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I know that this might be a very weird question, but do you have any headcanons for glukkon religion?
Absolutely not a weird question at allâin fact, Iâve spent a lot of time thinking about Glukkon religion and how it evolved (or devolved) alongside their rise as industrial tyrants. Hereâs my headcanon:
Glukkon religion in the current age isnât so much about faith as it is about control. Itâs become a convenient tool. Weaponized spiritualityâused to justify the unjustifiable. It masks corporate greed, and rewrites history. Much like in certain real-world regimes, religion for the Glukkons is a smokescreen; an ideological tool for Industrialists to make their conquests/destruction/exploitation seem ordained or even righteous. While most Glukkons donât actually believe anymore, theyâre more than willing to pretend they do if it protects their interests or absolves them of guilt in the public eye.
Historically, though, it was a different story. Before the Schism, Glukkons were genuinely spiritual. Deeply invested in alchemy and mysticism. Sought cosmic inquiry. They weren't always the soulless industrialists we know today. They coexisted with the Mudokons, who themselves were spiritually revered advisors, like Tibetan monks in a medieval theocracy. The Glukkons had their own form of spiritual prideârooted in alchemical tradition and secret knowledgeâuntil the Mudokon Moon appeared, of course.
The Schism was a spiritual breaking point. The Mudokonsâ declaration of chosenness upon seeing their speciesâ mark in the sky, even though they at no point declared themselves superior, still deeply humiliated the Glukkons. Their failure to refute this caused them to abandon the clear sky and any pretense of humility (glukkmility?). Thatâs when they fully embraced their alchemical practices and became the âEnclosurists,â walling themselves off from both literal nature and metaphysical truth. Their religion didnât dieâit was buried, commodified, and ultimately turned into propaganda.
(Putting some concept art here from Steven Olds, which shows Glukkon(or Oldger as they were called at the time) dressed in ways that highlighted their practices in alchemy)


Even now, vestiges of that old faith remain. Alchemy still exists in Glukkon culture, though itâs largely symbolicâused for product names, branding, corporate sigils. Think of it like how modern society treats Greek mythology. Aestheticized, fictionalized, decontextualized. Brewmaster from Soulstorm is a great example btwâhe practices alchemy privately, but itâs taboo, something the general public considers to be a relic of a forgotten past.
Then there's the Priest concept art for Oddworld by Farzad, which I think is incredibly telling.
This monstrous preacher, with soooo many eyes, clearly could see the sins of Industrialists but deliberately chooses not to. Itâs the perfect metaphor for an Industrial religion; a faith that once demanded introspection and accountability now exists only to absolve the powerful. This character seems like a satire of religious hypocrisy, confirming that maybe at some point Industrial religious institutions once had weight but now function as merely hollow theater. Their god(s), if they still have any, are just mirrors that reflect back what the elites want to see.
So, I think Glukkons absolutely have their own versions of televangelists. Maybe they're Sligs, or Chroniclers. Maybe even Vykkers, especially if they're demanding donations from viewers to fund their churches. They go on airwaves and spout sermons about how "divine will" justifies monopolies, worker exploitation, and planetary destruction. They claim that wealth is a sign of divine favor, and poverty or dissent is a spiritual failing. Poorer Glukkons who canât climb the corporate ladder likely do turn to religionâbut it becomes a trap. They end up donating what little money they have to their faith and winding up as street preachers, barking sermons no one listens to, or as scapegoats for corporate failures.
Some industrialists likely push this narrative further, declaring that the Mudokon natives (who are still vibrant and deeply spiritual) are practicing âblack magicâ or âdangerous cultism.â Itâs a clever inversion; those who maintain true spiritual practices are demonized, while the false prophets on TV claim moral high ground. Itâs fear-mongering, pure and simple. If the Mudokons are seen as spiritually deviant, then their enslavement becomes not only economically justifiable, but morally necessary in the Glukkonsâ twisted worldview.
In sum, I think modern Glukkon religion is an illusion. Itâs a marketing strategy, a shield against blame, and a tool of control. It reflects the collapse of their ancient spiritual identity, hollowed out by vengeance, capitalism, and/or fear. The faith that remains isn't about gods or truthâitâs about preserving power.
However, I do also think that Glukkons do still have active alchemical cults, or "brotherhoods", that are reserved for the rich and powerful. But i'll get into that another time. Wink wink
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"Sala do Motor" (Engine Room). Antigo motor MAN que alimentava o gerador das FĂĄbricas de Carioba, em Americana SP. Mais um capĂtulo da histĂłria da cidade jogado Ă s traças! #oldengine #motorantigo #gerador #oldgerator #manengine #man #motorman #abandonado #abandoned #urbex #rsa_urbex #saopauloabandonada #urbexworld #urbexplaces #0dz9 #americanasp #americanacity #rsa_preciousjunk (em Americana, Sao Paulo) https://www.instagram.com/p/Bw9gmLDDWEs/?igshid=9sw9yw5gtvme
#oldengine#motorantigo#gerador#oldgerator#manengine#man#motorman#abandonado#abandoned#urbex#rsa_urbex#saopauloabandonada#urbexworld#urbexplaces#0dz9#americanasp#americanacity#rsa_preciousjunk
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So recently I got an archive.org account and was able to view a digital copy of Oddworld: The First Ten years. So with this power, I decided to post versions of this Glukkon concept art by Steven Olds that Iâve seen already circulating online except not quite as crusty.

The first one here is of a pretty early design for the glukkons (back when they were called the Oldger) where it seems they were going to take their whole covering thier true form in fancy garments thing further with their faces having a fake, beak like jaw wired to their lower jaw.
In the upper right hand corner
[Fake jaw is wired to real jaw.]
Judging from the ânot validâ notes, it seems this picture of this art was scanned in after they moved on to another design closer to the one we know.

This next piece seems to be possibly from an earlier version of the Oldger era designs where they were given tentacle mouths. As cool as this looks, Iâm kinda glad OI went with the comparatively more humanoid mouths for the glukkons, as in my opinion it makes them stand out from the other octopus/cephalopod like alien creature designs that usually have tentacle mouths.

Hereâs another instance of Molluck getting his nudes leaked on tumblr.com a design closer to the glukkons we know (though the notes still refer to this guy as an Oldger)

What I found particularly interesting about this piece of concept art was the tattoo on the glukkon/oldgerâs left arm. When I was looking at the other images posted online I could never make out what it was. But seeing it in slightly better quality now, the tattoo actually looks a lot like the face of the octopus-like Oldger face. Maybe this was supposed to be a very early version of the Magog cartel logo? At least thatâs what it reminds me of.

#alien nudity tw I guess#oddworld#Oddworld: the first ten years#concept art#oddworld inhabitants#glukkons#oldger#oldgers#Steven Olds#archive.org
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h.. How does my coffee taste Burnt
i used a french press
#frank.txt#i mean its foldgers tho so it probably just always tastes burnt#hmm#the best part of waking up is some đ
±ïžoldgers in your đ
±ïžup...
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Oddworld: Role Switch au
So a couple of weeks(?) ago, @oddest-worlds posted an idea for an au where mudokons were an evil cultist species-supremacist power because of the mudokon moon incident and the glukkons were the enslaved natives. I really wanted to pitch in ideas/headcanons, but was busy with coursework at the time.
Fortunately, I just finished my project and now have more free time so I got to writing some stuff.... a lot of stuff... mainly just some points on the main trio of eusocial races (Mudokons, Glukkons and Sligs) and their role in the AU. So strap in!
(Fyi if you have/had other ideas that contradict the headcanons bellow, feel free to ignore those. Or pitch in some of your own ideas, Iâd love to hear them!)
Glukkons
Were once a spiritually oriented race who practiced black magic, occultism and alchemy and were allies of the Mudokons thousands of years ago
When the mudokons declared themselves as the supreme race because of the mudokon moon, they were, understandably, upset and concerned
Fearing their once allies were drifting further away into cultist, species-supremacist behaviour, the glukkons set out to disprove the mudokons declaration of supremacy though their alchemical arts and unify their species once more
Itâs said that some glukkon alchemists were successful in finding the answers they seeked out, but what those answers were have long since been lost to time
Now becoming more industrialised and realising the glukkons were a possible threat due to their alchemical powers, the mudokons orchestrated a war against them, nearly wiping the glukkons out in the process before thier surrender
After the war, disillusioned, outnumbered and on the brink of extinction, the glukkons began working for the mudokons, who belittled, oppressed and eventually enslaved them
Now most glukkons are born into subservience to the Mudokons, oblivious to their spiritual past, true history and culture
Still native glukkon tribes out in the wild in hiding from the mudokon empire
I mentioned this before, but I personally imagined the glukkons of this timeline walking on thier legs, which are still somewhat short, and retained thier long arms. Basically, they have the same body type to gibbons and similar long armed apes
Because they walk with their legs and not on their arms, most glukkons stand at almost half their canon height, roughly around 4 or 5 feet tall or so
In industrial captivity, most glukkons tend to have a grey or pale skintone like the glukkons we see in soulstorm
Native Glukkons born outside of captivity are much more diverse in skin colour, with their base colours ranging from brown to purple, red, pink or green etc
Along with This, they have the ability to change their skin colour like octopuses (which makes sense given their closest relatives evolutionarily are the oktigi and other octopus/cephalopod-like creatures)
Notably, they flash different colours across their face and skin when feeling strong emotions like sadness, anger, excitement etc. Similar to the mudokons in Abeâs Exoddus
Glukkons from certain tribes also have bioluminescent markings and patterns on their skin that are visible in the dark. Though, this trait is not as common
Using this colour changing ability, some glukkons are able to copy the colours and even textures of their environment and become one with the scenery. Essentially making themselves invisible. Of corse, this particular aspect of colour changing usually doesnât come as naturally or involuntary to glukkons as the emotional-based changes. In most cases it takes years of training to master the art of invisibility
Much like the Mudokons in canon, industrial-born Glukks are born into captivity from a mother queen and their eggs are shipped off to be sold into slavery
Baby or young slave glukkons are raised alongside their siblings and cousins over a mudokon master and are usually kept together as something akin to a demented orphanage where youngling glukks are sent to work as soon as they can pick up a rag and bucket
@oddest-worlds, You described the mudokons as being cult like. I personally imagined this would ya know aside from the moon worshiping mudokon supremacy stuff manifest itself most in the way they control thier glukkon slaves
Glukkons in slavery, much like people born into cults, are indoctrinated at a young age to believe their mudokon masters are perfect, all knowing and benevolent beings, that the outside world beyond the factories is a savage, unforgiving wasteland where outsiders will try to lead them astray, and that they are better off and safer dedicating their lives to loyaly serving the mudokons
Glukks who challenge these beliefs, defy their mudokon masters or try and escape to the outside are often severely punished. Either from being removed from their glukkon group, being held in a cell for hours or days where they are interrogated and for their âcrimesâ or getting severe beatings.
Native free glukkons have a similar tribal society structure as the native mudokons in canon, with each tribe having their own distinctive culture
As said before, they practice the occult, black magic and, most prominently among different glukkon tribes, alchemy
As well as living in tune with nature, Glukkon alchemists often practice the art of transmutation, turning one type material or substance into another, and joining certain substances and/or materials together. Which they do in order to better understand the natural world around them
Nowadays, though, native glukkon civilisation is far from what it once was millennia ago
Thanks to the mudokons and other industrial societies either enslaving or killing off their numbers as well as building over their sacred lands, most native glukkonâs main priority is to hide away from the rest of society and to protect what little of their culture and traditions still remain
From my research I learned the practice of alchemy (or at least the traditional western version of it) could be traced back to Egypt and Thoth, the god of arts and sciences, so I thought it would make sense if at least some individual native glukkon tribes culture and overall aesthetic would be loosely based on the ancient Egyptians as a callback to this, with some small echos of the architecture we see with the glukkon aesthetics of the canon timeline plus the more native looking early concept art of glukkons
Also while researching alchemy I noticed one key aspect of it involved change and transmutation, I.e. turning base metals like lead into noble metals like gold. I thought about how this could also connect to their colour changing. Maybe some native glukkons believe the colour changing to be a glukkons most primal form of transmutation. And view the ability to blend in with the environment as a way of being one with nature, both in the figurative and literal sense. Or something else along those lines
In industrial propaganda, native glukkons are painted as savage barbarians and alchemists as swindlers and charlatans that lead gullable slave glukkons astray, filling their heads with doubt, or with the promise of bestowing riches and immortality for a price
Enslaved glukkonâs clothes tend to consist of whatever textiles they can get their hands on in the factories and what little the strict dress code implemented by their mudokon masters will allow
The main item of clothing worn by most glukk scrubs is a shoddily cobbled together shirt and overalls. Sorta like an even shabbier version of the basic glukkon pud uniform in munchs oddysee
Like many things, native or liberated glukkons tend to have a lot more freedom when it comes to what they wear
The more traditional fashions often worn by glukkon alchemists include long, loose fitting robes, sometimes with these thick ribbed shoulder pads. Pretty much the same as outfit worn by glukkons in the very early concept art back when they were still called âOldgerâ or âOcitiâ
Mudokons
A once spiritual race that possessed psychic powers and were allies to the Glukkons thousands of years ago
When the shape of a Mudokon pawprint appeared on one of Oddworldâs moons, some mudokons took this as a sign from the gods that they were the chosen race
Blinded by their self imposed delusions of grandeur, the first believers of the mudokon moon sign set out to prove the mudokon raceâs superiority over all other races of Oddworld
The moon believers did this by recruiting more mudokon members into their tribe, slowly converting the many tribes into one unified empire, increased consumption of the planets resources and began to isolate themselves from the rest of Oddworld
Building massive towers that reached the skies, they began to spend most of thier time indoors, only looking up at the night sky to see thier sacred moon, the symbolic reminder of thier divinity over Oddworld
Gradually abandoned thier spiritual ways in favour of a more industrialised way of life. Only a few powerful figures within the Mudokon empire still use their psychic abilities such as possession
Growing more paranoid that their Glukkon allies and thier powers of alchemy would prove to be a threat to their rising power, the mudokons orchestrated a war against the glukkon tribes, nearly wiping them out in the process
After the war, the mudokon empire gave the queens of the last remaining glukkon tribes an ultimatum: give away thier children to the empire where they would be âemployedâ, âshelteredâ and âsafeâ, or let them be born into a âprimitiveâ tribal wasteland at the brink of extinction
The mudokons were able to enslave their once Glukkon allies and quickly rose to become the most powerful, and power hungry, civilisation in all of Oddworld
In terms of architecture and aesthetic, I figured many of those motifs from their spiritual/tribal past would subtly carry over to their current society, Iâll be it more metallic and industrialised. Like larger, dystopian dieselpunk versions of the huts, buildings and structures we see in Monsaic Lines and other native mudokon locations
The buildings they live and work in are also incredibly tall, with some structures in their urban cities reaching above the clouds (basically the opposite of the canon glukkons subterranean cities)
The Mudokons are the main industrial society with a stronghold over the planet
Having essentially brainwashed both thier mudokon citizens and glukkon slaves, the mudokon empire is singularly concerned with proving their dominion over the planet oddworld. with no reguard for the native creatures and cultures that inhabit it
Mudokon society is extremely dedicated to the idea they are the best civilisation in all of Oddworld
As far as theyâre concerned, their empire is the supreme civilisation, unparalleled in architecture, politics, philosophy, military and art
And they are dead set on proving thier superiority to the other races of Oddworld, no matter the cost
Any historical records that makes mudokons civilisation and society look bad or less then perfect are either deeply hidden away or destroyed. Through this constant revisionism as erasure, their true history has been long forgotten
Only consistent part of their history is the mudokon moon, which they hold as a sacred symbol and a reminder of their power as the âchosen raceâ
Now, the sight of the mudokon moon is rare for any industrial borns due to the sky being covered by air pollution from the mudokons buildings and factories
Young mudokons are born as eggs by their respective queen and sent to be raised by a foster mudokon worker and, if theyâre rich or well off, their many glukkon slaves
As I said before in the glukkon bit, the way glukkons are taught how to view the world is very similar to real life cult indoctrination and brainwashing. Young mudokons get a similar treatment in terms of their education
At an early age, mudokons are taught by their elders that oddworld belongs to the strong such as them, that the other races that cannot compare to the mudokons, And that all mudokons which as them are perfect and destined for greatness. (Provided they work hard and follow the rules of the empire...)
For a mudokon, lacking this sense of superiority over other races and drive to prove themselves as exceptional is frowned upon in thier society, and such mudokons are often either outcasted or placed in the lower ranking job roles
Like the glukkon workers in canon, adult mudokon workers are often employed as powerful bosses and rulers in the mudokon industries of food production, science, politics and/or religion to name a few
While some individual mudokon masters value mollah and material gain over other things, mudokon society as a whole isnât quite as obsessed with mollah the same way glukkon society in canon is. They do hold monetary wealth and riches in high regard, of corse, but mostly as one of many status symbols to prove their superiority over others
Due to their belief of being the superior race, some mudokons are known to be extremely arrogant and self centred, to the point theyâre often compeating with one another over who is the better mud
In terms of physical appearance, I imagine mudokons having a lot more angular features, like more talon like claws on their hands/feet to evoke a bird of prey
While mudokons are still omnivores, teeth such as their canids are more pronounced due to consuming more meat products such as scrab, Meech, slig and elum meats
I also feel like the slight uncanny-valley elements the mudokons already have should be subtly accentuated in the switch designs for creep factor and everything
unlike muds of canon, muds of the switch au tend to be on the lean, average and/or slightly cubby side rather then underweight and slightly bony in terms of their weight. Mostly down to having relatively better diet and quality of life, at least compared to their canon counterparts.
Mudokons also have way more feathers on their heads! Though, due to the airborne pollution of their industrial lifestyle, feather growth is mainly restricted to their head and face
donât tend to grow as many feathers on other parts of their bodies like arms, legs etc
On top of this, as mudokons tend to live in colossal tower-like structures, theyâve evolved adaptations to life in higher attitudes such as naturally taking shorter breaths.
One popular form of dress for most moderate or high ranking mudokons consists of a shirt garment with a v-shaped neck (kinda like a Dashiki) a medium length skirt and long ornate robes or feathered cloak. Think more fancy versions of the native clothes worn by the mud shamins in canon.
How intricate, layered, extravagant and/or customised etc these clothes are depends on how high the individual mud wearing them is on the power/wealth hierarchy. Kinda like the wealth hierarchy with canon glukkons. Most lower class muds tend to look closer to the muds we see in canon with a short loincloth-like skirt and simple vest.
While the majority of mudokon society tends to be more industrialised, there are certain elite and powerful groups within the mudokon empire that still practice their spiritual psychic powers
One example of such a group is an elite task force of mudokon agents specifically trained to hone their psychokinetic abilities.
Fed on an exclusive diet of mind altering spooce shrubs, they are granted powerful and dangerous abilities (provided they donât die from spooce overdose first). Such as the power to possess the minds and bodies of other beings
They are employed as black ops-like operatives by the mudokon empire to manipulate the affairs of other Oddworld nations and races behind the scenes with their powers of possession, as assassins to take out highly dangerous targets from afar with death via red ring explosion or possession induced head explosion, or as bodyguards to protect highly powerful and elite clients, usually mudokon queens. Essentially taking on a similar role to the Glocktigi in canon
Sligs
Race of amphibious/semi-aquatic swamp dwellers
Society not as complex or âadvancedâ as others like the glukkons or mudokons, technology wise
Somewhat nomadic as they tend to move around from place to place in colonies, though their preferd environments are wetlands, marshes, swamps, lakes and bogs
Were never enslaved by Glukkons, Mudokons or any other societies of mudos for that matter. probably since Sligs are seen as useless and impractical for such tasks anyway. I mean, what kind of peanut-headed chumps would have a legless species who canât use their hands do their dirty work for them?! lol!
While functional on land, theyâre a bit more adapted for life in water, with webbed hands and seal-like tails for swimming as well as gills in their mouths for breathing underwater
Walk with their hands when on land (similar to pantsless sligs in canon but slightly less awkward)
Use the highly dexterous tentacles on their faces to pick up objects and use tools while they walk or swim
Covering themselves up with dirt, moss, mud etc is a big part of their culture. Not because they think theyâre ugly like the Sligs in canon, but because it provides good camouflage from larger creatures and predators wanting to eat them
If a Slig is spotted or about to be caught by anything that would want them as food, they can use their arms to leap away from their attacker
In terms of actual clothing, they donât wear much aside from a covering that wraps around the middle section between their abdomen and their tail mostly so their butts donât get cold when they go up on land. These coverings are usually either made of soft reeds weaved together, a leaf held together by a stick going through both ends or whatever they can get their tentacles on in thier surrounding environment
Even without fancy covering or camo, Sligs are pretty diverse when it comes to their appearance
Depending on the environment, their skin tone can range from light green to yellow, dark green, blueish-green, teal, brown or black to name a few
Some Sligs also have tiger like stripes similar to the ones on big bro Sligs in canon
And, of corse, thereâs albino Sligs. How theyâre treated tends to vary form colony to colony
Some outcast or even kill albinos, fearing their bright colour could attract predators
Other colonies are a lot more accepting of albinos, though they tend to be more protective of them due to, again, being more easy targets for predators
Most albino Sligs either take extra care to cover themselves with as camouflage as possible to hide their bright skin, or stay under the water for most of their lives, rarely ever venturing up to the surface world
Queens are also never seen on dry land, as their birthing process is significantly less painful underwater
While none of the queens in this timeline are as cripplingly obese as queens like Skillya in the canon timeline, most healthy queens are still rather large. Sorta like the size/weight of an average male elephant seal, or a salt water crocodile
Also, while some queens can still be jerkasses, they donât usually eat their own young, as they donât hold as much resentment towards them due to the less painful birthing process. Plus, their many drones usually bring them smaller fish and swamp dwelling creatures to keep them well fed
Baby sligs (or sliglets, as I like to call them) are born underwater and later take their first peek up to the surface after a couple of weeks
Raised by either one of their drone fathers or their many older siblings
baby Sligs are also born able to swim and walk on instinct, sort of like lizards. They only need to stick with their guardians for protection and to learn valuable life lessons from them like camouflage, avoiding predators, looking both ways before they cross the rivers etc
According to ex-Just Add Water employee Will on the Oddworld forums, Lorne Lanning originally envisioned Sligs having pig like fur, but this was cut from Oddysee due to technical limitations at the time. I headcanon that native Sligs had fur in the canon timeline but lost this trait due to their industrial lifestyle, similar to mudokonâs feathers. Hence in this timeline, some native Slig colonies do have fur.
usually more common, much thicker and more prominent on Sligs from colder climates as it helps them stay warm
The fur is also good for collecting dirt and growing moss and algae on, adding to the Sligs camouflage
I also have this headcanon that the noises sligs make for the BS and SâMo BS commands in Oddysee and Exoddus gamespeak are remnants of their old language before they were enslaved by glukkons in canon. This is how Sligs communicate to each-other in this timeline: through a series of frog-like ribbit and croak vocalisations.
They do have the ability to speak language in the same way Mudokons and Glukkons do, Iâll be it in a limited capacity since theyâre somewhat cut off from these language speaking societies and not used to talking in words. Think of it how, in canon, Gabbits like Munch can speak language with characters like Abe but can also call to other Gabbits through a dolphin-like âsongâ
Though they were never slaves, that doesnât mean industrial societies like the Mudokon empire havenât caused trouble for them
On top of occasionally hunting them to make high protein meat products and for sport, the Mudokon empire has also put their glukkon workers to use digging up Sligs swamplands for iron ore, as water that carried flakes of iron accumulated and settled in those swamps. As well as gathering peat from mires for fuel
These practices have been encroaching on the Sligs natural habitats. driving them out and disrupting their usual migration patterns
In a lot of cases, Mudokons purposefully try to drive off or exterminate Slig colonies. Viewing them as useless, dirty pests getting in the way of the precious resources that, much like everything else on Oddworld, the mudokons feel a sense of entitlement to
Alright, that all the points I got down for the big three. I do have some ideas for the other races like vykkers, steef, oktigi, meeches etc but for now, Iâll just leave it here. Again, please let me know what you think of all this and feel free to make contributions.
@southern-forests
#oddworld#au#aus#mudokons#glukkons#sligs#oddswitch#oddswitch au#role switch au#I had the most fun writing about swamp sligs
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