Midnight Mockery (working title) 1
By reaver1_89
- 181 reads
1
“Have you ever heard of the Midnight Game? A few years back, that game popped up on the internet, inspiring teen stupidity, scary stories to read in the dark, a movie or two… you know how online fads come and go. The story is that it was once used as a supposed Pagan ritual to punish those that committed extreme disobediences to the faith. The ritual was used to summon the ‘Midnight Man’, a being that would roam the halls of the game and would attempt to catch the transgressor(s). Those caught would be killed, having their worst nightmares and fears played over and over in the victim’s mind while the Midnight Man removed their organs one by one. However, anyone playing the game had rules that, if followed, gave them a chance to win, or at least evade capture.
“The rules were simple:
- All participators in the game must have a candle, a way to light the candle, and a container of salt. A candleholder or such device is recommended, but not necessary. All participators light their candles and place them near each other.
- Those participating must right their names on a piece of paper, and place a drop of their blood on the paper. Different rulesets disagree on whether you ignite the paper with the candle afterwards, leave it by the door that initiates the game (more on that next), or just placed on the ground.
- One of those participating (now called Principles), must knock on a WOODEN door (the wooden door can be used to swap out a pre-existing door for the game, but it must actually be installed into the building) to the outside exactly 22 times, with the last knock ending as the clock turns to midnight.
- All Principles extinguish their candles and relight their own. The game has now started, and the Midnight Man has been officially invited into the building.
- Once the game has started, the Principles cannot leave the boundaries of the game space. The boundaries are the entire building the wooden door is attached to. Over the course of the game, it is highly recommended that the Principles remain moving so as to prevent the Midnight Man from finding them. Principles do not have to remain grouped, and can move independently of each other.
- If a Principle’s candle goes out, the Principle must relight their candle within ten seconds. The Principle must light their own, no others may relight it for them. However, tools to relight may be borrowed.
- If the Principle cannot relight their candle within ten seconds, the Principle must immediately use their salt to create a circle around themselves and remain within the circle until the game is completed. Only one Principle per circle is allowed. Drawing the circle results in a loss for the Principle.
- If the Principle is unable to relight their candle and is unable to draw the circle, the Principle is lost.
- Over the course of the game, if a Principle begins to hear voices, experiences hallucinations, feels strong drafts of wind, or sees a black humanoid figure, it is highly recommended that the Principle moves out of the area as quickly as possible: the Midnight Man is near and is aware that they are near as well.
- At no point during the game should a Principle insult, bait, or ridicule the Midnight Man. Such actions will make the Midnight Man take the game personally, and the Principle has essentially painted a target on their back. The Principle is all but guaranteed to lose or be lost.
- The game concludes at 3:33 a.m. If a Principle can follow the rules and is able to survive with their candle still lit, the Principle wins the game. The only prize to be won is the knowledge that they have beaten the Midnight Man.
- Sabotage, trickery, and deception is permitted among the Principles, so long as a Principle does not put out another’s candle directly. Teamwork, communication, and assistance is permitted among the Principles, so long as a Principle does not relight another’s candle directly.
- Do not assume that just because a game has been carried out until completion that the Midnight Man has actually left.
“These were the rules set forth by the internet, that all the edgy kids agreed upon, and that everyone decided to play. As with many things on the World Wide Web, the rules are bullshit. I mean, think about it: if this was a ritual to punish those who have wronged the faith, why is that individual responsible for initiating the game? Why would they? Which Pagan faith? Why 22 knocks? Why 3:33 a.m.? What if it was daylight savings, does that affect the game? Starting to understand how many holes there are? Those that attempted to play this, I don’t doubt some of them initiated the game… but it was more like a demo. The true purpose of the game is more than ‘survive until this specific time and get nothing’. I say ‘true purpose’ because the Midnight Game is, in fact, very real.
“Firstly, the Midnight Man is not an entity of punishment. They are a consequence of losing, the stakes being wagered upon. What are the stakes? Winner takes… well, not all, but some. Enough for a mortal being at any rate. The winner gets a portion of the life-force of each loser. The Midnight Man gets the rest. Simple stakes, but it goes much deeper than you’d think. You don’t just inherit ‘life’ as you think you would, you inherit what comes along with it, or could: luck, wisdom, spiritual growth potential, love, health, etc. Lot of perks come with a solid chunk of another’s life-force, not just an increase in life expectancy.
“Why does this matter to you? It matters to you because welcome to the Midnight Game, lucky contestant! You have been observed, selected, and transported to a secure location for this (possibly) once-in-a-lifetime experience! No, you don’t get to opt out. You’re playing this game, whether you like it or not. However, there are rules that you must be aware of, otherwise your stake in this game becomes invalid. If your stake (your life-force) becomes invalidated, you cannot win the game, and the winner does not get their earnings from you. You can’t lose either… but you will never be able to leave the game space. You will be trapped here, literally forever. You can’t die because your stake in the game is in perpetual limbo, so the only thing you’ll be able to do is claw at the walls as you literally waste away and descend into a state of permanent insanity. You don’t need to take the rules seriously, you just need to be aware of them, and what you’re putting on the table. I’d PERSONALLY prefer if you pay attention and adhere to the rules, though. This would be my eighth game, and I won the previous seven. This game is only fun with capable competition, and I hate being bored. Just like you. That’s why I chose you. That’s why I chose all of you. So… yeah.
“These are the true rules of the Midnight Game:
- The game will start at exactly midnight. If I did this correctly, you’ll have about four hours to recover from the sedative and get your mind right.
- The game will not end until there is only one contestant (now referred to as a Player) left.
- Players will be unable to leave the game space. And I mean that literally. Even if you find a door to the outside, you won’t be able to pass through the threshold.
- Players will be unable to communicate with those outside of the game. You’ll notice you still have your cell phone. All basic applications will work (and you may find some of them could be useful during the game, but more on that later), but anything relying on telecommunications signals will not work at all. No calls, no text, no social media. If someone was be walking by while you stood at the threshold to the outside world, they wouldn’t even be able to see you. They could enter the building, and still wouldn’t be aware of your presence. All of us will be separated from the reality you know and be in a pocket reality for the length of the game.
- Your candle must stay lit at all times. If your candle goes out, you have ten seconds to relight it. You may use another Player’s candle to relight your own, and another Player can relight your candle for you.
- If you are unable to relight your candle in time, you may either encircle yourself in salt or quickly enter an unoccupied room and lay down a salt line in the doorway. Salt will only buy you 30 seconds before it fails.
- Players can find more candles, salt, and various other tools hidden throughout the game space. However, not all the resources are free and are locked behind randomized puzzles. I am not aware of the puzzle solutions, but all of the puzzles themselves are easy to understand and intuitive. No fun in playing without fair competition.
- Food and water is freely supplied in the main storage area.
- Sabotage, trickery, deception, and non-lethal violence is permitted among the Players, but the Player must retain their candle and keep it lit at all times. Teamwork, communication, and assistance is permitted among the Players, but be aware: eventually, the food and water WILL run out.
- At no point during the game should a Player insult, bait, or ridicule the Midnight Man.
- There are seven of us in the game, each of us locked in our own room until the start of the game. Once the game has started, the electronic locks will disengage to all rooms. Rooms will not be able to be relocked.
- Sleep is permitted, but your candle must stay lit.
- Do not assume that just because a game has been carried out until completion that the Midnight Man has actually left.
“So again, welcome to the game! Scattered throughout this building, I’ve left notes, information… lore, if you will. I love this game, the high I get with every win. I want you to love it, too. I don’t know if I’m going to win, but the idea of the new winner keeping this game going excites me. At the conclusion of the game, the winner will not only receive the stakes from each Player, but will also receive detailed instructions on how to complete the ritual on their own. I look forward to competing against each of you.
Sincerely,
The Game Master.”
I stare at the papers in my hand, the grogginess of the drugs still gripping my head. I look on the table by the bed, and see a thick, plain, white candle on a brass holder. Next to it lies a black lighter, a digital clock reading 2011 (military time… subtract 12, right? That’d be 8:12 p.m.) with red lighting, and a container of salt with an easy-pour spout. Next to the table on the ground, there lies a small black backpack.
“What… in the holy blue fuck… is going on?” I ask aloud, hoping for an answer. The only answer I receive is the deafening silence of my room.
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