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

Marken: Difference between revisions

From MassiveCraft Wiki
mNo edit summary
No edit summary
Line 7: Line 7:
* Varying
* Varying
|}}
|}}
Marken, Soul Marked, God Marked or God Cursed, is an [[Alorian]]-based [[Affliction]] that has plagued rare individuals and even some families for centuries. Marken and the God Cursed have for centuries been hunted down and killed due to a lack of understanding about their condition, and fear over the violence and killing that usually goes in their wake. Marken are normally very mundane individuals who suffer a condition that causes them to violently change during certain specific conditions that may vary from person to person into mangled, more beast-like versions of themselves. The reason why Marken are often also called God Marked or God Cursed is because this Affliction frequently occurs at the hands of a divine entity or some sort of God belonging to a religion. In recent centuries, Marken were victims of the [[Darkwald Order]] in the [[Regalian Empire]], targeted for their similarities to [[Cahal]], despite being an entirely distinct Affliction; some scholars have even indicated that Cahal may be an Exist-based imitation of the Marken. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the God Cursed pose a constant, considerable, and incurable risk to society that often incarcerates them for life
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.
==Marken Infection==
[[File:Ythgkgjhfgjmhhh.png|260px|thumb|right|Wolf Marken are the most commonly seen, as the Old Gods are very active with handing out Curses.]]
[[File:Beargtfged.png|260px|thumb|right|Bear Marken are less common, but not any less dangerous than the others.]]
[[File:New Canvagjgfjtfgsujtyfjyfg.png|260px|thumb|right|Marken cannot tell loved ones from prey while in their beast form.]]
[[File:Ythgkgjhfgjmgffhfdnfd.png|260px|thumb|right|Draken Marken have on occasion been described as elegant, and used in a variety of artistic depictions.]]
[[File:New Canvasoidfhbfdgd.png|260px|thumb|right|Usually when a Marken starts turning, running away is the best option.]]
===Playing a Marken in Regalia===
To be a Marken in [[Regalia]] is to be a risk to society and even loved ones. Marken have no agency over their actions when they are bestial, and attack anyone on sight regardless of their relationship to them prior transformation. They also have only vague awareness or memories of their actions as Marken, and as such, the Regalian [[State Metropolitan]] is commanded by the government to arrest and imprison them permanently. The Marken exist in lore to provide a more true-to-pop-culture alternative to playing a Werebeast that isn’t Cahal, but it also comes with its own inherent risks. Marken are incurable, and if one is caught and imprisoned, they are imprisoned permanently; although opportunities to break out may appear, they should never be hoped for. A long-term prison area exists for imprisoned characters to RP, though opportunities to interact with the outside world are incredibly limited. The Marken exist specifically for narrative and storytelling purposes, and should not be used for the purposes of CRP or conflict. Marken characters are recommended to have a set criteria of conditions that cause forcible changing, but are also recommended to keep this criteria as well-hidden from the State Metropolitan as they can; once a character is warranted and caught, they will be permanently incarcerated
===Infection===
Infection can occur in a wide variety of ways, but nonetheless occurs very rarely overall. While Cahal are more widespread over the world, meeting a known Marken is very rare as most try to keep their affliction secret and are not compelled to feed dangerous cravings like [[Vampires]] and Cahal. The following methods of infection exist:
* The most common form of infection is for a person to meet another Marken out in the city or in the wilderness, and survive the attack while being bitten. This will guarantee an infection of the individual. (For consent reasons, bites in roleplay like these may only occur with the consent of the other person, since this Affliction is incurable).
* A less common form of infection is to simply be born in a family where one of the parents is Marken, as the Marken or God Curse is hereditary and passes from parent to child. However, Marken have an extremely low birth rate, to the point that only single children are produced from Marken parents, if any are born at all. As a result, Marken children never have siblings, and Marken families are tiny as well.
* A less common form of infection is cannibalism. Cannibalism is reviled in every [[Religion]], [[Culture]], and [[Race]], and happens next to never around the world. However, in some instances, individuals have no choice. There are plenty of stories about miners being trapped in caves, having to resort to cannibalism to survive. Cannibalism is guaranteed to cause a person to become afflicted with the God Curse, but because this is well understood, cannibalism happens next to never, and as a result, very few Marken are created from this infection source except in the direst circumstances.
* A very rare form of infection is to actually be directly God Cursed. This involves some manifestation, avatar, or appearance of a divine entity (for example a [[God Emperor]] from Unionism), cursing the individual in the wake of some sort of unholy reprehensible or offensive and blasphemous act. [[Old Gods]], [[Unionism]] (Any denomination), [[Void Worship]] and [[Dragon Worship]] are all religions that have been known to appear and God Curse an individual. No other religion has been recorded creating a God Curse, however. For Old Gods, [[Bard, King of Bears]] appears as a giant before a person who has committed high treason against the Old Gods to curse them. For Unionism, God Emperors or Empresses have been known to appear, especially God Emperor [[Almar]] to curse them. For Void Worship, a Beast-Champion of Xor the Untamed appears to grant the gift, while also directing the affected to spend time at the Moon Lake of Desvach. For Dragon Worship, Dragon Matrons and Dragons themselves have been known to God Curse individuals; however, Dragons have been dead for the past 300 years, so a more recent God Curse because of Dragons is not possible, though a God Curse from before [[Cataclysm]] passed down generations from Dragons is possible. The current Central Matron is also not capable of God Cursing, as she was never taught this by the Dragons. Any of these incidents may be written into a backstory for crimes as insignificant as the murder of a priest to as heinous as the genocide of a village, but the crime committed should always have some sort of religious meaning or undertone of blasphemy or heresy to that religion.
* Another very rare form of infection is being a Godborn of [[Halfvel, the Father of Demigods]], though the form of Markenism he grants his children is unique. For more information on this form of infection, click [[Godborn#Old_Gods,_Halfvel_the_Dire_Wolf-God|HERE]].
* The rarest of infection methods is by the ingestion of God Blood. God Blood as a substance can only be gained in Progressions, or through the actual blood letting of divine entities in Regalia (some hidden Old Gods and Dragons may exist in Regalia, both of which qualify as Gods). Ingesting God Blood is guaranteed to cause an immediate infection and violent transformation. Because God Blood is probably the rarest substance in the world, there are currently no known individuals who have turned this way, or even inheritors of those who did centuries ago. Still, there are those who believe that being Marken is a blessing, not a curse, and that God Blood is thus a substance of great power that they must seek out. It is also known to instantly cure Vampirism or Cahalism that has infected the host in the process.


===Mental Changes===
==Playing a Marken in Regalia==
Being Marken does not cause any particular mental changes in the host. Their mundane self remains mundane, they get no extra [[Abilities]] or Specials, and their condition remains roughly the same. However, a Marken will eventually have to live with the fact that there are vast parts of their memories where they cannot recall what they did, the guilt of their actions, and the fact that they cannot control themselves. While Marken itself does not change the host, very few Marken remain the same personality wise because of their infection. Some become guilt ridden and remorseful, others become prideful and overconfident. Some see it as a religious calling, and others see it as a reason to fall out of faith. The mental changes are highly varied but affect any and all Marken to some degree, all because the condition is incurable, and the implications of a life-long curse is too much for some to bear.  
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 Types==
There are several Types of Marken, each belonging more traditionally to some religious iconography. Types of Marken are always consistent across religions and cultures. For example, even if a Velheim person is not religious, they are still part of the greater Old Gods Community, and as such would default to such a Marken if they committed cannibalism. Parent Marken always pass their exact Type down to their offspring, and Marken of a particular Type always infect their victims, who escape after being bitten with the same Type as they are. The following types exist:
* '''The Wolf Marken''' is one based out of the Old Gods and Unionist God Curses. The Wolf Marken is humanoid in stature, though has longer limbs and a long furred tail. Their entire body is covered in raven-black fur, though white stripes and patterns are on occasion possible. Their hands still have opposable thumbs, but their fingers are long and clawed, while their head is distinctly a wolf-head, with a pair of glowing purple eyes.
* '''The Bear Marken''' is one based out of the Old Gods and Mussaktu God Curses. The Bear Marken is humanoid in stature, though has a more stocky build and is beefier than their un-transformed self. Their entire body is either covered in raven-black or snow-white fur, with patterns of white or black on occasion being possible. Their hands still have opposable thumbs, but their fingers are thick and clawed, while their head is distinctly a bear-head, with a pair of glowing purple eyes.
* '''The Draken Marken''' is one based out of Mussaktu and Dragon Worship Curses. The Draken Marken is humanoid in stature, though has a more slender and athletic build. Their neck is set deep on their shoulders, covered in black Dragon-like scales. These scales also occur on their forearms, thighs, tail, and spine, but the rest of their body becomes smooth black leathery skin. Occasionally their scales may have white patterning, but otherwise they appear completely black. Draken Marken also have glowing purple eyes, and large canines that stick out of their mouths, as well as long backwards pointing ears. Draken Marken look like a combination of a wolf and a scaled armadillo, with claws and spikes all around.


==Curse Mechanics==
==Infection==
Because of a lack of Abilities and Specials, this [[Affliction]] has a couple of Mechanics that are simply explained in text format. Some of these have creative liberties where clarified, and some of them are strict to canon. If you have any questions or requests for alteration from the mechanics described here, please send in a ticket to the [[Rp Community Discord]]. Generally speaking, none of the mechanics confer any combat advantages or buffs to a Character. In roleplay, the people you are roleplaying with may consent to lend your Character more combat functionality than is actually afforded to them, but Marken are not intended to be a main CRP tool. The transformations should primarily be treated as a vehicle for storytelling.
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, it is important to note that Marken infections cure Vampirism and Cahalism if the person is infected. Geists are immune to infection, and Marken are also immune to becoming infected with Vampirism or Cahalism, and cannot become Geists.
===Turning===
* 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.  
Turning to a beast-form for Marken can trigger due to a variety of circumstances. Which of these circumstances the player chooses to use and which one the player leaves be, is up to the player.
* Born Infection: Any Marken automatically sires Marken children. Markenism then manifests when the child becomes of age, and is more likely to control it.
* A Marken may turn at the sight or smell of blood.
* Cursed Infection: The Old Gods in particular are prolific at God Cursing those who would desecrate their holy temples and burials, cursing them to Markenism.
* A Marken may turn due to intense anger or grief or fear.
* 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 Marken may turn during a specific time of the day.
* Dragon Magic: Some Custom Kits with Dragon Magic have Markenism included as an optional transformation for the power benefits of Markenism.  
* A Marken may turn due to the specific lunar phase.
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. You don’t have to upend your character design if you don’t like the changes applied because of Markenism, but you can also amplify them if you feel they are too subtle.  
* A Marken may turn on specific days of the week.
===Infection Changes===
* A Marken may turn due to being exposed to the God that infected them.  
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.  
* A Marken may turn due to some overwhelming emotional state.
* Infection can cause an increase in muscle mass and broadness of the skeletal or muscular frame beyond even racial limitations.
* A Marken may turn due to hate or disgust of a particular person.
* Infection can cause an increase in facial and body hair, of any gender, or change hair bone-white or raven-black, or just darker.  
* A Marken may turn due to self doubt or loathing, or self hate.
* Infection can cause a person to have a worsened temper, increased aggression and violent inclinations, or foul mood or loss of patience.  
Additionally, a number of potential signals can be provided while turning, or threatening to turn, which can signal to others. These signals are not consistent between Marken however, so they are optional.
* Infection can cause a person to become more sensitive to loud sounds or bright light, and experience lack of concentration or memory lapses.
* A Marken may signal their turning with their hair on their arms and neck standing up.
* A Marken may signal their turning with their eyes turning purple shortly before changing.
* A Marken may signal their turning with sudden onset of aggressive hair growth.
* A Marken may signal their turning with a sudden deepening of the voice and changing.
* A Marken may signal their turning with bodily changes like more visible veins.
* A Marken may signal their turning with involuntary spasms or seizures.
* A Marken’s turning may be painless and quick, or painful and slow.
===Bodily Changes===
Marken may experience a number of Bodily Changes that are optional to their Curse. They usually occur after the individual has been infected.
* After infection, a Marken in their mundane form may experience increased hair growth.
* After infection, a Marken in their mundane form may experience increased musculature.
* After infection, a Marken in their mundane form may experience increased facial hair.
* After infection, a Marken may experience their hair turning snow white or raven black.  
* After infection, a Marken may experience heightened aggression or loss of patience.
* After infection, a Marken may experience more temperamental behavior and impulsiveness.
* After infection, a Marken may experience moments of lack of focus or concentration.
* After infection, a Marken may experience sensitivity to loud sounds or bright lights.
* After infection, a Marken may experience irrational fear of religious buildings and icons.
===Different Forms===
There exist different forms. After all, the person is normally Mundane, but the shift to Marken beast is not usually binary, but rather a gradient. For example, it is possible for a Mundane to shift halfway to a Marken beast, resulting in aggressive body hair all over their body, but not a full fur cover. They may still have a humanoid face, but find its anatomy slightly altered to look more bestial and snarling. Their nails may be replaced with claws, and they may have grown a tail or digitigrade legs. Regardless of the circumstances, when a Marken transforms, their eyes always start glowing purple. In both forms also, the Marken will lose control over themselves and start hunting any living being nearby for the kill. They may be able to remember what they did, only part of it through the lens of foggy memories, or remember nothing at all. They are unable to speak, wield weapons, use items, or even do simple things like open door handles, preferring to try and smash through them. In all manners of the way, Marken are beasts, and usually don’t stop until some predetermined time or situation (depending on how they turned to begin with), or until they are subdued.  
===Learning to Live with It===
Most Marken never learn to live with their condition and hide away from the world. Many of them build secured basements or attics and hide in times when they can predict their situation, or quickly try to self-isolate when they feel they are about to turn (which they usually can). There are ways to make being a Marken more tolerable. For example, especially among Marken who have embraced their condition, and those born in families with knowledge of the curse, it is possible for them to learn to manually trigger a shift. If a shift is triggered manually by the Marken, they actually remain in control of their own actions (they still cannot speak or wield weapons), and retain all their memories. Still, the curse remains a curse, and just because they are able to control themselves on a manual transformation does not mean they will on a forced transformation. If for any other reason than a manual transformation the Marken shifts, they still lose control and go on a murderous rampage. There are rumors among the Anglian Witches and the Dragon Faithful that Dragons can undo the Soul Curse, and that there are also ways of restoring a person’s soul by recovering the crime of blasphemy committed, for example by re-dedicating to the faith that cursed them, and acting in good virtue to that faith, though these have only ever been rumors and never strictly confirmed.  
==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.  


{{Affinities}}
==Marken Forms==
{{Accreditation
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 bodies remain humanoid in form, but their limbs are usually bigger or elongated, and their legs are more animalistic. The color of the fur on Marken (or scales in the case of Drakken), are related to the hair-color of the person in question. For example, if the person has black hair, the fur of their Marken will also be black, and if they are graying, so too will the Marken be. Marken can however also have more unique fur patterns not related to the hair color of the person. Marken iris colors are always purple, but the shades of purple can range from a pastel lavender to a dark tyrian, while sclera are always black or dark-gray. Exceptions exist for Halfvel Godborn which retain their Godborn eyes.
|Writers = MonMarty
{|
|Processors = FireFan96, Scribbe, MantaRey
|[[File:Wolferishfgjmhhh.png|200px|thumb|left]]
}}
|
[[category:Affinities]]
====Wolf Marken====
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.
|}
{|
|[[File:Bearisgtfged.png|200px|thumb|left]]
|
===Bear Marken===
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.
|}
{|
|[[File:Drakkarisfdnfd.png|200px|thumb|left]]
|
===Drakken Marken===
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.
|}
{|
|[[File:Clawguy.jpg|200px|thumb|left]]
|
===Claw Marken===
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.
|}
==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 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.
* '''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 is also unable to wield any weapons. Though, for the sake of Unarmed Combat, Marken claws count as steel weapons, and have steel durability. 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 accidently, 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.

Revision as of 18:28, 29 December 2022

Template:Info afflictions 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

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.

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, it is important to note that Marken infections cure Vampirism and Cahalism if the person is infected. Geists are immune to infection, and Marken are also immune to becoming infected with Vampirism or Cahalism, and cannot become Geists.

  • 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.
  • Cursed Infection: The Old Gods in particular are prolific at God Cursing those who would desecrate their holy temples and burials, cursing them to Markenism.
  • 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.

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. You don’t have to upend your character design if you don’t like the changes applied because of Markenism, but you can also amplify them if you feel they are too subtle.

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.

  • 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 bodies remain humanoid in form, but their limbs are usually bigger or elongated, and their legs are more animalistic. The color of the fur on Marken (or scales in the case of Drakken), are related to the hair-color of the person in question. For example, if the person has black hair, the fur of their Marken will also be black, and if they are graying, so too will the Marken be. Marken can however also have more unique fur patterns not related to the hair color of the person. Marken iris colors are always purple, but the shades of purple can range from a pastel lavender to a dark tyrian, while sclera are always black or dark-gray. Exceptions exist for Halfvel Godborn which retain their Godborn eyes.

Wolf Marken

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.

Bear Marken

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.

Drakken Marken

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.

Claw Marken

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.

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 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.

  • 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 is also unable to wield any weapons. Though, for the sake of Unarmed Combat, Marken claws count as steel weapons, and have steel durability. 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 accidently, 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.