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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 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 Robowickers 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
- 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.
- 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. Front page image by the lovely winter event winner JumpinJoltik.
- 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
- The Fera | Wicker Cave
FERA Known as animals, flora, other species neighbors, and more. To be updated. Banner image done by the lovely Huppyleon. SEA & RIVER LIFE What lives in the rivers and oceans of Osova? This category covers a large majority of common fish and other aquatic animals that live within mysterious depths. Click Here AERIAL LIFE Coming soon. WIP. OSHARI & Skitadel What roams the plains of Osova? This category covers the two main animals that live in many land environments of osova. Click Here
- Galvanic Era | Wicker Cave
The galvanic (future) era of Osova. The Galvanic Era is Osova’s age of uneasy recovery. After Kaelen’s defeat and imprisonment, the world is clawing its way back from ruin. After Kaelen’s imprisonment and the collapse of Crystalithium veins, Osova faced an existential crisis. Cities could not survive without energy, and the ecosystem was too damaged to support old ways of life. Out of this desperation came the Galvanic Core, a volatile mixture of the Crystalithium element and a new element called Voltrium. Cities now glow with neon circuitry built atop cracked ruins, while old clans cling to fading traditions. The Imprisonment of Kaelen Charter was in charge of deciding Kaelen's imprisonment. Kaelen wasn’t seen by Charter as something fearsome. Instead, he looked past the sharp edges and noticed a person underneath the villain that he was. Instead of a quiet cell, Charter worked directly with him to understand why he was the way he was and why he did what he did. At first, Kaelen tried to justify his actions. Then, Charter showed him Osova as it was. As they traveled, they encountered rows of corpses, villages destroyed, and desecrated landscapes. Kaelen was given unrestricted access to Osova’s recovery data to see death tolls, ecological collapse maps, refugee migrations, and fera extinction records. He was required to analyze it all and process what he had done. He was by no means forgiven by the grand populace, but he was forced to understand the gravity of his rule. He has since been in 'recovery' in an unknown location. It is rumored that in his imprisonment, he does research towards the ecological betterment of Osova and reports directly to the Chamber of Three. He has no public presence, no political authority, and no direct contact with the average civilian. There is a large debate amongst the grand populace whether he should have received execution instead. The Chamber of Three Formed after Kaelen’s imprisonment, the Chamber of Three became the central governing body of Osova. It is composed of equal representatives from Humans, Wickerbeasts, and Etekoi, with Charter serving as Head Councilman. The council’s mission is to stabilize Osova through cooperative reconstruction, regulate resources effectively, and ensure no single faction seizes dominance again. But its decisions are constantly mired in debate about resources, about Kaelen, and most of all, about the nature of Osova's life itself. The Question of Droids Built to resemble real Wickers but with artificial intelligence and Crystalithium engines, Advanced Droid Wickerbeasts and Robotic Wickerbeasts were created as enforcers during Kaelen's rule. Many of these droids survived Kaelen's fall; some were deactivated, some wandered, and some even repaired themselves. These creatures are now at the epicenter of the ethical and political conflict of the Galvanic era. Droids, according to some, are just Kaelen's tools and should be discarded. Others maintain that they are just as much "alive" as any other living thing because of their autonomy, memory, and capacity for learning. A growing number of droids argue that they should be represented alongside Etekoi, Wickerbeasts, and humans. Some argue that they are relics of tyranny rather than citizens, while their supporters assert that they have earned it via adaptation and survival. Artificial minds are also developing along with galvanic cores. Every council chamber is plagued by the worry that AI might turn into another despot. Some call for complete prohibitions on advanced AI. Some believe that AI will help Osova progress. Symbiosis The increasing instability of Galvanic technology together with the declining use of Crystalithium networks made humans (primarily) essential for restoring and maintaining Osova's mechanical systems. The human inventiveness during the Galvanic period enabled individuals to repair droids that lost their ability to self-fix because they could no longer access their needed infrastructure or software updates. Humans achieved new methods to stabilize artificial minds through code, alchemy practices from Verdants, and stabilization of Galvanic Cores. Inventors repair damaged chassis and update existing systems through their work with reverse-engineering and trial-and-error construction. The droid repair establishments that humans operated in various urban areas created safe spaces for injured droids, which resulted in strong connections between creators and robots. Some droids established permanent connections with their reconstruction workshops and creators. It is also rumored that if close enough to a droid, and alchemy experimentation is done, one can share a mind connection with that creation. Technology & Urbanization Anti-gravity remains one of Osova’s greatest technological marvels to come from the Galvanic Core. Antigravity is primarily in heavily urban cities. Often, up above, structures drift without support. Sometimes, whole city sections are suspended like mist. However, it is also one of the greatest hazards: Platforms disappear or zoom away Gravity fields flicker Buildings tilt or collapse often Sudden gravity reversals injure or kill Trams sometimes freeze midair Emergency 'eject' or 'descent' systems are mandatory in all vehicles Due to the underground panels required for it, galvanic core-formed antigravity is typically restricted to city limits. The majority of anti-gravity in urban areas enables people to effortlessly hop or float (6–8 feet) off the ground before descending. Airships dominate long-distance travel, supported by Galvanic Core-powered thrusters. Rail lines and hover-like tracks interweave across cities, though collisions and derailments are common. Many citizens carry emergency descent devices created by inventors since falling from a city is a real and constant threat. Core Clash The top spectator sport of the Galvanic Era. It is an homage to Vipera's Trial from the primal era. In enormous, high-tech stadiums, groups of individuals compete for resources, prestige, and points. Misfires and unintentional collapses are part of the entertainment, but the sport is built with fail-safes to prevent deadly outcomes despite its brutality and speed. That does not mean deadly outcomes have not occurred, but they are taken very seriously. Individuals are allowed to use robotic tech weapons and gear provided they are approved by the runners of Core Clash. Antigravity is used in core clash as well to make the fights exciting for tv viewers and audiences. Grandesburg Reclaimed The beating heart of Osova, rebuilt over the ruins of Kaelen’s Harmonizer. Half neon lights, half scarred architectural bones, it is both a marvel and a reminder of tyranny. Droids gather here the most due to the availability of resources, warehouses, and inventors. Alliances True unity is difficult to achieve through decrees and council halls, even though the Chamber of Three is Osova's official governing body. Rather, it developed gradually among survivors, rebels, engineers, academics, and nomads who realized that cooperation, not dominance, is what Osova needed to survive. Reclamation Alliances, and loose coalitions of all the species committed to repairing damaged ecosystems, reestablishing unstable cities, and dismantling Kaelen's remaining technological war machines, start to form across continents. One mission, one village, and one restored river at a time, trust is restored. The Assembly Group factions that survived the collapse come together in reconstruction efforts. Galvanic Piracy Factions In search of technology, resources, and power, Galvanic Pirates explore Osova's broken cities, floating ruins, and Scar Zones as renegade engineers, scavengers, and anarchists. They are not just thieves. They frequently consist of rogue droids, Etekoi, Wickerbeasts, and humans, forming multi-species crews bound together by survival and the thought of riches. These modern pirates are mostly land bound and use mounts. However, pelagic and swamp wickerbeasts mostly, certainly peruse the seas as well. The Verdancy Traditional clans, mostly Wickerbeasts and Etekoi, but also some human settlements, who resist modernity are called the Verdancy or Verdants. They argue that both Crystalithium and Galvanic energy have poisoned Osova, and that true recovery lies in rejecting all machine dependence. These individuals believe that technology has been the ruin of Osova and that power has corrupted the land. This belief was first formed by a small group after the Wickerbeasts lost their magic through Aether Blossom consumption. Urban society, to them, represents: Unchecked power Gluttony Resource stealing / mishandling Repeating mistakes that primal wickers made Clans of these types tend to make mechanized intrusion impossible. These groups do so by using the environment to their advantage in their territories. For instance, grown tree root walls, carnivorous flora, spores, poisons, and even using the wildlife mounts such as Oshari and Skitadels to their aid when feeling invaded territory wise. However, the Verdancy does directly work with the Chamber of Three regarding world plant seed storage. Primarily, Dwellers are responsible for these large underground cavern greenhouse facilities. Page may be updated with additional information. GALVANIC ERA
- 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.
- Dictionary and Language | Wicker Cave
The Language and Dictionary of Osova. VAEICK LANGUAGE While writing has never been the main form of communication between wickerbeasts, there is an alphabet known as Vaeick. The writing originates from the olden days on Osova, when mankind and monster lived together and stone was used to carve stories. It's unclear who wrote Vaeick. The language was developed so that wickerbeasts could eternally preserve their stories by using their claws to carve signs. THE ALPHABET a b c d e f g h i j k l m n o p q r s t u v w x y z a b c d e f g h i j k l m n o p q r s t u v w x y z The alphabet consists of 26 signs, just like the human alphabet consists of 26 letters. Each sign is made up of smooth strokes or lines and dots. The language the signs are written in, is mostly English. DOTS & LINES GRID BASED LANGUAGE When looking at the dots, you’ll find them on a grid, like on the image. Every dot of a sign is placed on one of these grid-dots. More on this later, when every letter is shown on their grid. As you will be able to see, the only exception to the rule is the sign ‘C’; which falls off the grid. This is, because the sign has been added later. Before this sign was added, an ‘S’ or ‘K’ was used in its place. The lines of the signs are either straight, curved or a combination of both. When drawing a line, you use the dot grid to find where to start and stop a line. The basic shape of a line resembles a human alphabet letter quite closely most of the time! Just like human writing, wicker writing may vary. Some wickers are excellent writers and follow the grid precisely, others may use a more “free” hand when writing. LEARNING VAEICK Learning how to read wicker writing really isn’t that hard. A watchful eye can spot the similarities between the human alphabet and the wicker signs within seconds. This is why reading wicker writing is much easier than writing the signs. You’ve already read the theory behind the design and basic shape of the signs. Below you’ll find a more detailed image of each sign and their place on the grid. If you want to purchase the font face, you can buy it from Reno (our lovely author) here. Part 1 of Vaeick Part 2 of Vaeick Part 1 of Vaeick glossary of terms fera The general wildlife term for Osova. This is all encompassing for animals. Verdants Traditional wickerbeasts who reject technological advances of the galvanic era. plera The general plant wildlife term for Osova. This is all encompassing for plants. OSHARI A species of cow-like creatures that are raised for food, heavy lifting, and travel. They stand on two legs and have flipper-like arms in the front. Typically, Oshari have plated faces and three eyes. They have tail feathers, and a crest jewel in the middle of their chest. Skitadel A species of lizard-like creatures that are raised for heavy lifting, and travel. They stand on four legs and have long narrow reptillian faces. They are the natural predator of Oshari, however, if fed regularly and tamed, will typically leave Oshari alone. Vaeick The wickerbeast language. The language mimicks the english alphabet and has 26 letters. Vipera (Ꞩ) The wickerbeast currency, otherwise known as Ꞩ. Coins are gold or silver in color and come in dollar and cent amounts. Beserker's DISEASE A wickerbeast disease that 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. Sphinx syndrome (sps) 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. Vipera's Trial It is something that a wickerbeast claims out loud when challenging another wickerbeast to 1 on 1 combat. This is usually a fight to the death and is more common in rural factions. The individual who wins will collect whatever items and money the opponent has and typically the respect of the rest of the community. It is an old practice and not always honored. hidden trail Keywords for "banned market" where individuals sell banned goods and more nefarious things like hunted wickerbeast parts or dangerous fera. Typically ran by humans, however some tougher (or evil) wickerbeasts and Etekoi partake in selling or buying goods from here. The market tends to move around to avoid being discovered by authorities. Remembrance eve The 27th of December. It is a day for remembering those who have been lost over the year and those who have been a large part of an individual's journey. GALIVAESTICE Pronounced "Gal-IH-VAE-stice." It is the winter celebration and the equivalent to what would be considered modern day pagan Christmas or other winter celebratory holidays. It is held on the 23rd of December. armistice eve This day is what is commonly referred to as New Years Eve for Osova. It is the day before the Day of New Souls, December 31st. This eve is filled with partying and is a large day for drinking and celebration. Many will come to Grandesburg specifically for this day to experience the celebration. Day of New SOULS This day is what is commonly referred to as New Years Day for Osova. It is held on the first of the year, January 1st. Emberling A wickerbeast term for "having butterflies" or heavy love feelings towards another. This can also mean someone does not have a good feeling about something (e.g., "I don't have a good emberling about this.") wickerlings The simplest terms for baby wickers. The other simplest term is to call them what they are: children. king's court A clutch of kingbeast hatchlings. Moon wisps Firefly-like glowing spores that come from the moon mushroom. These are considered to be representations of wickerbeasts who have passed. maneless A derogatory word primarily used towards other wickerbeasts that means 'cowardly' or 'spineless.' ETEKOI A lemur-like anthropomorphic species that live in the world of Osova. They have elemental powers among the lines of fire, ice, and wind. These creatures can also be skilled in healing powers. Crystalithium A power source of the present (contemporary) century.
- 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.
- Cultural Practices | Wicker Cave
Cultural Practices These are some of the cultural practices of Osova. These can include holidays and various tidbits about wickerbeasts. Banner image done by the lovely Sylphite. COURTING practices Courting practices are different for every wickerbeast. Typically, wickerbeasts are creatures of grandeur. They love displays of affection and typically large ones. It is a great time for a wicker to show their talents. Some will dance, some will sing, some will write, and even some will show large displays of strength. Sometimes, it can be simpler, like a Wicker displaying their bioluminescence at night or doing something regal with their mane. The possibilities are endless. What would your wicker do for love? OOOH... SHINY! Sometimes we are all simple minded creatures. Wickerbeasts are no different. These lizards have a tendency to love shiny things or small objects. Wickerbeasts are collectors at heart and love to show off their assets and interests. Sometimes, Wickers will gift these objects to one another in a show of admiration. forever... and ever... and eve- Following courting practices is the ultimate act of love: marriage. There's no tax benefits here in Osova - so if a wicker is getting hitched, it's truly for love and love alone. Wickerbeasts do the tradition of rings. However, these rings can be many sizes and many places. Some get small ones and wear them as earrings, some get a 'tail' band, some wear them over their claws, and some wear them as bracelets. CAN WE KEEP EM'? The age old question that every parent gets when a child comes home with an animal. Wickerbeasts have many variations of pets. The most common types of pets include snakes, reptiles, birds, oshari, rabbits, cats, and dogs. There are many more creatures in Osova but these are the most commonly domesticated. Wickers will also commonly use birds to send messages to other regions. religion Wickerbeasts worship multiple gods. Their main god that they worship is named Idris - the god of the sun and light. Other gods that they worship are: Vipera - God of prosperity & wealth. Asmodai - God of the underworld & the dead. Udri - God of spirits (alcohol) & ritual madness, parties. Cidolfus - God of seafaring & the ocean. Imperia - God of the moon & stars. Morden - God of courage, war, and strength. Sephiran - God of fertility, love (all types), and beauty. It is not uncommon however for a Wicker to devote themselves completely to one of these gods. This list and info may be updated. to the stars While Wickerbeasts are not a spacefaring species, there are admirers of the beautiful balls of gas above them. Wickerbeasts have constellations for every god that they worship. The world of Osova also commonly believes that if a wicker has found true honor in their life, a wicker will end up amongst the stars with Imperia. Shooting stars are seen as a sign from Imperia guiding a wicker on their path or a sign of acknowledgement. Wicker children like to wish on stars and hope that their dreams are realized by Imperia. Solar and lunar eclipses are noted as Idris and Imperia fighting over power to rule. VIPERA currency The wickerbeast currency, otherwise known as Ꞩ. Coins are gold or silver in color and come in dollar and cent amounts. Vipera comes in gold for these amounts. Ꞩ100. Ꞩ50 Ꞩ20 Vipera comes in silver for these amounts. Ꞩ10 Ꞩ5 Ꞩ1 Ꞩ0.50 Ꞩ0.25 Wicker currency keeps prices to where they do not need any coins under 0.25 value. Vipera has two sides, heads and tails. Vipera that is worth 100 in value will sometimes have a special 'back' to it that can be collectable and gain additional value over time. WINTER CELEBRATIONS Remembrance Eve The 27th of December. It is a day for remembering those who have been lost over the year and those who have been a large part of an individual's journey. Individuals spend time at home and not on the streets in honor of it. Galivaestice Pronounced "Gal-IH-VAE-stice." It is the winter celebration and the equivalent to what would be considered modern day pagan Christmas or other winter celebratory holidays. It is held on the 23rd of December. It is a time to gift give, celebrate, and spend time with loved ones. (Holiday dedicated after Galileo , a friend of PineWarden.) Armistice Eve This day is what is commonly referred to as New Years Eve for Osova. It is the day before the Day of New Souls, December 31st. This eve is filled with partying and is a large day for drinking and celebration. Many will come to Grandesburg specifically for this day to experience the celebration. Day of New Souls This day is what is commonly referred to as New Years Day for Osova. It is held on the first of the year, January 1st.
- 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.
- Dwellers | Wicker Cave
Info about the wicker dweller subtype dweller SUBTYPE Dwellers are a mutation from the standard subtyping. They are a little bit in the uncanny territory with several traits on them being unlike any other subtype. They are land-dwelling wickers but spend most of their time under ground, in cave society systems, or in rural areas. The dweller subtype is somewhat rare - not due to population, but due to the fact they are not seen usually outside of their comfort zones of the underground or mountain cave systems. HOW TO MAKE A dweller A dweller is particularly interesting trait wise in that sometimes they have mismatching horns. No other subtype has that trait. Horns can be matching on a dweller as well however. Dweller manes only grow on the back of their neck area and do not crawl to the front of their neck. Their ears have jagged, cropped appearances and sometimes the front of their nose has a large rhino-like horn. The strangest attribute is their tail that has two claws positioned at the end of it. These claws are because of inbreeding that happened in very early Osova. Dwellers tend to be lanky build wise. dweller SPECIFICS This subtype spends most of their lives in underground communities. These communities are well-run and are like any other city in osova - just underground. Most of these city locations are hand carved out by clan members. These cities can be built in the sides of mountains or mountain cave systems as well. They are not usually located terribly high however due to the lack of fur on dwellers. Dwellers do have fur but it is not always well taken care of. Some dwellers can have patchy or greasy fur due to the dirt they dig through. Fur cleanliness is usually low on the priority of dweller's due to finding more value in other things and because the fur just gets re-dirtied when they dig. Due to dwellers digging often, dwellers have found many jewels and valuable minerals. These can be turned into jewelry, weapons, or melted down into other materials which is why mining is a significant part of dweller communities. Dwellers are the leading resource on providing ores, materials, and other valuables to other communities. Without dwellers, there are no weapons in Osova. Dweller tails are particularly dangerous due to their large claws on the tip. These claws tend to be extremely sharp and can benefit a dweller in combat. When not in combat, dwellers use their tail claws to hold items or lanterns when walking through the dark of their community systems. These claws can move independently. This subtype has figured out how to repair their tail claws and horns. They use tree sap imported from Aerion adversaries. A dweller will use a jewel, mineral, or other material and shape it to fit the missing portion of their claw or horn. The tree sap when heated will solidify, acting as glue, and keep the material bonded with the original piece of the claw. The only down side to this is that part of the initial claw still has to be existing for the bond material to work effectively. If a dweller claw is entirely removed or damaged - there is no saving it. It will be stitched up. Their communities are particularly secretive about their way of using tree sap - so no other subtype will have this feature of having a claw partially made out of a crystal or mineral. Dweller's have relatively poor eyesight from living in darker places when outside their territories. Their eyesight is more guided towards dimly lit places and they tend to see better in those areas. Background image by the lovely ThatCreatureJuk .
