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- Biology | Wicker Cave
what is a wicker? Unlike their human neighbors, The wickerbeast are a reptilian troll-like creature that lives in the world of Osova. They come in a wide variety of colors, sizes, genders, and subtypes. This page will guide as a starting point to help you create your wickerbeast effectively and participate in the large world of Osova! All images below are to be used for reference purposes only. basic body structures Skeleton The skeleton of a wickerbeast is incredibly dense in order to support their large mass. Overall, the skeleton can weigh 20% of a wicker's weight. This can ensure heavy impact damage to an enemy if a wicker charges. To counter this, the skeletal system is comprised mainly of compact bone. The jagged structure of their mouth allows for a high pressure force and extra grip. Once a wicker's jaw has a hold of something it will lock into place which is bad news for any prey a wicker may catch hold of. As they go through old age, are susceptible to things such as arthritis and hip dysplasia more so the King sub-typing due to having such a massive body. Blood System Wickerbeasts have a four chambered heart like humans do. The heart takes in deoxygenated blood from the body, sends it to the lungs to become oxygenated, the blood comes back to the heart, where it will then be pumped to the rest of the body. Wicker blood will match the eye color. If the eye is a gradient, it is one or the other color. Muscular System & Health Wickerbeasts are essentially walking tanks with the musculature to match the title. Their strong thighs act as a powerhouse of energy in their body. Combining this with their sturdy hind-legs and they have the capability of producing long running strides (up to 25-35 mph) for maximum impact along with great leaps. The tail is one long, thick muscle in itself which is used as both a weapon and to keep their balance when charging. The tail enables very abrupt acute turns in combat and travel. Weapon wise, wickers will use their tail as whip or club to throw their whole body into motion. The end result of the opponent can be paralysis or even death depending on how hard the hit was. Wickerbeast limbs are just as powerful. Their thighs enable them to master heavy weaponry such as axes. It also allows them to travel long distances and work much longer than the average human could. Disease A hereditary disease unique to wickerbeasts is known as Sphinx Syndrome. This disease is where a wickerbeast will be born hairless and deaf. Sphinx Syndrome wickers can be born with horns but the horns are typically small or will break easily. The appearance of one with sphinx is that of pale, wrinkled skin. If a wicker manages to make it to adulthood with this disease it will require additional aid for their quality of life. Sphinx syndrome wickers will benefit to have hearing aides, heavy duty armor and weaponry, and communicate via sign language. These wickers are able to have young, but the chances of one being born with the disease increases by 25%. Berserker's Disease is one while unique to wickerbeasts. The disease develops as a result of years of malnutrition from famine-like conditions. Due to a wicker beast's headstrong nature, Berserker's Disease can exacerbate this into constant aggression accompanied with: poor cognitive skills, mania, and loss of sleep. Even with proper nutrition into later years, enough internal damage has caused permanent scarring to the brain and will continue to have the disease. Beserker's Disease turns hereditary when a pregnant female is involved. Due to lack of nutrition from the mother, there will arise a possibility of the egg being underdeveloped. As a result, the hatchling that is born may have their brain damaged. The hatchling will display physical traits of being underweight or smaller than the average size of their sub type. a wicker's are pupil-less! The appearance of Wicker eyes varies between single colors and gradient hues. The species retain relatively good eyesight despite lacking an iris. The eye is mostly one big pupil to allow a greater amount of light to enter the eye. This allows the creatures to see in UV light and process the regular three channels of color. At night, eyes also exhibit retro reflection (reflected light in dim areas) or in some cases glow in the dark. Many wicker parents seek moderately lit areas to give birth due to their sensitive eyes at birth. This action minimizes their risk of accidental blindness. In priority of senses, the sense of smell and hearing still are actively the most relied on for them. approvable eyes rEJECTED eyes Eyes should have no shapes or pupils. They can have very small shaped highlights (Must be a lighter color like white). THE CLAWS Wicker claws are some essential tools for many things like work, foraging, brawling, and even artwork. The claws on the hands are the actual fingers of wickerbeast. The claws have a small bone piece and a nerve ending. These claw bones are covered by a sheath of keratin. Wicker claws can bend to hold objects. Wicker claws grow until adulthood and then do not grow anymore. The tips of the claws are able to be shaved and even be sharpened. Claw painting is a lovely practice done during court seasons for a mate. Claws might have little designs or patterns painted on them during that time. A wicker's jagged jaw is one of the signature traits of the species. This jaw allows for a vice grip over prey as it can lock on. If truly motivated in a life-or-death scenario or hunting scenario, a wicker will not let go til they succeed with the outcome. The insides of a wicker's mouth is a slightly acidic saliva that can break down food as it goes down the throat. It has a numbing sensation to the prey. The tongue can be forked (hereditary) or normally pointed at the tip. Wicker teeth and jagged jaw points are incredibly sharp. The teeth of a wicker are serrated at the back edge like a shark's teeth would be. Wickers make alligator-like rumbles most times but can range to clicking sounds like a bird. They like to mimic sounds in almost a corvid-like manner. reproduction & life when a mommy & daddy love each other- Don't worry, we'll spare you the birds and the bees talk. That's for your parents - not us! However, jokes aside, wickers still have to reproduce in the big world of Osova to make the world go round. WHAT DOES A WICKER EGG LOOK LIKE? In the first and second images above, these are examples of land dwelling wicker eggs. A wicker egg will be generally a light color of your choosing with darker speckles casted over the shell. The third image of the green egg is an example of swamp and pelagic eggs. These eggs are see through and have a jelly-like texture. Swamps lay them in shallow non-moving bodies of water while pelagics lay them amongst clusters of coral and under-sea plant life. Generally, the subtypes are sometimes able to be told by the egg sizes themselves however it is not the most accurate way. That big egg might in fact be a 7-9 pound rogue. Who knows? INCUBATION PERIODS Mainland and swamp wickerbeasts also differ in how they have their young. The two classes have separate gestation periods: mainland being three to four weeks with swamp being typically two weeks. A healthy mainland wicker will normally produce 5-6 eggs for their clutch while a swamp wickerbeast has 2-5 at a time. A wicker egg will take 14-40 days to hatch. Any subtype can breed with another subtype. The offspring would not be a hybrid - like a king/swamp offspring for example would either be a king or a swamp in the egg. Not a mix of them. lifespan A wicker can reach anywhere between 150-200 years of age, sometimes a little more. Wickers do not age like humans do. Usually, the beginning of a wickerbeast's life is fast in growth and the rest of its life is very slow aging. A wickerbeast's childhood is from ages 1-4 years old. Their teenage life is from 5-10 years old. A wickerbeast is a "younger" adult from the ages 10-20, and then after the age of 20 they are considered a mature adult. HORN GROWTH Newborn: Baby nubs, embedded a bit into head. 6 months: Tiny nubs, sprouting from head. 1 year: Slightly larger nubs, sprouting from head. 1 year, 6 months: Horns start taking shape, stop at base of ear. 2 years: Horns still taking shape, stop at mid ear. 2 years, 6 months: Horns generally have taken shape, stop at mid ear if curled ram horns and then start extending towards jaw. 3-4 years: Usually fully grown horns at this point. Longer horns could take 3-6 years to develop depending on the shape (antlers for example would take longer). HORNs Their horns are very similar to how their claws are. These appendages that sprout from the wicker's head all start with a small bone piece that connects to the skull. The rest of the horn however is very hard keratin and can at times be broken. A wickerbeast horn will grow back over 3-6 years. Horns can grow back unless ripped from the base of the growth. Horns are solid colors, gradients, and typically matte or a little shiny in texture. They can be segmented shapes as well. Though a wicker will have no more than two sets of horns (4). There should only be two on each side of the head at most and they will be the same shape unless they are a dweller. They do not grow cheek spikes. Wickers can also have small nose horns though they are most common on the dweller subtype. Nose horns are perfectly okay to have along with horn sets. A nose horn counts as a horn. no flights Wickers as a species do not have wings and cannot grow them. There are some exceptions that can however be seen on the hybrid page. The wickers body is typically too heavy to fly which is a reason why wings have never been a feature along with some early species agreements. Aerions however can glide for short periods. However, you can give your wicker accessories. By that, we mean that the wings need to have a harness or strap shown in order to "have wings." Wickers cannot have robotic wings on them as the limitations and features on robotics are still being developed. height chart Wickers have many heights and body types. A wickerbeast can be a stronger body type, a softer body type, or even a petite body type. Heights are similar in that they have a wide range to choose from. These are averages for the species and there can be outliers. If you want a tall rogue, that is more than acceptable. These wickerbeasts can be anywhere from 200 to 4000 pounds. wicker subtypes Aerion The only wickers that can glide. Read More Pelagic Wicker cousins to swamps that live in the ocean. Read More Dwellers Semi-blind mutated wickers that live in the mountains and caves. Read More Other Hybrids Wickers that are crossbred between other species. Read More King The largest wickers with the fluffiest of bodies. Read More Rogue The smallest wickers with the biggest personalities. Read More Wickois Our mechanical wicker friends. (WIP, not clickable) Read More Standard The average wicker - the most "common" wicker. Read More Swamp Semi-aquatic wickers with the spikiest of tails. Read More Robo-wickers Our mechanical wicker friends. (WIP, not clickable) Read More
- The WickerBeast Home
The official website for wickerbeasts. Find information on the wickerbeast species, wickerbeast merchandise, and our socials. wickercave Wicker Cave is a gathering place for storytellers, furries, artists, and dreamers of all kinds. Uncover species lore, design rules, worldbuilding, merch, and more! Then join our communities devoted to honoring and shaping the ever growing world of Osova. The adventure begins with you. Species-updates channel in discord may have more information than the website on some occasions as the website is a constant work in progress. Front page image by the lovely winter event winner JumpinJoltik.
- Markings | Wicker Cave
& traits designing your wicker & wicker heights In canon Osova, wickers come in all sorts of colors and markings. Wickers can even have little glowing markings, eyes, and fleshy bits! Wickers can have any markings you would like them to have with some small exceptions. If basing a wicker off of a copyrighted character - we ask that you do not "skin" the character and attempt to make them unique to you! We also have limitation on "scale" markings so that we can tell certain subtypes apart from hybrids.
- Kingbeasts | Wicker Cave
Info about the wicker king subtype king SUBTYPE The king is typically the "classic" representation of a wickerbeast and most commonly known. However, their subtype is a tad bit rare despite community popularity. They are a mutation of the standard subtyping. King's are the largest type of wickerbeast with Pelagics coming in equal size. Due to the size of this subtype, they are incredibly strong and tend to be guards or the leading workforce in Osova. This subtype sports a lot of fluff and is the optimum choice for an individual seeking that aesthetic. HOW TO MAKE A KINGBEAST A king should always have horns. On their bodies are a significant amount of fur. Fur can be in large patches on the tail, mane, arms, heels, and general body. Their claws and build are much bulkier and taller. The end all be all trait for a kingbeast however is the fluffy tail tip. It is what makes a kingbeast a king. No other subtype is allowed to have a fluffy tail tip. KING SPECIFICS They are on the rarer side of subtypes. In a clutch of 6 wicker eggs, there is a 20% likelihood that one of them will be a king. A female is called a kingbeast, not a queenbeast as wickerbeast culture have no "gender roles" regarding titles. These subtypes can weigh anywhere between 200 to 2500 pounds due to the taller and stockier body type of them. However, outliers do exist and their designs do not have to follow the bulkier body type or extremely tall heights. There are cases of king runts occurring in clutches. Kingbeasts are the leading workforce in Osova due to their ability to do manual labor very easily. A kingbeast can work up to 14 hours without overworking themselves. There have been cases where a kingbeast has worked nonstop days in a row and been okay. This particular subtype is very hardy and tiring them out is hard. The easiest way to beat out a kingbeast is making them chase their object of interest as their bulkier builds make it hard to keep up. In the kingbeast subtypes, manes are the object of desire. During courting and combat matches, king manes and body fluff are adorned with flowers, jewelry, and various other accessories. They tend to take incredible care of their manes due to the frequent matting that can occur otherwise. Without a mane, a king is typically shunned in clans that are majority king ruled. Sphinx syndrome king wickers are particularly shunned moreso than any other - but other kingbeasts welcome them without judgement. For criminal punishments, a king may have their mane shaved and displayed for others to witness. Kings tend to have rituals that honor their ancestors and loved ones who have passed away, which involve cutting off a piece of their mane and placing it into the fire as an offering. Background image by the lovely ThatCreatureJuk .
- Sea & River Life | Wicker Cave
SEA & RIVER LIFE What exists in the murky depths? Monsters? Fish? Treasure? To be updated. Banner image done by the lovely ThatCreatureJuk OSOVIAN FISH GHOULDFISH Freshwater The Ghouldfish appears to be a significantly hypertrophied variant of common goldfish. Its exaggerated size likely results from unique environmental factors or a specific genetic anomaly, leading these fish to be nearly immortal unless killed. TIGERFISH Salt & Freshwater Despite its common name, the Tigerfish's biology aligns more closely with catfish, evidenced by its barbels (whiskers) which serve as sensory organs for navigating murky waters. Its striped pigmentation likely functions as camouflage. It makes almost a purring sound when threatened. KNOBHEAD TETRA Freshwater The Knobhead Tetra exhibits a pronounced cranial protrusion, suggesting a possible adaptation for competition (display or combat), enhanced sensory perception, or even a specialized organ housed within the bump. Still researching. OBLONG SURFACE GULPER Saltwater Its elongated body shape likely reduces drag in both water and air. This gives it a unique surface-skimming behavior and potential advantage to escape from aquatic predators. STRANgE FISH LOVER'S FISH Saltwater FRILLED SKIPPER Salt & Freshwater The Lover's Fish showcases exaggerated, heart-shaped fins which potentially play a role in mating displays. Not much is known of it due to the high pressure it lives under. These are very combative angry fish. These prominent, fleshy fin extensions are not just for display or respiration, but also house specialized glands that produce potent toxins. A sting from this guy can paralyze for a few hours. tO BE DISCOVERED Saltwater Research pending. TO BE DISCOVERED Saltwater Research pending. ABYSSAL MONSTER Based on the limited "sightings," one could speculate on some aspects of the Abyssal Monster's biology. Its seal-like body suggests it might be a mammal, possibly an evolved pinniped adapted to deeper waters. The two horns could be bony protrusions used for defense, display, or even sensory purposes in the low-light abyssal zone. However, without further evidence, these remain purely speculative interpretations of its unique physical characteristics. Essentially, this monster is folklore until proven otherwise. Page creatures by Slumberingweald & PineWarden.
- Oshari & Livestock | Wicker Cave
These are the land dwelling creatures and fera of the world of Osova. Oshari & SKITADEL Our friends on the farm and on the plains! Banner image done by the lovely JumpinJoltik SKITADELS The apex ambush predators known as skitadels, or skippers, are distinguished by their speed, intelligence, and incredibly powerful venom. Native to harsh and dangerous biomes, they are revered and feared by warbands and travelers alike. They are among the most hazardous beasts in Osova because of their remarkable agility, ability to deliver venom, and ability to hunt in the dark. Skitadels are deadly, but they can be tamed with careful care, usually starting from the hatchling stage. Well-trained skippers develop strong relationships and become devoted friends with their handlers. iNFORMATION size & growth Juveniles are between 6-9ft, and 8-10 ft long. Average adults are between 12-13ft, and 13-14 ft long. Maximum recorded Skitadel was 20ft tall, and 23ft long and is considered an urban legend. They require hatchling imprinting for domesticity. A wild Skitadel can very rarely be tamed. They are often more unnaturally colored or darker colored. There is no marking requirements for Oshari. Oshari are the secondary protein source to wickers, humans, and etekoi. HABITAT & RANGE Skitadels do well in many habitats Dense jungles Marshlands Subterranean caves and cliff networks Plains They do not do well in volcanic areas or very high heat without an expert trainer. BEHAVIOR & TEMPERMENT These creatures are hyper territorial and take extremely skilled trainers. During mating season, most males tend to be horrid to be around. They are known to spit. However, Skitadels can be possessive of trainers they are bonded to. They will attack without hesitation at individuals who threaten them. They possess expert problem solving abilities and trained individuals can: Recognize commands Anticipate commands Execute herding or hunting strategies with a trainer Remember faces and distinguish 'friends' from others. venom Venom can cause full body paralysis over a few hours. It can be delivered through bite/saliva and through coated weapons or claws. Venom effects: Progressive paralysis Respiratory suppression In controlled use and doses, venom is used medicinally in muscle relaxers, emergency sedation, and pain suppressants. RIDING & HANDLING Skippers make excellent mounts since they excel in high speed travel and a number of environments. They require training for combat scenarios but they can be real foe on the battlefield. oshari Oshari are large, horned, feather-maned herbivores prized for their gentle temperament, endurance, and valuable chest-grown gems. Serving as both livestock and travel companions, Oshari are fundamental to farming, travel, and verdant societies. Their calm nature makes them ideal pack animals, though their size and defensive anatomy ensure they are not entirely defenseless. iNFORMATION size & SEXUAL DIMORPHISM Females are between 6-9ft, and 11-12ft long. Average adults are between 6-15ft, and 12-14 ft long. Maximum recorded Oshari was 18ft tall, and 16ft long. They are often more naturally colored but can be tints of blue or unnatural colors easily. There is no marking requirements for Oshari. Oshari are the main protein food source to wickers, humans, and etekoi. HABITAT & RANGE Oshari do well in many habitats Plains Grasslands Valleys Cliffside/mountainside Artic (though rare) They do not do well in marshlands, or jungles. A more wet terrain may be dangerous for Oshari due to skitadel. BEHAVIOR & TEMPERMENT They are social herd animals. Herd Structure: Headed by a female Two to three stronger males typically reside at sides and at back in herd patterns Oshari exhibit same-sex-sexual-behavior (SSSB) Oshari can have multiple mates they bond to though it is rare If a calf is born, the entire herd will tend to parent it Temperament: Gentle, slow-moving unless otherwise trained to travel Slightly aggressive around mating season Known to have strong kicks if angered Do not house with Skitadels. They will be anxious and more aggressive if one is around due to them being their natural predator. OSHARI GEMS Located in the chehst cavity, Oshari gems are semi-biologically grown crystals. They regrow every few years and are taken out similar to how a horseshoe is taken out. Harvesting does not hurt the animal, however, it can sometimes make an Oshari go into a short depression since they are used as ways to attract a mate. Gems are used in: Jewelry Weapons Energy Conductors (primarily with Galvanic Cores in that era) Some gems can be as hardy as diamonds. RIDING & HANDLING Oshari are great for mounts. They can be used for long distance travel, transporting heavy cargo or caravans, and can even help verdants be more nomadic.
- Contemporary Era | Wicker Cave
The hard-won truce between humans, Wickerbeasts, and Etekoi ushered in an era of uneasy cooperation, but as foretold, this peace was not destined to last forever. Over the centuries, the initial wounds of war began to heal, but new frictions emerged, shaping the Contemporary Era into a time of complex innovation, tradition, and power struggles. In regions less reliant on Crystalithium and its advanced applications, life often mirrors a medieval existence. Here, Wickerbeast, Human, and Etekoi communities might live in stone, caves, hides, or treehouse villages. Their days are typically governed by ancient and traditional customs, and they reject modernity. Craftsmanship thrives, and communal bonds remain strong, with technology largely limited to basic tools or older, simpler Crystalithium-powered devices. These areas value ancestral wisdom and often view the relentless pursuit of technological advancement with caution. Humans coexisted with Wickerbeasts and Etekoi, sharing skills in crafts, farming, and early mechanical technologies. Villages became cultural exchange centers, where humans acquired alchemical techniques from Wickerbeast scholars and Etekoi miners exchanged knowledge of crystal energy control. Humans, in turn, provided actual engineering skills and organizational approaches, assisting these communities in developing sustainable mining processes, irrigation systems, and workshops for local craft industries. On the other hand, thriving cities like Grandesburg serve as symbols of collective creativity and the unrelenting quest for advancement. The sky is punctuated by towering structures made of steel, glass, and alloys laced with crystalithium. These are interspersed with complex systems of aerial tramways and silent, levitating vehicles that are powered by the luminous crystals. Automated systems or robotic creations manage everything from waste disposal to resource allocation, and advanced communication devices allow instant contact across continents. Medical science has advanced significantly, extending lifespans and curing ailments once thought to be fatal. In Grandesburg, the combined genius of the Etekoi's magical prowess and the Wickerbeasts' technological and intellectual curiosity has changed these cities into a true modern hub. As the demand for crystalithium increased, peace started to erode. Its uses grew rapidly, ranging from large-scale infrastructure to personal electronic devices. Increased mining in less developed areas and sporadic territorial disputes are caused by the rise in applications. Economic competition, industrial espionage, and skirmishes in resource-rich but undeveloped territories emerged as a new form of conflict, although direct, large-scale fighting was mostly avoided because of the terrifying memory of the big Crystalithium explosion. Human factions frequently pushed for more authority over the governance of the shared Crystalithium pact, which fueled political conflicts. Human authorities, wickerbeasts, and etekoi are all working to keep their species in balance. There is also a creeping environmental decay, a subtle consequence of unchecked Crystalithium extraction and industrialization, began to manifest in distant regions, threatening the very ecosystems vital for the crystals' existence. This new danger was unlike any prior conflict and required a deeper understanding of Osova's world. The Rise of the Hybrids Amidst these evolving challenges, a rare and unforeseen phenomenon began to emerge: Etekoi/Wickerbeast hybrids. Over centuries of cohabitation, cultural integration, and deeply intertwined lives, genetic divergences began to bridge, leading to the birth of individuals possessing traits from both species. These hybrids are slightly rare, perhaps fifty in a thousand births among the two species, and their appearance is varied but still largely Wickerbeast. Wicker and Human relationships also became more common in population, but they were never able to conceive children. Kaelen & Power's Core Kaelen, an Etekoi/Wickerbeast hybrid, was born and rose to prominence. Kaelen originally became well-known in Grandesburg as a bright crystalithium engineer who came up with creative ideas for sustainable energy extraction and gadgets that could both capture crystalithium and help repair the harm it brought to the environment. But Kaelen's comprehension quickly veered from a need for equilibrium to an unquenchable craving for power. Kaelen started taking advantage of the very systems they had vowed to defend because they thought that only complete technological control could genuinely "save" Osova. They developed advanced Crystalithium-powered devices capable of disrupting established communication networks, manipulating energy grids, and even accelerating the depletion of critical Crystalithium veins. Kaelen's proposals were no longer diplomatic; they were ultimatums, backed by a growing army of technologically enhanced enforcers. These enforcers were Advanced Droid Wickerbeasts, and Robotic Wickerbeasts. The trust forged over centuries was shattered. The treaty collapsed into widespread industrial sabotage, resource wars, and civil unrest. Grandesburg, once a symbol of unity, became Kaelen's fortified bastion, its advanced technology turned inward to maintain control over a populace increasingly resentful and fearful. The balance of power was utterly destroyed, replaced by Kaelen's iron grip over the world's most vital resource. The old Grandesburg court, a historical landmark, was seized and brutally repurposed, its old halls now existing only with the hum of advanced machinery. Kaelen renamed it: The Harmonizer. This descent into techno-autocracy and environmental exploitation marked the definitive downfall of the Contemporary Era. Kaelen’s actions, driven by a warped vision of order through technological supremacy, inadvertently plunged Osova into a new, darker age. The Cartographer In the midst of the whirling mayhem A King Wickerbeast named Charter was introduced into the world by Kaelen. He wasn't a fan of big speeches or cutting-edge technology. Rather, he was a silent biological scientist, historian, and cartographer. While others followed Kaelen's destructive trajectory, Charter meticulously and silently documented everything. The only method to accurately monitor the unrestrained environmental degradation brought on by unregulated crystalithium extraction and the startling rate at which resources were disappearing was through Charter's meticulous cartography and writing. His objective statistics cut through Kaelen's propaganda, giving anyone courageous enough to oppose it vital, indisputable information. He often ventured into the most perilous, remote regions, sometimes with a small, trusted group of traditionalists and scholars who shared his quiet resistance. These journeys were incredibly dangerous. Kaelen’s enforcers, terrifying Advanced Droid Wickerbeasts and Robotic Wickerbeasts, patrolled many mining sites, seeing any unauthorized presence as an enemy. His paper maps evolved into holographic maps. They became more information heavy. The maps turned into guides that also incorported vital ecological data, marked with a complex language of symbols only a chosen few could decipher. These "living maps" didn’t just show where the Crystalithium was; they showed where it was being poisoned, where the land was dying, and even hinted at untouched pocket fissures of Crystalithium that might, just might, hold the key to Osova’s future. Alchemy Along with technological advances, alchemy has grown into a sought after scientific study free of magical implications. Wickerbeasts and Etekoi used chemical reactions, Crystalithium interactions, and bioengineered materials to create tools, medications, and energy-saving technologies. Rural communities used alchemy as a sort of applied environmental science, developing regenerative soils, bioluminescent lights, and living filtration systems to restore ecosystems that had been disturbed by mining or galvanic development. These accomplishments strengthened constructive interspecies cooperation by showing that thorough study, research, and observation could produce outcomes just as powerful as any mystical system. contemporary era
- Hybrids | Wicker Cave
Info about the wicker hybrid subtype HYBRIDS Hybrids represent a distinctive subtype that has some limitations on public availability. A hybrid design combines elements of a biological creature and a wickerbeast. Only specific artists who have undergone an application process or attained site-wide administrator status are permitted to create them. While most hybrids are non-canonical within the official lore of Osova, users are still encouraged to participate and incorporate them into the Osova setting. For instance, a fusion of a character from a fandom game and a wickerbeast may not be considered canon in the official lore, but you are welcome to include them in our universe or any universe of your choice. It's important to note that if a hybrid involves a magical creature, it will not gain the ability to use magic. Nonetheless, there are certain CANON hybrid designs that any user can create, which may not have been released yet or are currently in development. Please stay updated for further information! HOW hybrids really work When commissioning a hybrid, a hybrid has a specific set of rules that it must follow. All hybrids must have the following: Jagged smile & boxy muzzle 4 Hand claws Mix must be a biological creature Backwards facing ears (except for rabbit mixtures) Some sort of mane unless it has sphinx syndrome Pupil-less eyes with no iris Horns if the subtype it is mixed with has them. HYBRID creation & notes We have a set of guidelines concerning the permissible attributes and traits for hybrids. These rules aim to ensure that the representation of the species is appropriate. The following limitations apply to hybrids: We have a set of guidelines concerning the permissible attributes and traits for hybrids. These rules aim to ensure that the representation of the species is appropriate. The following limitations apply to hybrids: Hybrids must not possess offensive or controversial characteristics towards religious practices. For instance, hybrids like a king/baphomet or king/vishnu hybrid would not be sponsored. Hybrids should not be racial stereotypes. Only biological creatures are allowed to be a hybrid with a wicker. Nonbiological creatures, except for advanced droids which have their own set of rules, are not permitted. Hybrids must be a combination of exactly two creatures, but they can include another hybrid creature, excluding wickerbeast hybrids (e.g., a Labradoodle/Standard Wicker Hybrid). Traits considered "magical" are not allowed (e.g., breathing fire or a magical horn). However, certain natural biological traits, such as spores in plants or venomous fangs in snakes, are acceptable since they occur in real life. While feathered wings are not allowed, small amounts of feathers or fluff that mimic them to some extent are acceptable. More information on this is below this excerpt. Hybrids cannot be entirely composed of materials like wood, full slime, ink, or other textures. Glass parts are not allowed on any hybrid except for advanced droids (found here). However, any wicker can have crystal, slimy or wood-like parts as components. Mixes with other original species are not allowed unless approved by PineWarden and the other species creator. Currently unallowed species are Ampwaves, Protogens, Manokits, DAD’s, and Vernids. Currently allowed species are Drekkubus (with special permission from PW), Starmeink (with special permission from PW), Crux, Avali, Mawtails, Angel Dragons, Fan-made Pokemon mixes, and Sergals. Glass parts or see-through parts on anything other than an advanced droid is not permitted. Bones and parts of the skull can show but they shouldn’t be the entire design due to magic/nonbiological rules. Wings/fins used for gliding specifically will never be on the back and only under arms/limbs. For taurs, they can only have these attached to their quadruped legs, and not spine area. Small exceptions: Sphinx Syndrome (no mane, no fur) Rabbit ears or 'floppy' creature ears do not have to face backwards Plushie wickers are not considered hybrids and can be made regularly. hybrid wings Mentioned earlier, wings are not a feature on normal wickers. On Hybrids, however, selected artists are allowed to give them certain types of fins/wings attached underneath the arm (not via back). This chart shows what type of wings are allowed on a hybrid. Full feathered wings are not allowed, but there are some exceptions for feathers. You can have up to 3-4 feathers on the elbow/under arm regions, head regions, upper tail (not tip) regions, and heel regions of a hybrid. You can also have elongated fluff under the arm span of a wicker to imitate wings. This type of fluff is only allowed on hybrids. Of course feathers are not the only type of wings / fins you can have! Hybrid wickers can have bat-like fins, flying squirrel-like fins/wings, and even insect styled. WHO ARE THE HYBRID ARTISTS? Prima USERPAGE Arlo USERPAGE Emelyn USERPAGE Duchess USERPAGE Cozz USERPAGE Gator USERPAGE Reno USERPAGE Chakisuu USERPAGE Tavi USERPAGE Prima USERPAGE Toxicide USERPAGE TBA USERPAGE Rune USERPAGE Kaida USERPAGE Sleep USERPAGE TBA USERPAGE
- Osova | Wicker Cave
learn m re knowledge is powerful in osova DICTIONARY/LANGUAGE What words mean Click Here THE FERA Our neighbors and creatures Click Here magic vs alchemy Learn the different practices WIP world geography Learn the map of our world WIP culture & customs Our way of life and traditions Click Here RULES OF ROBOTICS Our tinkering friends WIP
- Swamps | Wicker Cave
Info about the wicker swamp subtype SWAMP SUBTYPE Swamp wickerbeasts are similar to their terrain cousins but have their own specialtraits to help them with their natural habitat, hence their name. Swamp wickers are mutations of the standard subtyping that advanced over time to be semi-aquatic. These critters can breathe and interact with underwater life in fresh water sources. Their pelagic cousins are a salt water mutation of swamp DNA. HOW TO MAKE A SWAMPBEAST A swamp should always have horns and tail spikes. A swamp is able to have one to three rows of spikes going down their tail. Spikes should not be kaiju / "reptar" looking but more spike/nub looking. These spikes can go up their back. They have no fins between any spikes. A swamp's underside scales on their tail is optional while the webbing between their hands and feet is not an optional feature of the subtype. SWAMP SPECIFICS Regarding their biology, swamp subtypes are a little leaner due to consistently swimming in their natural habitats. Swamp's are able to swim up to 55 miles per hour at peak. Their fins between their hands and toes is a bit thicker to help push more water behind them. In Swamp clans, a swamp's tail is a very prized attribute culturally. Tail size (girth) and displays of combat / force are important to impress a mate. Without a tail (or a docked tail), a swamp has to work three times as hard and sharpen their skills in other areas to live effectively. Swamp tails tend to be heavily armored texture wise. Their spikes are incredibly durable and it takes quite a lot of force to break them. So often, swamps swing their tails without worry during combat. A swamp's tail is likely to be damaged however if going against an aerion's club-like tail or a dweller's large tail claws. They are particularly careful around these opponents because the tail spikes do not grow back. Swamps are able to stay under water for up to an hour and a half. They are able to hold their breath this long because swamp's have the ability to “tank up” on an air supply. They will typically stay underwater until the air supply is depleted and then return to the surface. Unlike pelagics, swamps typically cannot communicate under water outside of using coded hand signs. Background image by the lovely ThatCreatureJuk .
- Species Rules | Wicker Cave
species rules These are in general species rules of what is and is not allowed to be done with the content of Wickerbeasts. NSFW CONTENT The creation of content using Etekoi and Wickerbeasts is permissible. However, we strongly advise against creating NSFW content featuring the fera species (such as Oshari and Skitadel), as they are not sentient in a human sense. STORY CANONs It is entirely at your discretion to determine whether your wicker is part of the canon lore that belongs to the world of Osova, or if it is from your own unrelated lore. WICKER LOGO USAGE The usage of the wickerbeast logo in any for-profit scenario, including redistribution as a physical or digital product, is strictly prohibited. If you choose to use our logo, it should only be for personal non-commercial purposes. You may download our logo off of PineWarden's sta.sh. harmful messages and beliefs We respectfully request that all Wickerbeast designs and insignia refrain from being used in any form of harmful messages, including but not limited to messages that promote hate speech or discrimination against a community. As a community, we strive to uphold values of inclusivity and positivity, and we ask that our designs be used in a manner that aligns with these values. Marketable content & ADVERTISING Physical or digital content (including written) that is made for mass profit must have a royalty/licensing partnership or agreement with the owner and merchandiser for the Wickerbeast species. These situations are looked over individually on a case-by-case basis. This rule is for large businesses who want to produce physical and digital merchandise at a larger scale using the wickerbeast name. At this time you must have a partnership to produce: Continuous physical merchandise (shirts, bags, pants, keychains, etc) at a mass scale. Doing a small run (ex: 200-1000) of merch once or twice is not what we consider mass profit. However, if these runs were continuously occurring - we would ask you to be partners. Games / films using the Osova / the Wickerbeast World / lore. You do not need a partnership for these: Publishing literature using the Osova/ the Wickerbeast World/ lore, as long as it is properly attributed back to the website or PineWarden. Using an individual Wickerbeast OC in an unrelated game or film not using the Wickerbeast World / lore, as long as it is properly attributed back to the website or PineWarden. An example of this would be a modern dating simulator. Adoptables / "Sellable" designs. VR Avatar Bases & Custom VR Models Youtube Videos using Wickerbeasts or speaking about Wicker content. Music using Wickerbeasts or speaking about Wicker content. However, anyone with a partnership will be more heavily endorsed and featured on our website permanently provided partnership terms are met. How much does a partnership cost? (This is based off furry-based consumption & businesses, not mass businesses like Walmart.) It depends on the company. For transparency, this percentage scales from 2% of each sale to 10% of each sale, depending on how large the company is and WHAT they are selling and for HOW much. This can also be a one-time fee depending on the merchandise. This is worked out with each individual and their business specifics are considered. Partnerships keep the website running and allow for more merchandise to be created and for the species owner to continue making content for Wickerbeasts specifically. I want to be advertised on the website! To be featured on the website, you will need two to five in depth consumer reviews (with proof of sales or product photos received from you from each). This is to avoid featuring scammers. Then, the price is $25 per month featured paid through Kofi to PineWarden. An individual can choose how many months they'd like to be featured and what months the advertising will start. Here is a link to some 2024 analytics. In the instance that an individual on the featured section of the website is reported to be a scammer, the individual will not be refunded the money they have spent on advertising with the website. vr chat avatars & Furvilla Please note that any VR Chat wicker models & furvilla painties with non-canon features are not considered canon Wickerbeast characters and will not be accepted as such, unless they are accompanied by a version or reference sheet that accurately represents canon features. These models are considered more for entertainment purposes, similar to Furvilla painties. However, we would like to emphasize that these models and their creators are still a welcomed part of our community, and their enthusiasm for the species is greatly appreciated. We understand that these models are created for fun and entertainment purposes, and we encourage creative expression within our community.
- Aerion | Wicker Cave
Info about the wicker aerion subtype AERION SUBTYPE Aerions are one of the mutations of the Standard sub-typing. Aerions range in size but tend to be on the smaller side, similar to rogues. These critters use their tails to pack quite a punch in combat and act as Osova's second line of defense. They are the gliding squirrels of wickers and tend to live above it all. HOW TO MAKE AN AERION An aerion should always have under arm flaps for gliding. An aerion is able to have four spikes on the end of a club-like tail. Aerion's should always have amplifiers on their neck area and a crown of three to four horns atop of their head. These horns must be nub/devil-like but can be any size. Aerion's are required to have one large raptor-like talon on their inside toe. Optionally, Aerion can have rabbit-like connected nostrils. Their ears tend to be shorter than other subtypes. Aerion SPECIFICS This subtype is particularly quick and nimble due to their size and the ability to glide short distances. This subtype spends their time up high in village treehouses and the trees since they have fantastic climbing skills to accompany their quickness. They love to perch high above for the greatest views. They tend to be the main individuals on the front lines in regards to beast taming and combat. This is due to the quickness of the subtyping and due to the fact they can hear very well. The subtyping mainly hear with the glands in their neck. The glands in their neck are essentially hearing amplifiers and are connected to thousands of nerve endings. These nerve endings transform the vibrations into electrical impulses that connect to the cranial nerve. The amplification of their hearing allows them to hear from 1-2 miles away which is why they can be important on front line scenarios in combat. Aerion's are able to collect hard to get items such as tree sap and fruit from sought after trees. The items can have medicinal value for cuts, burns, and much more. The flying subtype will use their talons in their feet to poke holes in the trees to collect it. As well as sap and fruit, Aerion are able to collect nectar from large flowers called Passonia. Passonia flowers are large 3-4 foot, white petaled flowers similar to what we know as magnolias. Aerions are able to suck up the nectar by curling their tongue upwards into a straw-like slide and collecting it in the beginning of their throat. The beginning of their throat (where human tonsils would be) have empty sacs called "cuts" where the nectar collects. To avoid any nectar going down their throat, they are able to puff up their throat muscles to temporarily close it while collecting. This nectar can be used in medicinal purposes as well and is known to have similar properties to cough syrup. That is, if an Aerion wants to give the syrup up. Most of the time, aerions collect it and take it home to freeze into ice cubes or orbs. They end up sucking on the ice cubes similar to popsicles as a sweet treat. Background image by the lovely ThatCreatureJuk .
