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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.
There may be other niche ways to become infected with Markenism that are not mentioned on this page for brevity sake. If you have a custom idea for an infection, please make a Ticket and discuss the lore continuity viability of that idea with Lore Staff. Generally, Markenism is incurable, there is theoretically a cure because any condition can be reversed, but there is no historical record of it ever having been done, so infection is permanent.
==Infection Changes==
Markenism 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.
==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==
==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.  
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.  
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
<gallery mode="packed-overlay" widths="200px" heights="200px">
{|
File:Werewolfmakrne.png|The Howl Marken
|[[File:Werewolfmakrne.png|170px|thumb|left]]
File:Scalemarken.png|The Drakken Marken
|
File:Snakemarken.png|The Strangle Marken
<span style="font-size:130%;><center>'''Howl Marken'''</center></span>
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 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====
</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 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 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====
</td><td style="vertical-align: top; width: 33%;">
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====
|[[File:Snakemarken.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Strangle Marken'''</center></span>
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.  
|}
</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 [[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 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====
</td><td style="vertical-align: top; width: 33%;">
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====
|[[File:Bearmarken.png|170px|thumb|left]]
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.
|
<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.  
|}
</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 Scale Marken was once thought to be a failed experiment among the [[Allar]], of biology-changing alchemy gone wrong, but was later discovered to be a cruel trick from the Dragon Nox on the recently arrived Sendrassians to remind them of the cruelty Dragons were capable of, in contrast to the Yellow Water Dragons. Scale Marken are the quintessential werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Scale Marken represents the personality traits of hatred and jealousy.
|}
</center>
</tr></table>
 
==Marken Designs==
As mentioned above, the art provides a "Default" Marken design. By default, all Marken have a predominantly black color scheme with purple eye colors. However, there is a wide range of customization options:
* '''Eye Colors:''' Eye colors can be whatever the player wants them to be, from dark sclera to bright, and from unnatural iris colors to natural ones. These have a great degree of freedom, including but not limited to multi-color eye shades, solid black eyes, or even eyes that look like a starry night sky and glow in the dark. It is recommended not to mimic Afflictions.
* '''Colorings:''' Fur or scale colors do not need to be Black. They can be based on natural hair color, monochromatic white and black patterns, stripes and spots, shapes, inverted patterning, and even have other colors, though the colors should, in general, be somewhat muted and never become glaringly vibrant, nor can the fur be glowing.
* '''Aesthetics:''' Additional thematic aesthetics may be added, for example, a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, or a Velheim Marken can have rune tablet bone plates. There is a great deal of freedom so long as the animal is recognizable.
==Transformations==
Marken have many transformations which may alter the way a Marken character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can transform into Quartermarken, then into Halfmarken, and then into Fullmarken, but never turn back any phase until the combat is concluded. Only one transformation can be active at any time. See Marken Form explanations below:
* '''Quartermarken Form:''' A person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self.
* '''Halfmarken Form:''' A person has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise, but Marken status cannot be Hidden.
* '''Fullmarken Form:''' A person fully transforms into a more bestial form, becoming more monster-like and hunched over, and becoming larger. This is a Disguise and a Monster Transformation, but Marken status cannot be hidden.


==Marken Mechanics==
==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.
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.
===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.
| style="padding: 10px" | '''Greater<BR>Strength'''  
* '''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).
| 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.  
* '''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.
| 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.  
===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.
| style="padding: 10px" | '''Fauna<BR>Bane'''  
* '''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.
| 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.  
===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.
| style="padding: 10px" | '''Greater<BR>Smell'''  
* '''Drakken Marken Mechanic 2:''' While in Fullmarken Form, when attacking alongside Archon or Draconism Faithful, gain +1 Defense Stat (breaks cap up to 9).
| 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.  
===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==
==Managing Markenism==
* 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.
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.
* 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.
====Artalos Injection====
* 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.
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.
*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]].
====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.
{{Affinities}}
{{Affinities}}
{{Accreditation
{{Accreditation

Latest revision as of 17:19, 11 December 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. Marken are the traditional "Werewolves" as they are known in other forms of pop culture, however, Marken extend beyond the Wolf part and embody other animal transformations also.

Becoming a Marken

Markenism as a curse transfers in more ways than one, and how the curse is acquired may alter how an individual Marken behaves, or is seen by society. Below are all the variants of Marken "infection" as it is called, including some basic information about the premises.

Family
Cursed
A possible way of Marken infection, is to be born in a family that has Marken ancestry. Markenism transfers from parent to children at a 100% rate, though does not manifest until age 18. Marken infected this way tend to be more in control of themselves when transforming.
God
Cursed
A more common way of Marken infection, is to be cursed by a God or some other Divine Entity for desecrating a Temple or Shrine of some kind. Other forms of sin punishment within the Religion can also result in a Marken Curse. These Marken tend be more violent and out of control.
Blood
Cursed
Markenism is blood-transferrable, meaning that a blood transfusion of infected blood can infect. The amount of blood required for this process is considerable however, a few drops or even a splash will not be sufficient. These Marken tend to be more violent and out of control.
Bite
Cursed
Marken bites when transformed are extremely infectious, estimated to be at a rate of 90%. These Marken tend to be more violent and out of control. Infection only applies to the victim with OOC consent in Combat Roleplay, they can contrive reasons for why the bite did not infect.
Nature
Cursed
Markenism is sometimes part of being Godborn or Arkenborn. For example, a Godborn child of Halfvel is always a Marken. These Marken are fully in control of themselves, and can even behave more humanoid even when fully transformed. See those pages for more info.

There may be other niche ways to become infected with Markenism that are not mentioned on this page for brevity sake. If you have a custom idea for an infection, please make a Ticket and discuss the lore continuity viability of that idea with Lore Staff. Generally, Markenism is incurable, there is theoretically a cure because any condition can be reversed, but there is no historical record of it ever having been done, so infection is permanent.

Infection Changes

Markenism 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.

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.

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 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.

Greater
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.
Greater
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.
Fauna
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.
Greater
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.

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.


Accreditation
WritersMonMarty
ProcessorsScribbe, FireFan96, MantaRey
Last EditorMonMarty on 12/11/2024.

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