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{{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
|contraction = Various
|origins    = Unknown, but likely ancient
|symptoms    =
* Varying
|}}
Marken, Soul Marked, God Marked or God Cursed, is an Alorian-based Affinity 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 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 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 Affinity; 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.


==Playing a Marken in Regalia==
==Playing a Marken in Regalia==
It should first of all be understood that it is incredibly illegal to be a Marken in Regalia, because the law of the land understands them as a threat to society. Historically speaking, Marken are often unable to control themselves, and when involuntarily transformed, attack everyone blindly around them, often also infecting others who survive the attack. Regalia does not consider Marken to be evil per-se, but still struggles with their violent outbursts and unpredictability. With that out of the way, there are several ways Marken are commonly portrayed in the world of Aloria, they all depend on how the individual was infected, but more importantly, how they choose to live with it. It is possible for Marken to become legal in Regalia, but this is a very difficult and arduous process of legal self-exposure. It involves a trial for Occult Reprieve (ironic because Marken are not Occult) to be granted freedom to be a Marken legally, but because such a trial would involve exposing one’s identity, the risk of being denied and arrested is too great for many.  
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.


==Infection==
==Becoming a Marken==
Infection can occur in several ways. Infection from one Marken to another confers a Marken infection of that type, but players retain freedom to dictate what Marken type they become. It is important to note that Markenism is incurable. Finally, Markenism is mutually exclusive with Afflictions; this is to say that Marken cannot become Vampires or Cahal and, indeed, Marken infection is known to cure Vampirism and Cahalism. Geists are an exception, in that they cannot become Marken, and Marken cannot become Geists.
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.
* '''Bite Infection:''' A Bite infection occurs either from a bite or a scratch from another Marken in beast form. This is not a guaranteed infection, but poses a serious risk.
 
* '''Born Infection:''' Any Marken automatically sires Marken children. Markenism then manifests when the child becomes of age, and is more likely to control it.
==Infection Changes==
* '''Cursed Infection:''' The Old Gods in particular are prolific at God Cursing those who would desecrate their holy temples and burials, cursing them with Markenism.
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.
* '''Blessed Infection''': Some Old Gods bless their faithful with Markenism to reward their devotion, becoming Wolf or Bear Warriors to honor Halfvel or Asbjorn.  
 
* '''Dragon Magic:''' Some Custom Kits with Dragon Magic have Markenism included as an optional transformation for the power benefits of Markenism.
==Marken Types==
Markenism is defined by both physical and mental changes. Physical changes are also split into Infection Changes (applied to the body when Infected) and Marken Forms (what Marken look like while transformed). Many if not all of these bodily changes are optional and thematic, but not required; a character's design does not have to change on account of Markenism. Inversely, the changes applied by Markenism may be amplified if the player so wishes. Turning involuntarily into a Marken can occur through a variety of manners, including but not limited to: the sight or smell of blood, intense anger or grief, lunar phases, specific times of day, specific days of the week, being exposed to religious artifacts of their curse, overwhelming emotions, disgust of a specific person, loathing or self hate etc.
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.  
===Infection Changes===
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
Infection Changes are all optional, and can also be amplified if desired. It is acceptable to choose all, or some of them, or none of them.
* Infection can cause an increase in muscle mass and broadness of the skeletal or muscular frame beyond even racial limitations.
* Infection can cause an increase in facial and body hair, of any gender, or change hair bone-white or raven-black, or just darker.
* Infection can cause a person to have a worsened temper, increased aggression and violent inclinations, or foul mood or loss of patience.
* Infection can cause a person to become more sensitive to loud sounds or bright light, and experience lack of concentration or memory lapses.
==Marken Forms==
There are four very distinct Marken Forms defined by one animalistic appearance. Before discussing the individual Forms however, getting some of the common rules out of the way may be useful. Marken when transformed are furred from head to toe. Their torso will remain humanoid in form, but their limbs are usually larger or elongated, with the legs particularly taking on more animalistic qualities, such as a digitigrade bone structure. The color of Marken fur (or scales in the case of Drakken) directly correlates to the hair color of the humanoid form; for example, an Ailor with black, graying hair will have black, graying fur in their Marken form, although fur patterns not present in the humanoid form are known to occur. Marken iris colors are always a shade of purple, ranging from a pastel lavender to a dark tyrian, while their sclerae are always black or dark-gray. Halfvel Godborn are distinct, in that they retain their Godborn eyes.  
{|
{|
|[[File:Wolferishfgjmhhh.png|200px|thumb|left]]
|[[File:Werewolfmakrne.png|170px|thumb|left]]
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====Wolf Marken====
<span style="font-size:130%;><center>'''Howl Marken'''</center></span>
The most common and obvious Marken is the Wolf Marken with the head of a wolf and a long furred tail. Their heads look like wild wolves, though with a longer snout and longer almost elf-like ears. Wolf Marken are considered the most vicious and strongest of the Marken Forms. The Wolf Marken is thematically linked to Old Gods. Wolf Marken are commonly found in Talahm Gall, where whole villages and tribes are Halfvel fanatics who have embraced Markenism as a blessing and part of their cultural identity. They can also be found in some of the dark forested regions of the Regalian heartlands, and the capital, where those infected by the curse seek the shelter and anonymity that the sparsely populated forests can offer. Wolf Markenism is also common among the God Cursed of Old Gods, particularly those who violated Old Gods religious sites, and are subsequently punished by Bard. Wolf Markenism is the most common form of bitten infection, purely because it is also the most common numerically.
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.
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</td><td style="vertical-align: top; width: 33%;">
{|
{|
|[[File:Bearisgtfged.png|200px|thumb|left]]
|[[File:Scalemarken.png|170px|thumb|left]]
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===Bear Marken===
<span style="font-size:130%;><center>'''Drakken Marken'''</center></span>
The Bear Marken is less common and has the head of a polar bear, though without a tail. Bear Marken have much beefier limbs and stubby legs, making them slower. Bear Marken are considered the most durable and high-stamina of the Marken Forms, capable of fighting for longer and taking more punishment. Bear Marken are thematically linked to Old Gods. Bear Marken are commonly found in the northern parts of Drixagh, but also in regions where the Aesir are prominently worshiped by the Old Gods Faithful. Bear Markenism in particular is seen as a blessing in disguise for some Asbjørn and Rand worshipers, and a common trope for Dreikar to bless his followers with if they are particularly pleasing to his carnage desires. Bear Markenism is often treated as a curse by Vanir other than Asbjørn. Bear Markenism is often used as punishment by Old Gods other than Bard.
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.
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</td><td style="vertical-align: top; width: 33%;">
{|
{|
|[[File:Drakkarisfdnfd.png|200px|thumb|left]]
|[[File:Snakemarken.png|170px|thumb|left]]
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===Drakken Marken===
<span style="font-size:130%;><center>'''Strangle Marken'''</center></span>
The Drakken Marken is very rare, and has a scaled and much more sleek and athletic build than the Wolf or Bear marken. Drakken Marken appear somewhat like a mix between a canine, a feline, and a Dragon, with a very long spiked and scaled tail and large claws. Drakken Marken are considered the fastest and most agile of the Marken, capable of moving with great speed. Drakken Marken are thematically linked to Dragon Worship. Drakken Marken are rarely ever seen, with only scant rumors of some existing in Anglia and Kintyr, or other places with high concentrations of Dragon Temples. There are no known cases of Drakken godcursed Marken, the only Drakken Marken that supposedly exist belong to long lineages of temple protectors and Dragon worship guardians who function more like lone wolves. They are never part of larger organizations like the Dragon Wardens or Oranjen Knights, much preferring to apply their scale and claw justice to any issues faced by these local areas. There are rumors of Drakken Marken also being made by Dragons when asking them for a blessing of power to help in the fight against the Occult.  
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.  
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</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
{|
{|
|[[File:Clawguy.jpg|200px|thumb|left]]
|[[File:Tigermarken.png|170px|thumb|left]]
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===Claw Marken===
<span style="font-size:130%;><center>'''Claw Marken'''</center></span>
The Claw Marken are somewhat uncommon, and appear like oversized feline Asha with more inhuman body proportions and a large shoulder frame. Claw Marken are considered the most clever of Marken, as even while completely unable to control themselves, Claw Marken are more prone to stalking and ambushing instead of thrashing prey with no subtlety. Claw Marken are relatively rare because sightings of them can easily be mistaken for overgrown Asha, and because Claw Marken usually go out of their way to avoid being seen, even while feral. Claw Marken are sometimes encountered in the deep forests of Daendroque and the Allorn Empire, particularly in the natural habitat of the Dawn Jungle Stalker, where the canopy is so thick that the brush is always covered in semi-darkness. Claw Marken are not known to thematically be related to any particular religion, though Khannar, the Ordial Cultist God, has some relevancy to them. Some of Khannar’s followers are Claw Marken, giving themselves to the bloodhunt of Elves, thus letting the power of their god channel through their Markenism. This, ironically, results in the majority of Claw Marken being Elves who have survived the attack.  
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.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Bearmarken.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Brawl Marken'''</center></span>
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.
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</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Nagamarken.png|170px|thumb|left]]
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<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.  
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==Mental Changes==
</center>
Markenism doesn't in and of itself bring about mental changes quite like Vampirism does besides the more obvious loss of patience, irritability and decreased temper. It is however important to understand the mental state a person with Markenism can be in, because it greatly affects how much they suffer from Markenism (or derive benefit from it). The distinctions of mentality are divided into three overarching categories.  
</tr></table>
* '''Suffering Markenism''', is when the person who is infected has no control over their condition, and is terrified of what they become and what they might do. This person cannot control when they transform, or what they do when they transform, and sees it wholly as something ruining their lives. They might seek to self-isolate to minimize the risk to others and the guilt, or desperately seek to cure themselves of the curse in whatever way possible. This is a common state of mind for those who were godcursed for violating a holy site, or those who were simply bitten. People who are Suffering Markenism can eventually transition into Tolerating Markenism, but only if they give up the search for a cure, or find some bigger meaning in it all that bites through the trauma of what they have done, or are capable of doing.  
 
* '''Tolerating Markenism''', is when the person who is infected has some control over their condition but still routinely loses control. This person is able to both have transformations that they initiated on command and can control, but also involuntary transformations where they have no control. Those Tolerating Markenism are less likely to seek a cure, because it is often also related to their religion, and seen as their burden to bear, or simply something they have to live with if they have given up on the possibility of finding a cure. Tolerating Markenism is something seen frequently in those who are slowly transitioning to Harmonizing Markenism, particularly common among the faithful and those born with Markenism because of a parent.  
==Marken Designs==
* '''Harmonizing Markenism''', is when the person is fully in control of their condition and never lose control. This person is both able to initiate transformation on command, repress transformation, and control themselves completely while transformed. This is brought about by one of two things, either because they are devoutly religious and consider Markenism a gift from their god thus wholly giving into it, or because they are so vain and hungry for power that Markenism and its blessings becomes part of their identity, thus mastering it in the process by embracing it. Either way, they no longer seek a cure. It is important to note that they aren't 100% in control of transforming, they can still be provoked into transforming when they are stimulated to do so from the outside, but will be entirely in control when they do.  
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.


==Mechanics==
==Marken Mechanics==
Mechanics describe the functions and specials of what Marken can do, and how their Marken Forms function. In general, Markenism doesn't actually confer any advantage to the infected, it is not an Affliction like Vampirism that warrants any kind of power boost, it is purely made up of Specials and Mechanics. Markenism should be chosen for the story potential and for the character aesthetics, not because it makes someone better in Combat Roleplay, because it does not.
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.
* '''Marken Form:''' Marken Form is when a person transforms into a Marken, either voluntarily or involuntarily. This is the term described when a person fully transforms to the fullest extent. When in Marken Form, a person is no longer able to speak in humanoid languages, only capable of howling or grunting (unless Halfvel Godborn), and cannot wield any weapon. Marken are still very capable of Unarmed Combat, possessing claws that count as and have the durability of steel weapons. This Transformation counts as a Disguise.  
===General Marken Mechanics===
* '''Halfmarken Form:''' Halfmarken Form is when a person transforms only part of their body (for example their head), or halfway transforms into a beast without the bodily proportions. This can best be described as "human body with animal head" or "animal body with animal head but human proportions", thus disregarding the more long-limbed monster proportions. No mechanical changes occur to the Marken in this Transformation besides appearance, though the Transformation does count as a Disguise.  
* '''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).
* '''Quartermarken Form:''' Quartermarken Form is when a person transforms only part of their body, but never into fully animalistic appearances. For example they might gain more aggressive body hair and claws, but never grow a tail, or change their head into that of a beast, they remain always distinguishable humanoid but with beastly features. No mechanical changes occur to the Marken in this Transformation besides appearance, and this Transformation does not count as a Disguise.  
* '''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.
* '''Marken Scent:''' Marken of the same type (for example Bear Marken on Bear Marken) are able to smell the Marken infection on another Marken while within 5 Blocks distance. It is not required to constantly Emote this at every encounter, there is a rough expectation of the burden on the person trying to identify another person as Marken to inform themselves if they are, and to also communicate OOC with the other person to ensure that discovery-RP is pleasant and satisfactory for both sides.
* '''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).
* '''Marken Cursesworn:''' Marken, though some strange method of mind-control contrivance of the curse (that even applies to those who are immune to Control Powers or Mind Control), are never able to reveal the identity of other Marken either accidentally, or on purpose, or allude to them being Marken. Any attempt to do so is considered power-gaming, and bad for roleplay, as part of the success of Marken roleplay depends on only revealing the identity of Marken to specific people in controlled situations.
* '''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.


==Deeplore==
===Howl Marken===
Deeplore sections on pages represent some hints towards potential areas where there is "more to discover" regarding the content of this page. This does not mean it is recommended to spam the Progression System with Progression Orders to very specifically hunt down these avenues, but more a reminder to keep an eye out when something hints in that direction, or something like this is used during an event, allowing your character to connect the dots.
* '''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.
* There is an unusually large amount of Marken cults in Talahm Gall, a specific region of Gallovia where they still follow a pre-Old Gods religion of the Pagan Wolf Gods. This area is considered very dangerous, even for Imperial tax collectors, who avoid the coldest and deepest mountain valleys because of the known Marken population that does not look kindly on intruding outsiders.
* '''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.
* It is speculated by some scholars that Cahalism originally started as a crude extrapolation of what Markenism was. The implication of this in comparison to specific Archon branches being made to combat the Occult that came about as an imitation of the Primal thing, is that Markenism is incredibly old, potentially dating as far back as the Seraph Era.
===Drakken Marken===
* There exists old Gallovian Folklore of the Wanders, people who were able to form an intensely strong bond with their Marken significant other or relations, and were able to "see through the eyes of the beast" as it were. This folklore recounts many tales of Wanders transporting their mind into that of their beastly kin, using their wit to guide them in their rage.
* '''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.
* The Pride Arken has an unusual interest, bordering on infatuation or obsession with the Marken. He has frequently been seen attempting to imitate or re-create the concept of a Marken through various iterations of Hellions or Pride Beasts, though there was always something off about them. The nature of his obsession is rumored to be related to the inherent prideful nature of Marken when they become Harmonious.  
* '''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.
 
*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}}
{{Afflictions}}
{{Accreditation
{{Accreditation
|Writers = MonMarty
|Writers = MonMarty
|Processors = Scribbe
|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.

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