Chapter Text
So this is a list of beings, tribes and places that may or may not make an appearance or be referenced in this story. Just a helpful list for those who need the reference on who everyone is and some of the places you might be experiencing.
Characters:
Abe: Meet our un-reluctant hero of the story. He is a Mudokon and native to East Mudos. He is recognized by his species as the Mudokon Savior, Messiah, and their liberator. He is also known as Abraham Lure or Stitch Lips. Despite his reluctance and skepticism he has already freed a large portion of his species from Glukkon Oppression.
Shrykull: A Mudokon spiritual power and demi-god. Shrykull has the physical features from both Scrab and Paramite. He has the ability to electrocute the area around himself with powerful bolts of electricity, killing hostile forces and causing major damages to the area. Abe is the only known Mudokon to pass the trials and gain the brands to be able to summon Shrykull.
Alf: Abe and Toby's older brother, defacto leader when Abe isn't around. He is one of the Mudokons that Abe saved from RuptureFarms where he worked at a mini brewery as a barista. He now travels with Abe and helps him on his journey to free their 'brothers'.
Toby: Abe and Alf's younger brother, just a little shy guy. He was an employee and slave at RuptureFarms. He is often quiet but he has tons of valuable and useful information that continuously helps Abe on their journey. {He read a stolen shipping manual for funsies!}
BigFace: Mudokon Shaman, Rebellion and Spiritual Leader that Abe met after escaping RuptureFarms. He took Abe to reconnect with his Native roots and go through the trials to temporarily gain the powers to save the RuptureFarms slaves.
Shamans: Spiritual guides, servants of the Almighty Raisin. They can travel via Shaman circles. Their powers and abilities vary Shaman to Shaman.
The Keeper: an old Mudokon Prophet. A female of the Mudokon species, she lives within the Sanctum of Necrum where she along with the countless other souls of deceased Keepers are tasked with preserving the Mudokon's true history.
Witch Doctors: Much like the Mudokon Shamans they are spiritually oriented but they work within the dark realm of the magic and spiritual practices. They are the opposite of the Shamans and embody the dark side of the Native culture.
Shaman Hunters: Mudokons/Merdokons who have come to work with the Witch Doctors and spend their time hunting down the Shamans and killing them.
Healers: Mudokon/Merdokon females who are spiritually inclined and use their abilities to heal others and craft medicines.
Almighty Raisin: Spiritual Leader/Sage. He is a long lived seed-like creature that evolved from an Elder tree in Northern Mudos. Due to his knowledge and wisdom the Mudokons hold him to a near religious level and often seek his guidance and advice.
Magog Cartel: Industrial Mafia made up of Glukkons. The Cartel is an Industrial juggernaut with most businesses owned by the Glukkons. This is a collective of Glukkons who banned together to strengthen the foundation of their wealth and power.
Glukkons: Industrialists, they were once spiritually oriented but a mishap with black magic that almost killed their race turned them away from spiritual practices. The surviving Glukkons from the incident became Industrialists. Modern Glukks have a strong distaste for Spiritual practices and magic. They made the Magog Cartel and enlisted Sligs as an ally force to ensure their reign was absolute and would not be challenged.
Sligs: Sapient species serving as body guards, personal assistants, entertainment and security for the Magog Cartel. Even though they enjoy what they do they are still slaves themselves to the Glukkons.
Vykkers Conglomerate: Owned by the Vykkers and they employ most if not ALL Vykkers in their Labs. They have contracts with the Magog Cartel for their services and products. They often run experiments and make products/machines that suit the Cartel's needs. They are highly respected by other Industrial species for their extensive knowledge of science and medicine. They also own many pharmaceutical companies.
Vykkers: An industrial race of tripedal creatures who are scientists and researchers. They are sadomasochists and find great pleasure in the pain they cause on their victims with their experimenting and product testing.
Interns: Cousin species to the Vykkers, they are security and manual labor around the labs. This species is enslaved by the Vykkers and are often seen wearing headphones playing the latest beats.
Scrabs: Fierce and lethal predators native to the Scrabanian Desert
Paramites: Fierce and extremely deadly predators native to the Paramonian Forest
Molluck: A Glukkon and member of the Magog Cartel. He was the Big Cheese and CEO of RuptureFarms, he was blamed for the uprising of the Mudokons and destruction of his factory as no one could believe that the Mudokons had actually rebelled. He is on the run from the Cartel and currently hunting to Abe down so he can clear his name.
Pekkley{Vykker OC}: A Vykker who operates outside the of Vykkers Conglomerate. Pekkley has a contract with Ruine to help him manufacture his products, he has a lab settled close by the IronWerkz factory where he researches and experiments, most of his subjects coming from the Mudos Sea and Ruine's own workforce. Pekkley has found many uses for the species he has experimented on and has come up with many products for Ruine to manufacture and sell.
Ruine{Glukkon OC}: A member of the Magog Cartel. He is a greedy and cruel Glukkon. After RuptureFarms destruction and Molluck's betrayal to their race Ruine saw an opportunity to expand his operations. With the approval of the board and other esteemed members of the Cartel he along with the help of Pekkley expanded the IronWerkz to what it is today. His work force is made up of Sligs and enslaved Merdokons.
Bells/Bee{my OC}: A female of the Merdokon species. She was born in captivity and has spent her life in captivity in Pekkley's lab. Her 'Tribe' is enslaved and works in the IronWerkz factory. She is spiritually oriented and may or may not join Abe in his journey to free them all.
Bounty Hunters: Individuals who pursue and apprehend others who are fugitives from justice. They take on bounties for the rewards offered and it does not matter to them if the individual is innocent or not. They will also capture and return any slaves to their owners for the right price.
Stranger: A legendary Steef who was once a Bounty Hunter but now he protects the Tribe of Grubbs.
Mudokons: Once a proud spiritual, native tree hugging race, currently divided between Natives, Liberated Slaves and the Enslaved Mudokons.
Merdokons: Once a proud spiritually oriented, native warrior tribe, currently divided by Natives and Enslaved Merdokons.
Native Mudokons: faction of Mudokon Tribes who prefer to peacefully live in harmony with nature and on occasion fight the Industrialists.
Native Merdokons: Faction of Merdokon Tribes who prefer to spend their time swimming and avoiding war but are highly aggressive and fight the Industrialists when provoked.
Enslaved Mudokons: Mudokons that are born from Sam's Labor Eggs and sent to work in Glukkon owned factories, Brew addicts
Enslaved Merdokons: Merdokons who are born into Slavery and sent directly to IronWerkz to work their lives away.
The Spirit of 1029: Named after the factory code of RuptureFarms. They are a group of Mudokons both enslaved and liberated who seek to violently overthrow the system of factories built across Mudos. They collaborate with the Natives to make this a reality as they relearn their Native heritage and undo the effects of Magog propaganda. This group is mainly centered around Abe and his achievements, those involved in the rebellion will immediately follow Abe if he shows up.
Locations:
Mudos: one of the many continents on Oddworld, it has many different climates and a variety of wildlife and sentient species.
Eastern Mudos: This is a highly developed part of Mudos with multiple factories and industries producing goods. These factories and industries are usually located next to large cities inhabited by Khanzumers and other species. The industrial expansion led by the Magog Cartel has left a devastating mark here both in the way they pollute the environment and the species they have and will drive to extinction with their greedy ways. There are still areas left untouched by the the Glukkons where the Native species live in harmony and peace with nature in hidden villages and ancient temples.
Western Mudos: noticeably less developed with no large factories or cities to be found. Nature in the West is almost completely untouched save for the Mongo River that has been dammed off by Sekto's Bottled water company. The damming of the river has caused the southern region of the west to become a desert like area with numerous towns and settlements there. aside from these tiny civilizations the west has many Outlaws and it is completely lawless. This is something the Outlaws take advantage of on a daily basis.
Mudos Sea: A large body of water that occupies a space within a layer of Oddworld, surrounds the continent of Mudos. It is teeming with sentient species, wildlife that are both peaceful and dangerous. The waters are very temperate in some areas with the most species living here while other areas are cold and harsh leading to fewer creatures inhabiting the water there. Other portions of the sea are hot and volatile to live in, only those acclimated to this region can withstand the heat. There are many villages and schools of species dwelling with the waves. The Vykkers have made the Mudos sea a hunting ground for test subjects for their experiments, they have many submarines and sea dwelling labs that they use in the water.
Ironwerkz: A very large multi layered factory with a vast array of equipment from water filtration and meat processing to packaging and shipping. Many products have been manufactured here since the destruction of RuptureFarms. The workforce here is mostly enslaved Merdokons who don't know anything else but the factory walls. Became an industry giant within a few weeks due to the vast array of products made here.
Pekkley's Lab: situated close to the IronWerkz factory. It is full of the standard research and development equipment along with tons of creature cruelty and abuse. There is plenty of medical equipment laying around and tons of traps and high level security in this area.
Native Mudokon Villages: These are the villages where the Native Mudokons reside and the Liberated Mudokons are sent to relearn their Native roots. They are full of Mudokon culture and structure.
Sapokons Village: This is one of the last main villages of Native Merdokons who also live on land. It is the largest village and well hidden within the sandy beaches of Mudos. It has many communal areas and homes and protected by sea wall terraces. It was once a great village where other Merdokons and Mudokons could come and join their festivities, though in recent decades they have become closed off to outsiders due to the Industrialists.
Mudokons Temples: much like the Paramonian Temple and Scrabanian Temple, these temples are where Mudokons can go to seek guidance from Shamans or higher powers. These Temples are sacred to all Mudokon and Merdokon Tribes.
Nolybab: A very large city that is a base of operations for the Magog Cartel. It is one of the greatest population centers on Oddworld. It is built within a crater of sunken land that was once a swamp.
Cities: Industrial progressive areas where Khanzumers and other species inhabit the area, often full of buildings and coated in smog from the nearby factories.
The forest: Areas full of Native species, wildlife, natural accruing flora and fauna, untouched from industrial progression. Lots of trees, naturally occurring food and water sources. temps ranging from temperate to very humid.
The desert: Very dry and sandy areas that are seemingly devoid of life though there is not a constant sandstorm like in Scrabania {Though they do still happen}, there is tons of life brimming under the grains of sand to escape the heat and hidden pockets of reprieve from the scorching heat.
The Borderlands: An area between East and West Mudos where many settlements of Bounty Hunters, Outlaws, Natives and semi-industrialists live. The Bounty Hunters here often pick up bounties on escaped slaves and other creatures. Most of the Outlaws, wanna be Industrialists and some of the Bounty Hunters rely on the products they can get from the Industrialized East.
Tribes:
Mudokons: Once a proud spiritual race who lived off of the land. they evolved from birds meaning they have hollow yet strong bones and well toned muscles. They are very agile compared to other species being able to outrun Scrabs and out jump Paramites. They are able to knock Sligs unconscious with their large hands {if they can get close enough} Most of them are currently enslaved by the Glukkons. The Native Mudokons currently have a rocky relationship with the liberated slaves but are still trying to teach them their ways and traditions. Their mother tongue is made up of musical notes and whimsical whistles. They often perform ritualistic dances around fires to the beat of drums showcasing their love for music. They are great craftsmen and able to build and craft many useful things and structures. All their structures are made to deteriorate back into nature should they leave as everything is made from renewable resources and renewable energy sources. They have kind of earthy skin tones.
Mudanchee: Known for their ways in warfare, the Scrab was their sacred animal. This tribe is extinct
Mulletokon: These Mudokons were known for their partying and flashy ways. They are extinct.
Mudceechee: this is a black sheep tribe of Mudokons. They are currently lost.
Mudomo: This tribe lived in forests and the Paramites were their sacred animal, they are extinct.
Merdokons: A race of Mudokons who evolved to have amphibious qualities due to their spiritual closeness with the sea and their way of life. The amount of amphibious features they have depend upon what tribe they are from and how deep within the sea they actually live as some only have minimal traits and others have evolved to have tails and gills to live deep within the sea. The Merdokons are highly skilled warriors and hunters by nature although they are generally peaceful until provoked. They can be a little more aggressive than their tree hugging brethren. They have a close bond with the creatures that dwell within the sea. They have a deep respect for all life and sacred places of all the tribes. They have communal areas in their villages where they gather around fires to eat, tell stories and dance or train their young to hunt/fight. All structures like other Native tribes are made to deteriorate back into the sea and land when or if they leave. They can communicate under water with hand signs although their mother tongue is made up of clicks and whistles that can blend into the wildlife noise around them. They have sea colored skin tones. most if not all Merdokon tribes have the following traits: broader arms to allow for better defense and offense, a third clear eyelid to protect their eyes while swimming underwater, broad chests for larger lungs, strakes on their legs and webbed hands and feet.
Merkers: These Merdokons live deep in the sea in the trenches, they have bio-luminescent patterns on their skin and either have very translucent colors or very dark skin tones. They have gills and tails since they rarely if at all go out of the water. They have monstrous claws and shark-like teeth, they are very aggressive and very large.
Merays: These Merdokons lived in coral reefs, they had brightly colored skin and pretty fins and excelled in hiding as they were the LEAST aggressive of the tribes. They are extinct.
Sapokons: These Merdokons live on the shoreline of the sea in a great village where they can easily access the water. They have a mix of features that allow them to live on land and explore the depths of the sea, they have many different sea toned skin colors and bio-luminescent patterns. They have broad chests to allow room for their large lungs to breathe under water and their hair fins are either very spiky and monstrous or very tendril and ribbon-like. They are peaceful until provoked and will fight, they don't really like outsiders and prefer to keep to themselves most of the time.
