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Markenism is an Alorian-based Affinity that has plagued rare individuals and even some families for centuries. Marken, or the "God Cursed," have been hunted down for centuries and killed due to a lack of understanding about their condition and fear of the violence and killing that usually goes in their wake. Marken are typically very mundane individuals who suffer a condition that causes them to violently change during certain specific conditions that may vary from person to person into enlarged, more beast-like versions of themselves. The reason why Marken are often also called "God Marked" or "God Cursed" is because this affinity frequently occurs at the hands of a divine entity or a god belonging to a religion. Marken are the traditional "Werewolves" as they are known in other forms of pop culture, however, Marken extend beyond the Wolf part and embody other animal transformations also.
Becoming a Marken
Markenism as a curse transfers in more ways than one, and how the curse is acquired may alter how an individual Marken behaves, or is seen by society. Below are all the variants of Marken "infection" as it is called, including some basic information about the premises.
Family Cursed |
A possible way of Marken infection, is to be born in a family that has Marken ancestry. Markenism transfers from parent to children at a 100% rate, though does not manifest until age 18. Marken infected this way tend to be more in control of themselves when transforming. |
God Cursed |
A more common way of Marken infection, is to be cursed by a God or some other Divine Entity for desecrating a Temple or Shrine of some kind. Other forms of sin punishment within the Religion can also result in a Marken Curse. These Marken tend be more violent and out of control. |
Blood Cursed |
Markenism is blood-transferrable, meaning that a blood transfusion of infected blood can infect. The amount of blood required for this process is considerable however, a few drops or even a splash will not be sufficient. These Marken tend to be more violent and out of control. |
Bite Cursed |
Marken bites when transformed are extremely infectious, estimated to be at a rate of 90%. These Marken tend to be more violent and out of control. Infection only applies to the victim with OOC consent in Combat Roleplay, they can contrive reasons for why the bite did not infect. |
Nature Cursed |
Markenism is sometimes part of being Godborn or Arkenborn. For example, a Godborn child of Halfvel is always a Marken. These Marken are fully in control of themselves, and can even behave more humanoid even when fully transformed. See those pages for more info. |
There may be other niche ways to become infected with Markenism that are not mentioned on this page for brevity sake. If you have a custom idea for an infection, please make a Ticket and discuss the lore continuity viability of that idea with Lore Staff. Generally, Markenism is incurable, there is theoretically a cure because any condition can be reversed, but there is no historical record of it ever having been done, so infection is permanent.
Infection Changes
Markenism can cause physical changes in the host even outside of transformation. Hosts can become more muscular, broader, larger, hairier (or scaley), and more aggressive; their hair color can change, their eye color can change, and they might become more sensitive to loud sounds or bright lights, or lack concentration. Markenism also causes further mental changes in the host, depending on how much in control of the curse they are. Each person who is infected with Markenism always starts completely out of control, they are beset with rage and violence and will attack even loved ones. The longer an Infection exists however (and the more the Host becomes in tune and accepting of their Curse, perhaps even liking it), they gain control over the Curse and become able to transform at will and retain control entirely. Markenism, however always, worsens bad personality traits and suppresses good ones. There is a wide range of ways people deal with Markenism: some embrace it, some are ashamed of it and try to minimize the damage, while others become emotionally crippled at the loss of memories and hurt they cause.
Marken Types
There are six distinct types of Marken, each with their background stories and each with general cultural niches. All the art depicted on this page shows Marken at its default design, but players have more creative freedom to tweak aspects of it (further down). Choosing one type of Marken is also not permanent. Each type is strongly attached to a particular personality trait or quality of a person - if their personality greatly shifts, or they experience major life events, the type of Marken may also shift.
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Marken Designs
As mentioned above, the art provides a "Default" Marken design. By default, all Marken have a predominantly black color scheme with purple eye colors. However, there is a wide range of customization options:
- Eye Colors: Eye colors can be whatever the player wants them to be, from dark sclera to bright, and from unnatural iris colors to natural ones. These have a great degree of freedom, including but not limited to multi-color eye shades, solid black eyes, or even eyes that look like a starry night sky and glow in the dark. It is recommended not to mimic Afflictions.
- Colorings: Fur or scale colors do not need to be Black. They can be based on natural hair color, monochromatic white and black patterns, stripes and spots, shapes, inverted patterning, and even have other colors, though the colors should, in general, be somewhat muted and never become glaringly vibrant, nor can the fur be glowing.
- Aesthetics: Additional thematic aesthetics may be added, for example, a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, or a Velheim Marken can have rune tablet bone plates. There is a great deal of freedom so long as the animal is recognizable.
Transformations
Marken have many transformations which may alter the way a Marken character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can transform into Quartermarken, then into Halfmarken, and then into Fullmarken, but never turn back any phase until the combat is concluded. Only one transformation can be active at any time. See Marken Form explanations below:
- Quartermarken Form: A person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self.
- Halfmarken Form: A person has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise, but Marken status cannot be Hidden.
- Fullmarken Form: A person fully transforms into a more bestial form, becoming more monster-like and hunched over, and becoming larger. This is a Disguise and a Monster Transformation, but Marken status cannot be hidden.
Marken Mechanics
All Marken, regardless of type or transformation, have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat, ways. Mechanics add aesthetic flair that invests in the "werewolf" niche. Each sub-type of Marken has 2 unique Mechanics that only they can use. It is not possible to switch between Marken Types.
General Marken Mechanics
- Mechanic 1: Marken have enhanced senses, even when not transformed. They can see better (even in darkness), and hear quieter sounds from further away. (Consult with an Event DM if this would reveal any new information).
- Mechanic 2: Marken have a sense for danger bordering on precognition and are warned of their possible impending death during Combat or Events, allowing them to prematurely disengage or avoid fighting something.
- Mechanic 3: Marken, if at a God Summoning of the God that cursed whatever Marken infected them (however far back), can be given "Redemption Quests" to free them of the curse or help them master it. (Not guaranteed, at the discretion of Lore Staff).
- Mechanic 4: Marken fare better in extreme temperatures and climates (hot or cold), and are not hurt or slowed down where other people might be, but this only applies to weather.
- Mechanic 5: Marken can declare Rental/Estate/Shop/Base Region or a wilderness cave as their "territory" granting them +1 to Attack Stat (break cap up to 11) while fighting within and around it. If another Marken declares the same area their territory, neither gets the bonus and they must fight over the area with the winner getting the bonus.
Howl Marken
- Howl Marken Mechanic 1: While in Quartermarken Form or greater, while out of Combat, a Howl Marken can scale walls and the sides of buildings (using Ender Pearls) as long as they are not a perfectly flat surface.
- Howl Marken Mechanic 2: While in Fullmarken Form, a Howl Marken can stare down another Fullmarken to potentially make them back down. Both players /roll 20, the best out of three. The loser is forced to look away, deferring to the winner for that one instance.
Drakken Marken
- Drakken Marken Mechanic 1: While in Quartermarken Form or greater, they can soothe other Fullmarken. The Drakken Marken may roll a Persuasion check to help calm down a rampaging Marken, with +2 added to the final result.
- Drakken Marken Mechanic 2: While in Fullmarken Form, when attacking alongside Archon or Draconism Faithful, gain +1 Defense Stat (breaks cap up to 9).
Strangle Marken
- Strangle Marken Mechanic 1: While in Quartermarken Form or greater, they can focus their senses on an Event/DM Character to learn if they have any hidden intentions or something they are hiding.
- Strangle Marken Mechanic 2: While in Fullmarken Form, gain a dangerous venom which can (with OOC Consent) paralyze or cause anyone affected by it to become gravely ill. (Discuss the effects in DMs).
Claw Marken
- Claw Marken Mechanic 1: While in Quartermarken Form or greater, the Claw Marken can declare a single (non-artifact) item of theirs an Object of Obsession. They can always track it down, wherever it is being held.
- Claw Marken Mechanic 2: While in Fullmarken Form, the Claw Marken can challenge another Marken to a duel. The winner gains +1 Attack Stat while the loser loses -1 until Server Restart. This does not stack but can breaks cap up to 11.
Brawl Marken
- Brawl Marken Mechanic 1: While in Quartermarken Form or greater, the Brawl Marken gains +1 Defense Stat (breaks cap up to 9) when fighting within emote range of a temple.
- Brawl Marken Mechanic 2: While in Fullmarken Form, the Brawl Marken can perform great feats of strength out of Combat (carry multiple people, throw boulders, etc.). They also gain +5 in out of Combat dice roll Strength competitions.
Scale Marken
- Scale Marken Mechanic 1: While in Quartermarken Form or greater, the Scale Marken when fighting in water gains +1 Attack Stat (breaks cap up to 11).
- Scale Marken Mechanic 2: While in Fullmarken Form, the Scale Marken tends to be one of the bigger threats in the waters, and can easily scare off most aquatic creatures in Events (consult with Event DMs).
Fullmarken Form Mechanics
Fullmarken Form is the only transformation that has functionally different mechanics. The Fullmarken form is a very specific kind of transformation that is not always beneficial to every Marken. For example, a scribe who gets infected with Markenism will most likely have a weaker form than a seasoned warrior, and sometimes some Marken are simply stronger or weaker than others. Quartermarken and Halfmarken Forms can still make use of weapons like normal, and so do not function differently. All Marken, when transformed into their Fullmarken Form, share the same set of "general" mechanics.
- Fullmarken Mechanic 1: Fullmarken Forms cannot make use of weapons or armor at all, instead their body (fists, claws, teeth) is their weapon, and their thick hide counts as Armor.
- Fullmarken Mechanic 2: Fullmarken Forms are forced to use Strength for Attack and Constitution for Defense, and gain +2 Strength and +2 Constitution. Additionally, they have any Dexterity Proficiency converted to Strength capped at 7.
- Fullmarken Mechanic 3: Fullmarken Forms regress into a more instinctive mindset, barring them from abilities. While in Fullmarken Form, they may only use Point Buy Abilities from Melee, Shielding, Tanking, Bruiser, Athletics, Training, Cutthroat, or Roguery.
- Fullmarken Mechanic 4: Fullmarken Forms are unable to speak (but they can still understand others). They can produce bestial noise called Marken Speech which any other Marken can understand, even while untransformed.
- Fullmarken Mechanic 5: Fullmarken Forms are not constrained by any environment they have to fight in, whether that be underwater or in frozen wastelands. They can use Attack Emotes or Abilities like normal.
- Fullmarken Mechanic 6: Fullmarken, if they are not in control of themselves, gain +2 Attack +2 Defense Stat (breaks cap up to 11/9), but must attack anyone and everyone around them, without discretion. This mechanic does not work if they have no allies present.
Trivia
- Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet and a bear head. It remains Humanoid in every other way.
- Arken have in the past also given Arken Pacts, gifts, and curses to people that they called Marken or Marked. These have never been the same as actual Marken or God Cursed, and more often than not was just Arken being uncreative and mimicking pre-existing Afflictions.
- Opiates and alcohol work as a depressant, to a degree. Because many Marken involuntarily transform due to emotional distress or anger, these substances can numb those preconditions. As a result, many Marken end up addicted to either substance to try and cope.
- One of the most infamous Marken was Narsil, the giant Strangle Marken pet of Regalian Arch Chancellor Morgan Kade. Killed after his master died, Narsil's body was preserved, and a fang was stolen to create the Artifact Narselendis.
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