Friday, June 18, 2010

On Waking Trembile

In any forest near where you live right now, there exists a dank, half-remembered cabin. In that cabin dwells a being known as Trembile. It is utterly important you never seek this man out, for he alone knows what comes after death, and is ever so eager to share it with you. But should you wish to ignore my warning and seek him out, you need only head into that forest alone. Tell no one you are going, as they will only wish to follow, and Trembile does not like crowds. Bring no maps or compass, for they will be of no use.
Continue into the deepest parts until all sounds of civilization have died long behind you and the thickness of the canopy threatens to block out all light. After a while you will start to hear voices. The voices will be numerous and will speak a language you will not understand. A palpable sense of dread will wash over you. Hang on to that feeling as it will be your only companion. Follow the sound of the voices, for they are now your guide. But be warned, if the voices ever stop it is imperative you place a single clove of garlic on the nearest tree stump as an offering. If the voices do not return flee immediately. Never look back and don't stop running. Do not stop to rest at your home or an inn or even on holy ground. Only when the last of the sun's light has finally sunk and the world is cloaked in dead of night will it be safe to stop; for in the total darkness the shadows will not find you. If the voices return then follow their source, as Trembile is near.
The voices will grow in volume and your dread will turn into out right terror. No matter what primitive and ancient part of you brain tells you to turn back and run you must ignore it, for they do not tolerate cowardice. Eventually when the cacophony of speech has reached an ear splitting level you will stumble into a clearing. The clearing will be filled with dead grass and withered flowers. But most importantly of all you will see a bordered up moss covered cabin. You have reached the dwelling of Trembile, and voices will plague no more.
Knock three times on the door before you enter, for entering without announcing your presence is just rude. Inside you will find a ladder, a kitchen, and a figured wrapped in burlap, features as taut and gaunt as the spitting image of death itself, rocking in a large mahogany chair. This is Trembile. He will be holding in his hands a small, but garish and ostentatious rectangular pyramid. This is the Lament Prism and you must not touch it. Trembile will be as dead to the world around him, so the wake him gently weave a second glove of garlic under his nose. When he wakes, ask him this and only this: "What waits at the cleaning at the end of the path?" Then he will talk.
Trembile will talk of many things and this monologue may last hours, but through the course of his ramblings, the terrible reality of your answer will unfold. If you believe him you will probably go mad, as no mortal was meant to hold such blasphemy. If you do not believe him, there lies still a way to know for sure. Climb the ladder into the attic and there you will find a small silver key. The key was meant for the Lament Prism, but when you try to unlock the Prism it is important you do not touch it. Never touch the Prism. It will open and all the truth it holds will pour into you. Either way after your business with Trembile will be concluded he will return to his stupor. You, however, will be quite mad. In fact you will be beyond all hope of saving, for you are now being corrupted by the hideous knowledge of death and it has began eating away your mind. But fear not, there is a very nice, very large revolver sitting on the kitchen table. The revolver will have a single bullet already loaded in its chamber. The bullet will have your name on it.
You will know what to do.