Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Marken: Difference between revisions

From MassiveCraft Wiki
Created page with "{{Info afflictions |image = New Canvashrdhdhjfgsdgsdg.png |races = Any |contraction = Various |origins = Unknown, but likely ancient |symptoms = * Varying..."
 
No edit summary
 
(53 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{Info afflictions
Markenism is an [[Aloria]]n-based [[Affinities|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. In recent centuries, Marken were victims of the Darkwald, now [[Lothar Order]] in the [[Regalian Empire]]. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the "God Cursed" pose a constant, considerable, and incurable risk to society that often incarcerates them for life. When gods come to punish mortals, they don't do that for any reason that is easily dismissed.
|image      = New Canvashrdhdhjfgsdgsdg.png
 
|races      = Any
==Playing a Marken in Regalia==
|contraction = Various
Marken are, simply put, monsters, and so many characters will react with disgust and potentially violence when seeing them. Though illegal for most of history, a strenuous agreement in the Imperial Court has recently led to Empire-wide Marken legalization. Marken can report to a Knight of any Order for a short series of mental fitness tests, and upon being declared sane, have their name and Marken Form recorded. This legalization is entirely dependent on the Marken keeping a good reputation, to sustain the razor-thin Imperial favor keeping them from being hunted again. Player-created Marken should take care not to lose control or attack those around them for this reason.
|origins    = Unknown, but likely ancient
 
|symptoms    =
==Becoming a Marken==
* Varying
Marken are considered dangerous not only because the ones who cannot control themselves murder a lot of people, but also because being attacked by one, via scratching or biting, always causes infection. While this guaranteed infection is the case in lore, we understand this is not viable Out-of-Character, so we encourage players to come up with reasons why attacks don't always break the skin (armor, clothes, some item/object/magic protecting them), having the Marken not use their claws or teeth, or, if they are a sentient Marken, wearing steel caps on their claws. Someone can also be born a Marken, as Marken always pass their curse on to their children. Another method is to be cursed into being one by a god, which is common for those who defile holy sites and temples dedicated to specific gods. There are, however, also more benign infection methods. Marken may infect a willing person by choice, while some gods may also grant Markenism as a blessing. Finally, cannibalism always results in a Marken infection. Markenism takes a few days to fully take hold of the host, after which they are permanently and incurably a Marken. A character that is [[Afflictions|Afflicted]] cannot become a Marken, and Marken also cannot become Afflicted.
|}}
 
Marken, Soul Marked, God Marked or God Cursed, is an [[Alorian]]-based [[Affliction]] that has plagued rare individuals and even some families for centuries. Marken and the God Cursed have for centuries been hunted down and killed due to a lack of understanding about their condition, and fear over the violence and killing that usually goes in their wake. Marken are normally 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 mangled, more beast-like versions of themselves. The reason why Marken are often also called God Marked or God Cursed is because this Affliction frequently occurs at the hands of a divine entity or some sort of God belonging to a religion. In recent centuries, Marken were victims of the [[Darkwald Order]] in the [[Regalian Empire]], targeted for their similarities to [[Cahal]], despite being an entirely distinct Affliction; some scholars have even indicated that Cahal may be an Exist-based imitation of the Marken. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the God Cursed pose a constant, considerable, and incurable risk to society that often incarcerates them for life
==Infection Changes==
==Marken Infection==
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.  
[[File:Ythgkgjhfgjmhhh.png|260px|thumb|right|Wolf Marken are the most commonly seen, as the Old Gods are very active with handing out Curses.]]
 
[[File:Beargtfged.png|260px|thumb|right|Bear Marken are less common, but not any less dangerous than the others.]]
[[File:New Canvagjgfjtfgsujtyfjyfg.png|260px|thumb|right|Marken cannot tell loved ones from prey while in their beast form.]]
[[File:Ythgkgjhfgjmgffhfdnfd.png|260px|thumb|right|Draken Marken have on occasion been described as elegant, and used in a variety of artistic depictions.]]
[[File:New Canvasoidfhbfdgd.png|260px|thumb|right|Usually when a Marken starts turning, running away is the best option.]]
===Playing a Marken in Regalia===
To be a Marken in [[Regalia]] is to be a risk to society and even loved ones. Marken have no agency over their actions when they are bestial, and attack anyone on sight regardless of their relationship to them prior transformation. They also have only vague awareness or memories of their actions as Marken, and as such, the Regalian [[State Metropolitan]] is commanded by the government to arrest and imprison them permanently. The Marken exist in lore to provide a more true-to-pop-culture alternative to playing a Werebeast that isn’t Cahal, but it also comes with its own inherent risks. Marken are incurable, and if one is caught and imprisoned, they are imprisoned permanently; although opportunities to break out may appear, they should never be hoped for. A long-term prison area exists for imprisoned characters to RP, though opportunities to interact with the outside world are incredibly limited. The Marken exist specifically for narrative and storytelling purposes, and should not be used for the purposes of CRP or conflict. Marken characters are recommended to have a set criteria of conditions that cause forcible changing, but are also recommended to keep this criteria as well-hidden from the State Metropolitan as they can; once a character is warranted and caught, they will be permanently incarcerated
===Infection===
Infection can occur in a wide variety of ways, but nonetheless occurs very rarely overall. While Cahal are more widespread over the world, meeting a known Marken is very rare as most try to keep their affliction secret and are not compelled to feed dangerous cravings like [[Vampires]] and Cahal. The following methods of infection exist:
* The most common form of infection is for a person to meet another Marken out in the city or in the wilderness, and survive the attack while being bitten. This will guarantee an infection of the individual. (For consent reasons, bites in roleplay like these may only occur with the consent of the other person, since this Affliction is incurable).
* A less common form of infection is to simply be born in a family where one of the parents is Marken. The Marken or God Curse is hereditary and passes from parent to child, and so forth. Marken tend to be highly infertile, however, so the total number of children born from Marken parents is exceedingly low, as most of their offspring are stillborn. It is nigh on impossible for a born Marken to have siblings.
* A less common form of infection is cannibalism. Cannibalism is reviled in every [[Religion]], [[Culture]], and [[Race]], and happens next to never around the world. However, in some instances, individuals have no choice. There are plenty of stories about miners being trapped in caves, having to resort to cannibalism to survive. Cannibalism is guaranteed to cause a person to become afflicted with the God Curse, but because this is well understood, cannibalism happens next to never, and as a result, very few Marken are created from this infection source except in the direst circumstances.  
* A very rare form of infection is to actually be directly God Cursed. This involves some manifestation, avatar, or appearance of a divine entity (for example a [[God Emperor]] from Unionism), cursing the individual in the wake of some sort of unholy reprehensible or offensive and blasphemous act. [[Old Gods]] ([[Velheim]] or [[Ceardian]]), [[Unionism]] (Any denomination), [[Dragon Worship]], and [[Shambala]] are all religions that have been known to appear and God Curse an individual. No other religion has been recorded creating a God Curse, however. For Old Gods, a metaphorical representation of the Gods has been recorded, for example the Wolf-Champion of [[Basjtur]] appearing before a person could curse them. For Unionism, God Emperors or Empresses have been known to appear, especially God Emperor [[Almar]] to curse them. For Shambala, an ethereally speaking sun disk has been known to appear and cast a God Curse on the person. For Dragon Worship, Dragon Matrons and Dragons themselves have been known to God Curse individuals; however, Dragons have been dead for the past 300 years, so a more recent God Curse because of Dragons is not possible, though a God Curse from before [[Cataclysm]] passed down generations from Dragons is possible. The current Regalian Matron is also not capable of God Cursing, as she was never taught this by the Dragons. Any of these incidents may be written into a backstory for crimes as insignificant as the murder of a priest to as heinous as the genocide of a village, but the crime committed should always have some sort of religious meaning or undertone of blasphemy or heresy to that religion.  
* The rarest of infection methods is by the ingestion of God Blood. God Blood as a substance can only be gained in Progressions, or through the actual blood letting of divine entities in Regalia (some hidden Old Gods and Dragons may exist in Regalia, both of which qualify as Gods). Ingesting God Blood is guaranteed to cause an immediate infection and violent transformation. Because God Blood is probably the rarest substance in the world, there are currently no known individuals who have turned this way, or even inheritors of those who did centuries ago. Still, there are those who believe that being Marken is a blessing, not a curse, and that God Blood is thus a substance of great power that they must seek out. It is also known to instantly cure Vampirism or Cahalism that has infected the host in the process.
===Mental Changes===
Being Marken does not cause any particular mental changes in the host. Their mundane self remains mundane, they get no extra [[Abilities]] or Specials, and their condition remains roughly the same. However, a Marken will eventually have to live with the fact that there are vast parts of their memories where they cannot recall what they did, the guilt of their actions, and the fact that they cannot control themselves. While Marken itself does not change the host, very few Marken remain the same personality wise because of their infection. Some become guilt ridden and remorseful, others become prideful and overconfident. Some see it as a religious calling, and others see it as a reason to fall out of faith. The mental changes are highly varied but affect any and all Marken to some degree, all because the condition is incurable, and the implications of a life-long curse is too much for some to bear.  
==Marken Types==
==Marken Types==
There are several Types of Marken, each belonging more traditionally to some religious iconography. Types of Marken are always consistent across religions and cultures. For example, even if a Velheim person is not religious, they are still part of the greater Old Gods Community, and as such would default to such a Marken if they committed cannibalism. Parent Marken always pass their exact Type down to their offspring, and `Marken of a particular Type always infect their victims, who escape after being bitten with the same Type as they are. The following types exist:
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.  
* '''The Wolf Marken''' is one based out of the Old Gods and Unionist God Curses. The Wolf Marken is humanoid in stature, though has longer limbs and a long furred tail. Their entire body is covered in raven-black fur, though white stripes and patterns are on occasion possible. Their hands still have opposable thumbs, but their fingers are long and clawed, while their head is distinctly a wolf-head, with a pair of glowing purple eyes.
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
* '''The Bear Marken''' is one based out of the Old Gods and Shambala God Curses. The Bear Marken is humanoid in stature, though has a more stocky build and is beefier than their un-transformed self. Their entire body is either covered in raven-black or snow-white fur, with patterns of white or black on occasion being possible. Their hands still have opposable thumbs, but their fingers are thick and clawed, while their head is distinctly a bear-head, with a pair of glowing purple eyes.
{|
* '''The Draken Marken''' is one based out of Shambala and Dragon Worship Curses. The Draken Marken is humanoid in stature, though has a more slender and athletic build. Their neck is set deep on their shoulders, covered in black Dragon-like scales. These scales also occur on their forearms, thighs, tail, and spine, but the rest of their body becomes smooth black leathery skin. Occasionally their scales may have white patterning, but otherwise they appear completely black. Draken Marken also have glowing purple eyes, and large canines that stick out of their mouths, as well as long backwards pointing ears. Draken Marken look like a combination of a wolf and a scaled armadillo, with claws and spikes all around.  
|[[File:Werewolfmakrne.png|170px|thumb|left]]
==Curse Mechanics==
|
Because of a lack of Abilities and Specials, this [[Affliction]] has a couple of Mechanics that are simply explained in text format. Some of these have creative liberties where clarified, and some of them are strict to canon. If you have any questions or requests for alteration from the mechanics described here, please send in a ticket to the [[Rp Community Discord]]. Generally speaking, none of the mechanics confer any combat advantages or buffs to a Character. In roleplay, the people you are roleplaying with may consent to lend your Character more combat functionality than is actually afforded to them, but Marken are not intended to be a main CRP tool. The transformations should primarily be treated as a vehicle for storytelling.  
<span style="font-size:130%;><center>'''Howl Marken'''</center></span>
===Turning===
The Howl Marken is the most traditional kind of werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the [[Fornoss]] religion, as well [[Minor Faiths#The Broken Gods|The Covenant]], making the Howl Marken a distinctly [[Ailor]] cultural aspect. Howl Marken are feared and reviled in Ailor cultures, as dangerous and murderous beasts of the night, but may in some of these religions also be seen as a blessing, and protector of holy sites. Howl Marken represents the personality traits of pride and vanity.
Turning to a beast-form for Marken can trigger due to a variety of circumstances. Which of these circumstances the player chooses to use and which one the player leaves be, is up to the player.  
|}
* A Marken may turn at the sight or smell of blood.
</td><td style="vertical-align: top; width: 33%;">
* A Marken may turn due to intense anger or grief or fear.
{|
* A Marken may turn during a specific time of the day.
|[[File:Scalemarken.png|170px|thumb|left]]
* A Marken may turn due to the specific lunar phase.
|
* A Marken may turn on specific days of the week.
<span style="font-size:130%;><center>'''Drakken Marken'''</center></span>
* A Marken may turn due to being exposed to the God that infected them.
The Drakken Marken is a very rare sighting, hailing originally from the province of [[Anglia]]. Folklore has it that the Drakken Marken Curse was brought about as Ailorkind tried to ascend to become Dragons, driving them mad and into a blood rage. Some [[Draconism]] believers, however, consider them a kind of berserker warrior, those who fully give themselves to battle for the Dragons and their cause. Drakken Marken are often seen among Archon, who have found ways to master their formidable powers. Drakken Marken represents the personality traits of dignity and stoicism.
* A Marken may turn due to some overwhelming emotional state.
|}
* A Marken may turn due to hate or disgust of a particular person.
</td><td style="vertical-align: top; width: 33%;">
* A Marken may turn due to self doubt or loathing, or self hate.
{|
Additionally, a number of potential signals can be provided while turning, or threatening to turn, which can signal to others. These signals are not consistent between Marken however, so they are optional.
|[[File:Snakemarken.png|170px|thumb|left]]
* A Marken may signal their turning with their hair on their arms and neck standing up.
|
* A Marken may signal their turning with their eyes turning purple shortly before changing.
<span style="font-size:130%;><center>'''Strangle Marken'''</center></span>
* A Marken may signal their turning with sudden onset of aggressive hair growth.
The Strangle Marken is a quintessentially [[Allorn]] Curse. A prophecy of doom placed on the most deceitful of Princes of the Allorn Empire. It is said that the first Strangle Marken came about when the [[Estelley]] Gods cursed some of the greediest tomb robbers, turning them into venomous murderous snake-like beings. Over time, however, some [[Elves]] have started to see the raw power that the Strangle Marken Curse gives as a blessing, establishing whole cults seeking to master becoming one. Strangle Marken represents the personality traits of deceitfulness and dishonesty.  
* A Marken may signal their turning with a sudden deepening of the voice and changing.
|}
* A Marken may signal their turning with bodily changes like more visible veins.
</center>
* A Marken may signal their turning with involuntary spasms or seizures.  
</tr></table>
* A Marken’s turning may be painless and quick, or painful and slow.
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
===Bodily Changes===
{|
Marken may experience a number of Bodily Changes that are optional to their Curse. They usually occur after the individual has been infected.  
|[[File:Tigermarken.png|170px|thumb|left]]
* After infection, a Marken in their mundane form may experience increased hair growth.
|
* After infection, a Marken in their mundane form may experience increased musculature.
<span style="font-size:130%;><center>'''Claw Marken'''</center></span>
* After infection, a Marken in their mundane form may experience increased facial hair.  
The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the Goddess Avinla to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represents the personality traits of revenge and obsession.
* After infection, a Marken may experience their hair turning snow white or raven black.  
|}
* After infection, a Marken may experience heightened aggression or loss of patience.
</td><td style="vertical-align: top; width: 33%;">
* After infection, a Marken may experience more temperamental behavior and impulsiveness.
{|
* After infection, a Marken may experience moments of lack of focus or concentration.
|[[File:Bearmarken.png|170px|thumb|left]]
* After infection, a Marken may experience sensitivity to loud sounds or bright lights.
|
* After infection, a Marken may experience irrational fear of religious buildings and icons.
<span style="font-size:130%;><center>'''Brawl Marken'''</center></span>
===Different Forms===
The Brawl Marken is often found among the [[Velheim]], but also [[Breizh]] from [[Kintyr]], cursed by the [[Unionist]] Goddess Eirlys for their stubbornness and irreverence of holy sites, to live as Werebears. There exist even rumors of whole Knight orders of Brawl Marken in Kintyr, hiding their affliction until the day that the world can experience the brawn and power they have mastered over the centuries in ironic defiance by showcasing the same irreverence to gods as they were once cursed for. Brawl Marken represents the personality traits of disobedience to gods and stubbornness.  
There exist different forms. After all, the person is normally Mundane, but the shift to Marken beast is not usually binary, but rather a gradient. For example, it is possible for a Mundane to shift halfway to a Marken beast, resulting in aggressive body hair all over their body, but not a full fur cover. They may still have a humanoid face, but find its anatomy slightly altered to look more bestial and snarling. Their nails may be replaced with claws, and they may have grown a tail or digitigrade legs. Regardless of the circumstances, when a Marken transforms, their eyes always start glowing purple. In both forms also, the Marken will lose control over themselves and start hunting any living being nearby for the kill. They may be able to remember what they did, only part of it through the lens of foggy memories, or remember nothing at all. They are unable to speak, wield weapons, use items, or even do simple things like open door handles, preferring to try and smash through them. In all manners of the way, Marken are beasts, and usually don’t stop until some predetermined time or situation (depending on how they turned to begin with), or until they are subdued.  
|}
===Learning to Live with It===
</td><td style="vertical-align: top; width: 33%;">
Most Marken never learn to live with their condition and hide away from the world. Many of them build secured basements or attics and hide in times when they can predict their situation, or quickly try to self-isolate when they feel they are about to turn (which they usually can). There are ways to make being a Marken more tolerable. For example, especially among Marken who have embraced their condition, and those born in families with knowledge of the curse, it is possible for them to learn to manually trigger a shift. If a shift is triggered manually by the Marken, they actually remain in control of their own actions (they still cannot speak or wield weapons), and retain all their memories. Still, the curse remains a curse, and just because they are able to control themselves on a manual transformation does not mean they will on a forced transformation. If for any other reason than a manual transformation the Marken shifts, they still lose control and go on a murderous rampage. There are rumors among the Anglian Witches and the Dragon Faithful that Dragons can undo the Soul Curse, and that there are also ways of restoring a person’s soul by recovering the crime of blasphemy committed, for example by re-dedicating to the faith that cursed them, and acting in good virtue to that faith, though these have only ever been rumors and never strictly confirmed.  
{|
|[[File:Nagamarken.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Scale Marken'''</center></span>
The Scale Marken was once thought to be a failed experiment among the [[Allar]], of biology-changing alchemy gone wrong, but was later discovered to be a cruel trick from the Dragon Nox on the recently arrived Sendrassians to remind them of the cruelty Dragons were capable of, in contrast to the Yellow Water Dragons. Scale Marken are the quintessential werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Scale Marken represents the personality traits of hatred and jealousy.  
|}
</center>
</tr></table>
 
==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==
==Trivia==
* Many people think a Bear 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.  
* 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.
* 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, opiates and alcohol are able to numb those preconditions. As a result, many Marken end up addicted to either substance to try and cope.  
* 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.
{{Afflictions}}
*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]].
{{Affinities}}
{{Accreditation
{{Accreditation
|Writers = MonMarty
|Writers = MonMarty
|Processors = FireFan96, Scribbe, MantaRey
|Processors = Scribbe, FireFan96, MantaRey
}}
}}
[[category:Afflictions]] [[category:Primal Afflictions]]
[[category:Affinities]]

Latest revision as of 22:09, 2 November 2024

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. In recent centuries, Marken were victims of the Darkwald, now Lothar Order in the Regalian Empire. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the "God Cursed" pose a constant, considerable, and incurable risk to society that often incarcerates them for life. When gods come to punish mortals, they don't do that for any reason that is easily dismissed.

Playing a Marken in Regalia

Marken are, simply put, monsters, and so many characters will react with disgust and potentially violence when seeing them. Though illegal for most of history, a strenuous agreement in the Imperial Court has recently led to Empire-wide Marken legalization. Marken can report to a Knight of any Order for a short series of mental fitness tests, and upon being declared sane, have their name and Marken Form recorded. This legalization is entirely dependent on the Marken keeping a good reputation, to sustain the razor-thin Imperial favor keeping them from being hunted again. Player-created Marken should take care not to lose control or attack those around them for this reason.

Becoming a Marken

Marken are considered dangerous not only because the ones who cannot control themselves murder a lot of people, but also because being attacked by one, via scratching or biting, always causes infection. While this guaranteed infection is the case in lore, we understand this is not viable Out-of-Character, so we encourage players to come up with reasons why attacks don't always break the skin (armor, clothes, some item/object/magic protecting them), having the Marken not use their claws or teeth, or, if they are a sentient Marken, wearing steel caps on their claws. Someone can also be born a Marken, as Marken always pass their curse on to their children. Another method is to be cursed into being one by a god, which is common for those who defile holy sites and temples dedicated to specific gods. There are, however, also more benign infection methods. Marken may infect a willing person by choice, while some gods may also grant Markenism as a blessing. Finally, cannibalism always results in a Marken infection. Markenism takes a few days to fully take hold of the host, after which they are permanently and incurably a Marken. A character that is Afflicted cannot become a Marken, and Marken also cannot become Afflicted.

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.

Howl Marken

The Howl Marken is the most traditional kind of werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the Fornoss religion, as well The Covenant, making the Howl Marken a distinctly Ailor cultural aspect. Howl Marken are feared and reviled in Ailor cultures, as dangerous and murderous beasts of the night, but may in some of these religions also be seen as a blessing, and protector of holy sites. Howl Marken represents the personality traits of pride and vanity.

Drakken Marken

The Drakken Marken is a very rare sighting, hailing originally from the province of Anglia. Folklore has it that the Drakken Marken Curse was brought about as Ailorkind tried to ascend to become Dragons, driving them mad and into a blood rage. Some Draconism believers, however, consider them a kind of berserker warrior, those who fully give themselves to battle for the Dragons and their cause. Drakken Marken are often seen among Archon, who have found ways to master their formidable powers. Drakken Marken represents the personality traits of dignity and stoicism.

Strangle Marken

The Strangle Marken is a quintessentially Allorn Curse. A prophecy of doom placed on the most deceitful of Princes of the Allorn Empire. It is said that the first Strangle Marken came about when the Estelley Gods cursed some of the greediest tomb robbers, turning them into venomous murderous snake-like beings. Over time, however, some Elves have started to see the raw power that the Strangle Marken Curse gives as a blessing, establishing whole cults seeking to master becoming one. Strangle Marken represents the personality traits of deceitfulness and dishonesty.

Claw Marken

The Claw Marken are more common among Suvial Estelley worshipers as Werecats and Weretigers, as a curse from the Goddess Avinla to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represents the personality traits of revenge and obsession.

Brawl Marken

The Brawl Marken is often found among the Velheim, but also Breizh from Kintyr, cursed by the Unionist Goddess Eirlys for their stubbornness and irreverence of holy sites, to live as Werebears. There exist even rumors of whole Knight orders of Brawl Marken in Kintyr, hiding their affliction until the day that the world can experience the brawn and power they have mastered over the centuries in ironic defiance by showcasing the same irreverence to gods as they were once cursed for. Brawl Marken represents the personality traits of disobedience to gods and stubbornness.

Scale Marken

The Scale Marken was once thought to be a failed experiment among the Allar, of biology-changing alchemy gone wrong, but was later discovered to be a cruel trick from the Dragon Nox on the recently arrived Sendrassians to remind them of the cruelty Dragons were capable of, in contrast to the Yellow Water Dragons. Scale Marken are the quintessential werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Scale Marken represents the personality traits of hatred and jealousy.

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.

Accreditation
WritersMonMarty
ProcessorsScribbe, FireFan96, MantaRey
Last EditorMantaRey on 11/2/2024.

» Read more