as you would to a friend or family member. You do not want the receptionist to hate you any more than they already do. Once you have been talking for some time, thank them for their help in your quest, and ask them how they know so much.
The receptionist will grow silent, any cheer in their face will fall away, their gaze will wander to the floor, and they will begin to walk away. Follow them, no matter how long the walk. They will eventually stop at a small apartment or a large storage closet. The receptionist will look directly into your eyes and ask with desperation and sorrow in their voice, "Why?"
They mean to ask why you seek, why you want to seek, why you had to ask this receptionist in particular for your Object, and why you followed them. You must answer with detail, as much as you can muster. Your memory may start to fade as you explain. If it does, hope that it comes back or that you have enough memory to answer. If you do not, your fate is one of demise from an uncertain source.
If you finish your tale, and the receptionist is satisfied, they should continue to look into your eyes. You must take your turn, and ask your question, "What?"
If the receptionist was satisfied by your answer, then the receptionist will explain what "the receptionists" roles are, what they themselves are, what they stand at the receptionist's desk for. The receptionist's tale will have the same effect on you as yours did on them.
After they are finished speaking, they will walk inside the closet or apartment. If they walked to a closet, they will look back at you from a background of sheer blackness, no larger than the outside would suggest. If they walked to an apartment, they will walk inside a purely black living room and sit on an unseen chair. They will invite you in. You must sit directly in front of them, several feet away, in another unseen chair. Be very careful to sit on a chair and not the floor, as it is not entirely real. The receptionist will begin to drink something from an unseeable cup, sipping at it like tea.
Either way, they will tell you their tale. Who they are, who they were, what they went through, why they help the Seekers, what you must do to them, and things that go well beyond.
They will hand you a black item, unseeable in the darkness, and they will beg you to kill them, release them from what you know they go through and the memories of what they went through. You must do so with haste and efficiency, otherwise, the death they beg for will be your own. If you manage to end their life painlessly and quickly, you will suddenly awaken in an armchair, despite never falling into slumber. In front of you will be a television, tuned to your local news station.
They will report an establishment burning down, the establishment you went to, leaving no survivors. If you watch for a few minutes after, they will report a mass disappearance around your area, most of the missing persons being receptionists, several will be found in the fire days later, but not nearly as many as the television states were lost.
When you reach for your remote, you will find the Object of your receptionist's death, still completely black. On it is a small sphere on one end, and a blade on the other. This Object is 1298 of 2538. There is no middleman now, no guide. Speak to Them directly.
Object 1300: The Holder of Water
In any city, in any country in the world, go to any body of water you can become fully submerged in. Stand at the edge of the water, and clearly, but calmly state, "I seek the Holder of the Water." Then, quickly step into the water.
Move out until you're completely covered from head to toe. You must hold your breath, even up until you begin to run out of air, for if you go up too early, anything that breaches the surface will simply melt back into the water around you. If you're able to hold out long enough, everything will become pitch black, and you can now surface.
You will find yourself inside a dark cave, lit just enough by a soft, ethereal glow given off by the water, for you to be able to see. Swim very slowly through the water, taking care to make as little noise as possible, for if you call too much attention to yourself, you will be dragged down into the depths below you by a creature that will drown you, but not kill you, for all eternity.
If you succeed in avoiding this fate, you'll reach a point where the water becomes shallow enough to walk along the bottom; it will decrease until it's only a few inches deep, whereupon you'll reach a metal door that's almost completely rusted off its hinges. Open it silently, and step into the small, round room, closing it just as quietly behind you. You will not have enough time to take anything more than a quick breath before you are completely submerged again; keep your eyes open, though the water will sting them as though it were acid, and a figure will materialize in front of you, glowing with the same light as its surroundings.
Should you have enough breath left in your lungs, you must ask it through the water, "When will They flood the earth?" Its aura will pulsate and grow, and you may close your eyes now, lest you be blinded; in your mind, you will see the future when the Objects are brought together, and you must be careful not to scream and waste what oxygen you have left. After what will seem like days, the visions will cease, and you'll find that the man and the water have left with it. In their place will be a single, plain goblet sitting on the stone floor, and an ancient-looking sink directly in front of you; take the goblet, and bring it to the sink. If it was pleased with you, the sink will pour forth clear water into the cup, despite its aged appearance. If, however, it was not pleased, the sink will issue blood - your own blood, and you will not be able to shut it off, eventually leaving you drained of your life, as blood is essential to you, so is water to all living things.
If you received the water, drink from the cup, and the moment you swallow, you will be back in the spot where you began, albeit completely drenched.
The goblet is Object 1300 of 2538. It is not able to be emptied, because it must never run dry.