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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. Marken are the traditional "Werewolves" as they are known in other forms of pop culture, however, Marken extend beyond the Wolf part and embody other animal transformations also.  
|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==
==Becoming a Marken==
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.  
Markenism as a curse transfers in more ways than one, and how the curse is acquired may alter how an individual Marken behaves, or is seen by society. Below are all the variants of Marken "infection" as it is called, including some basic information about the premises.  
 
{|
==Infection==
|-
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.
| style="padding: 10px" | '''Family<BR>Cursed'''
* '''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.  
| A possible way of Marken infection, is to be born in a family that has Marken ancestry. Markenism transfers from parent to children at a 100% rate, though does not manifest until age 18. Marken infected this way tend to be more in control of themselves when transforming.  
* '''Born Infection:''' Any Marken automatically sires Marken children. Markenism then manifests when the child becomes of age, and is more likely to control it.
|-
* '''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.
| style="padding: 10px" | '''God<BR>Cursed'''  
* '''Blessed Infection''': Some Old Gods bless their faithful with Markenism to reward their devotion, becoming Wolf or Bear Warriors to honor Halfvel or Asbjorn.
| A more common way of Marken infection, is to be cursed by a God or some other Divine Entity for desecrating a Temple or Shrine of some kind. Other forms of sin punishment within the Religion can also result in a Marken Curse. These Marken tend be more violent and out of control.
* '''Dragon Magic:''' Some Custom Kits with Dragon Magic have Markenism included as an optional transformation for the power benefits of Markenism.  
|-
* '''Cannibalism:''' For unknown reasons, Cannibalism (willing or unwilling) infects an individual with Markenism.
| style="padding: 10px" | '''Blood<BR>Cursed'''  
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.
| Markenism is blood-transferrable, meaning that a blood transfusion of infected blood can infect. The amount of blood required for this process is considerable however, a few drops or even a splash will not be sufficient. These Marken tend to be more violent and out of control.  
===Infection Changes===
|-
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.  
| style="padding: 10px" | '''Bite<BR>Cursed'''  
* Infection can cause an increase in muscle mass and broadness of the skeletal or muscular frame beyond even racial limitations.
| Marken bites when transformed are extremely infectious, estimated to be at a rate of 90%. These Marken tend to be more violent and out of control. Infection only applies to the victim with OOC consent in Combat Roleplay, they can contrive reasons for why the bite did not infect.
* 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.  
| style="padding: 10px" | '''Nature<BR>Cursed'''  
* Infection can cause a person to become more sensitive to loud sounds or bright light, and experience lack of concentration or memory lapses.
| Markenism is sometimes part of being [[Godborn]] or [[Arkenborn]]. For example, a Godborn child of Halfvel is always a Marken. These Marken are fully in control of themselves, and can even behave more humanoid even when fully transformed. See those pages for more info.  
|-
|}
There may be other niche ways to become infected with Markenism that are not mentioned on this page for brevity sake. If you have a custom idea for an infection, please make a Ticket and discuss the lore continuity viability of that idea with Lore Staff. Generally, Markenism is incurable, there is theoretically a cure because any condition can be reversed, but there is no historical record of it ever having been done, so infection is permanent.


==Marken Types==
==Infection Changes==
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 their default design, but players have more creative freedom to tweak aspect of it is (more 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 shifts greatly, or they experience major events in their life, the Type of Marken may also shift along with it.
Markenism has several effects on the host's body, and also their mind. The changes are different for each person, and can also differ in severity. The most often form of changes, is increased body hair and a more feral or beastly appearance. Other forms of changes caused by infection are sensitivity to light, sensitivity to touch, heightened hearing, smell, and taste. Other possible changes also occur in the personality, with increased anxiousness, loss of temper, and rage. Markenism can also cause long-lasting melancholy and hopelessness, as it is an incurable condition.
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
{|
|[[File:Werewolfmakrne.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Howl Marken'''</center></span>
The Howl Marken are the most traditional kind of Werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the [[Old Gods]] religion, as well the [[Pagan_Faiths#The_Blood_Covenant|Blood 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 represent the personality traits of Pride and Vanity.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Scalemarken.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Drakken Marken'''</center></span>
The Drakken Marken are 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 bloodrage. Some [[Dragon Worship]] 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 represent the personality traits of Dignity and Stoicism.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Snakemarken.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Strangle Marken'''</center></span>
The Strangle Marken are a quintessentially Allorn Curse. A prophecy of doom places on the most deceitful of Princes of the Allorn Empire. It is said that the first Strangle Marken came about when the [[Estellon]] Gods cursed some the greediest tomb-robbers, turning them into venemous 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 represent the personality traits of Deceitfulness and Dishonesty.
|}
</center>
</tr></table>
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
{|
|[[File:Tigermarken.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Claw Marken'''</center></span>
The Claw Marken are more common among the Suvial and [[Estelsoor]] worshipers as Werecats and Weretigers, as a curse from the Dragon Armina to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Armina 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 represent the personality traits of Revenge and Obsession.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Bearmarken.png|170px|thumb|left]]
|
<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 Goddess Elen 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 an ironic defiance by showcasing the same irreverence to gods as they were once cursed for. Brawl Marken represent the personality traits of Disobedience to Gods and Stubbornness.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Nagamarken.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Scale Marken'''</center></span>
The Strangle Marken were once thought to be a failed experiment among the Allar, of biology changing alchemy gone horribly wrong, but were 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. Strangle Marken are the quintessential Werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Strangle Marken represent the personality traits of Hatred and Jealousy.  
|}
</center>
</tr></table>


==Transformation Effects==
Transformation for Marken is on a sliding scale, rather than a flipswitch. Some Marken transform slightly, gaining more beastly traits and fur, but refrain from transforming fully into a monster. To differentiate between a full transformation and a more gradual sliding scale, the full transformation is referred to as Full-Marken, while any other degree is called Half-Marken. In Full-Marken, the Marken's head is animal-like, and their body has more feral proportions, completely covered in fur or scales. When in Full-Marken, the Marken loses the ability to speak and often engage in higher reason, Marken become violent and even attack loved ones in this state, and sometimes cannot remember anything they did. Marken that are fully transformed cannot cast Magic anymore, as they have no higher cognition to the Veil. However, for the sake of practicality, we recommend you still keep using the same Combat Stats and Abilities, just mask them cleverly to what a Marken could physically do in your emotes. If all parties are consenting, the Marken could also be given more HP or Attack Stats to satisfy the fantasy of the monster, however this should generally be avoided in situations where Combat is highly competitive. 


==Transformation Triggers==
Transformation Triggers are conditions that Marken have that can cause their involuntary (or voluntary) transformation. For every Marken, the condition is different, so it is possible to have one of the described below triggers, any combination of them, or entirely new ones you have designed yourself.
* Period phases are a common trigger, usually related to the phase of the moon, time of the month, or other celestial objects.
* Anxiety, Fear, Anger, or Rage, are also common triggers, essentially grouped together as the emotional triggers.
* A less common trigger is the smell of blood, the sight of violence and/or blood, or other forms of death or carnage.
* A less common trigger is a specific spell, incantation, or phrase, particularly related to a God Cursed Marken.
* A less common trigger are flashing lights, auditory over-stimulation, social pressure, or weather conditions.
* An even rarer trigger, are special locations, people, or specific series of events unfolding in front of the Marken.


==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 such as fur, or eye color. There are more types of Marken that can be played, but we want to keep design principles consistent. If you would like to play a werebeast that is not on this list, please make a Ticket and discuss it with Lore Staff, though certain designs will be discarded based on design preferences.
<gallery mode="packed-overlay" widths="200px" heights="200px">
File:Werewolfmakrne.png|The Howl Marken
File:Scalemarken.png|The Drakken Marken
File:Snakemarken.png|The Strangle Marken
File:Tigermarken.png|The Claw Marken
File:Bearmarken.png|The Brawl Marken
File:Nagamarken.png|The Scale Marken
</gallery>
====The 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 [[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.
====The 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.
====The 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.
====The 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.
====The 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.
====The 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 Mechanics==
All Marken have access to a standard set of Mechanics. Markenism is an entirely self-regulated curse, meaning that Players can decide how detrimental Markenism is to their day to day Roleplay. As such, even though it is generally thought of as negative, Marken do not gain any Combat related Mechanics like Vampires do, as most Marken will not actively hunted in the streets whenever they appear anywhere.
{|
|-
| style="padding: 10px" | '''Greater<BR>Strength'''
| You are stronger than the average normal person when it comes to out-of-Combat tests of strength. Whether it is in arm-wrestling, or other power competitions, you always gain bonus Dice. You can also carry much heavier loads than other normal people.
|-
| style="padding: 10px" | '''Greater<BR>Hunter'''
| You are an apex hunter in the wilds, capable of greater sense of the hunt, sight, and hearing in nature. You can effortlessly capture animals in the hunt, and may receive additional benefits during Monster Hunt Events or Monster encounters in the forests of Regalia.
|-
| style="padding: 10px" | '''Fauna<BR>Bane'''
| Animals generally fear you. Birds fly away, squirrels hide, and insects run away. Some predators like wolves or mountain cats will think twice before challenging you. This effect even applies to domesticated animals and familiars. This does not apply in Combat.
|-
| style="padding: 10px" | '''Greater<BR>Smell'''
| You can smell things in great detail. While out of Combat, you can smell any poison or substances that have been added to drinks or food, and you can identify any medicine or alchemy's ingredients by smelling it. This cannot be used to discover identities of the disguised.
|-
|}
|}
==Mental Changes==
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.
* '''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.
* '''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.
==Mechanics==
Mechanics describe the functions 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. 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.
* '''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.
* '''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.
* '''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.
* '''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.
* '''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.
==Deeplore==
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.
* 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.
* 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.
* 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.
* 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.
==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.
* 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.


{{Afflictions}}
==Managing Markenism==
Markenism is a curse that robs the victim of their agency and free will during their transformed moments, at least mostly, which results in a whole host of managing techniques and strategies to either mitigate transformation, or reduce the impact of loss of control during transformation. Any combination of the below mentioned techniques can be used separately or in tandem to have more control over markenism. Some of them are even legally mandated by the Regalian State, due to how illegal many aspects of Markenism are, and how Knights are constantly on the lookout for a wild Marken to kill. With a combination of these techniques, it is possible to mitigate the dangers and threats of Markenism as much as possible, but a complete removal of all threat of spreading the infection, or loss of control, is impossible. Every technique has downsides and drawbacks, or introduce new problems.
====Artalos Injection====
A common and legally prescribed management technique, is the injection of the Artalos substance during period of transformation to prevent full changing. Even for Marken who are ostensibly in control of themselves and their urges most of the time, involuntary transformation and mindless violence can still be a reasonable risk. The Regalian State mandates that all Marken who are publicly registered, carry a box with Artalos injection vials with them and a syringe, allowing rapid countermeasure to an involuntary transformation. Artalos works both as a supressant and a muscle relaxant, halting any ongoing transformation, or un-transforming a Marken who has already become a monster. This cannot be used mid-Combat.
====Lykorian Conditioning====
Lykorian Conditioning is a form of psychotherapy developed by the priests of the Evintarian Unionist community, that aims to mitigate the risks of personality shifting during transformation by re-aligning the untransformed personality to the transformed personality. In essence by reducing the friction between the two personalities, the victim can have more control over themselves during transformation. This form of conditioning has downsides  however, as the natural traits of a transformed Marken are greed, violence, impulsiveness, and lack of empathy. By encouraging these traits in the untransformed victim, scholars universally agree that the price of retaining control during transformation, is to become a bigger asshole.
====Panic Rooming====
A very common management technique among Marken, is the usage of a Panic Room, usually a metal-reinforced room that is locked from the outside that the Marken enters during a certain period in the month. Intentionally triggering Marken transformations and raging out in such an enclosed room where there is no threat of infecting others or doing damage, reduces the risk of other forms of involuntary transformation. Avoiding transformation for long periods of time builds up angst and anxiety in the Marken, which in and of themselves can result in an involuntary transformation. In essence, Panic Rooming helps the Marken micro-dose their transformations to reduce the risk of them occuring in public.
====Wolfbane Warding====
Mages skilled in the Body School, Enchant School, or Mind School, are capable of placing so-called Wolfbane Ward spells on a Marken's mind that prevents their transformation, or retains their control over the transformed self. These Wolfbane Wards are extremely effective, but have drawbacks in and of themselves. Due to their nature as being Wards, other Mages can unbind them and break them if they figure out they are there, which usually immediately forces a Marken to transform. Secondly, having such involved Magical Spells cast on a person's mind, forces them to become Magically Aligned, even if they cannot actually use Magic themselves. These wards can also have other side effects like alignment bodymodding.
====Darkbane Pacting====
Darkbane Pacting is an almost universally un-recommended process of managing Markenism that is nontheless common among Evolists and those who deal and barter with Demons. Darkbane Pacting involves either contracting a Demon, or some other Demonic entity like a Duke or Arken to create a Pact to control Markenism. While this is an even more efficient management technique than Wolfbane Warding, obviously making pacts with Demons will always involve some unseen negative side effects. Commonly, A Demon might agree to restrain a Marken curse, in exchange for control of the body of the host should such transformations occur. There is of course also the risk that the moment the Demon is banished, the violence in Markenism comes back.
====Trigger Avoiding====
A common and easy to practice management technique is Trigger Avoiding, which involves learning the triggers of transformation, and avoiding them as much as possible. Transformation Triggers (discussed above), differ from Marken to Marken, and may sometimes even differ from the type of Marken Infection to another. Common triggers however are anxiety and fear or anger. Trigger Avoiding involves learning what situations cause the transformations to occur, and leaving as quickly as possible, or warning those involved in the situation what the risks of continued pressing are. Keep in mind that forcing a Marken transform is not a case of self defense. If a Marken is forced to transform, they will still be hunted by Knights.
====Lothar Retaining====
Lothar Retaining involves accepting Lothar Technology to restrain a Marken's involuntary transformations. The Lothar Order has a special collar device that uses a combination of Purestone and Technology to restrain the Marken's involuntary transformations, but also allows the Lothar to activate a remote transformation that allows them to use Marken as attack-dogs in Combat. Lothar are legally allowed to use Marken this way, and are blameless should a Marken infect a criminal this way. The Marken however loses their own agency and becomes a puppet of the Lothar Order. The collar also cannot be removed by anyone but Lothar, as it has a kill-switch on the inside that will kill the Marken if it is tampered with.
==Marken Laws==
Markenism is highly illegal in Regalia, however Regalia has some legal codes that help in the tolerance of Marken out of pity for their condition. These laws are extremely fragile, meaning that any kind of social or political pressure at court could result in them changing for the worse, and Marken being hunted in the open once more. There is no official state register of Marken currently, though Marken that are socially known to be infected are routinely checked on their management techniques and if they still comply to the laws as they are presented here.
* All Marken must carry with them them at least 3 vials of Artalos Injection, and know how to use them in an emergency.
* All Marken must have some Trigger Avoiding, or Panic Rooming plan available to them that they are already following.
* All Marken must refrain from transforming for any reason. Transformed Marken are apprehended and brigged, or killed.
* All Marken must avoid spreading the infection. Spreading the infection further causes long term imprisonment or execution.
Generally, Markenism is a burden, and makes living in civilized society harder. This is why many Marken end up leaving urban settings and living in the countryside, or in Regalia, living in the sewers where there are much less Knights present. If a Marken was transformed and captured by Knights, imprisonment lasts a very long time, and does not guarantee a release. Players are strongly encouraged to avoid ending up in this situation.
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[[category:Afflictions]] [[category:Primal Afflictions]]
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