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  • The WickerBeast Home

    The official website for wickerbeasts. Find information on the wickerbeast species, wickerbeast merchandise, and our socials. the ADVENTURE BEGINS the official website of the wickerbeast species Our site is best viewed on desktop while we go through editing!

  • 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

  • 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.

  • 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 .

  • 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

  • Standards | Wicker Cave

    Info about the wicker standard subtype STANDARD SUBTYPE Standards are the original ancestor of land dwelling wickerbeasts. They are the subtype that makes up most of the population in wicker regions. They are an average size but sometimes can grow to be near a king's size. They tend to have less fluff than a king would but more fluff than a rogue would. HOW TO MAKE A STANDARD A standard is a classic version of a wicker. It should always have some type of horns to make it a standard. Various patches of fur are okay as long as it does not gather at the tip of the tail like a kingbeast. Claws are of average size and manes are modestly sized. They do not possess any extra features like other sub typings. standard SPECIFICS Standards make up the majority of the wicker population. Due to this, a lot of standards are gathered into militia or other driving large workforces to help out since they are many. Unlike other subtypes, most of them do not struggle with height or infrastructure problems. They can live in almost any environment and be rather successful. They are an incredibly adaptive subtype due to not having advantages other subtypes may have. A lot of standards will make their own tools, own weapons, and try to be self sustainable to counteract the features they feel they lack to create an advantage for them. Standards however do still pack quite a punch with their tails and are much nimbler than other subtypes that carry more weight. A rogue can most likely out run a standard but a king most likely cannot keep up with a standard due to weight differences. Standards are usually the most common subtype that willingly volunteer themselves for robotic enhancements due to feeling like they are at a constant disadvantage in combat. Job wise, standards like to lean towards jobs that are towards weapon making, alchemy, or crafting of some kind to enhance their skills for when they most need them. Other standards will lead towards more scientific research jobs or engineering. Most wicker engineering is ran by standard subtyping. Background image by the lovely ThatCreatureJuk .

  • 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 .

  • Pelagics | Wicker Cave

    Info about the wicker pelagic subtype PELAGIC SUBTYPE With little to no fluff at all, Pelagics are a distantly related mutation of swamp wickerbeasts. These wickers typically are found in deep water, living in their own small communities, or live in isolation. They are equipped to live in deep water with gills, webbing, shark-like thick tails, have coral growing on their bodies, and even can be seen with small ocean companions living in their manes. HOW TO MAKE A PELAGIC A pelagic should always have cheek gills and tail fins. A pelagic is able to have two fins at the end of their tail with one main acting as the "tip." The fins below act as rudders. Pelagics always have under arm fins along with hand and toe fins. A pelagic, similar to a swamp, can also have scales on the underside of its tail optionally. pelagic SPECIFICS While they do possess webbing and gills, they are only able to venture onto land for a very short period of time. If they are on the land for too long they will start to dry out- a very painful sensation to them. Their skin is very similar to an orca underneath their otter-like fur. The amount of time before a pelagic dries out completely is usually 48 hours. Pain starts to occur after 12 hours. Pelagics are separated from mainland wickerbeasts in communication. While pelagics did carry vaeick over into their culture, they also have another way of communication as well. They developed a way make humming sounds similar to orcas to find one another at great lengths away. The longest range a pelagic can hear another pelagic from via humming is 3-4 miles. These creatures have a custom of giving eachother hand grown corals and even particular "sea" treasures that they find. These treasures can include debris from land dwelling wickers, rocks, shiny objects, jewelry, and cool knick-knacks. Gift giving is a large portion of their courting process. Like swamps, they cannot survive well without their tails. Most of the time, a pelagic will bleed out and appear at the surface. if their tail is cut off. Not all hope is lost however as science divisions from the mainland and their own have developed technological replacements for tails due to Pelagic's great reliance on the appendage. A robotic tail is often a solution in a dire situation. It is a device that operates in a similar way to a tail , with a number of joints that either move along an axis or can rotate in certain directions to allow for normal swim and travel. Pelagics talk about monsters from the abyss. Monsters from the abyss are creatures that would be similar to modern day serpents and uncanny aquatic life. Not much is known about them as no one has ever seen one and they find them to be more myth than legend. Background image by the lovely ThatCreatureJuk .

  • Primal Era | Wicker Cave

    In the world of Osova, there once lived a race of anthropomorphic lizards known as the Wickerbeasts. These creatures were unlike any others, endowed with amazing abilities that gave them control over the very foundation of magic. This power, albeit, was beyond the capacity of the Wickerbeast body to properly manage. Given the special G-quadruplex DNA structure of wickerbeasts, any misuse of their powers could result in a terrible reaction that could even lead to their own death and torturous pain. The Wickerbeasts lived in fear of their own magic, for it was a dangerous gift that could turn on them at any moment of high emotion. That is until they discovered a magical flower known as the Aether Blossom. This delicate white and pink flower had the power to grant immunity to magic but also would slowly take a magical user’s power from them the more it was consumed. The Aether Blossom was consumed by the Wickerbeasts for centuries to aid them, but over time, the side effects of the plant caused them to completely lose their magical abilities. However, they were not discouraged because they discovered that life consisted of much more than just magic. They became more highly intelligent and creative as they pursued other interests such as art, literature, and science. The race started searching for allies on other continents. As the search for alliances began, a group of Wickerbeasts came across a lemur-like creature known as the Etekoi. The two species were initially cautious of each other, but over time, they grew to become allies and friends. The Wickerbeasts learned that the Etekoi were masters of technology and that they had developed incredible devices using a power source called Crystalithium. This power source was harnessed from crystals. One crystal’s lifetime energy span was hundreds of years and there was an abundance of them to harvest through mining. Together, the Wickerbeasts and the Etekoi began experimenting with these devices, creating incredible inventions that could do everything that magic could, and more. They built small airships that could fly through the sky, mechanical constructs to channel Crystalithium, and advanced communication devices that could reach vast distances. And so, the Wickerbeasts and Etekoi continued to explore and invent, creating a world that was both magical and technological. They had found a new way of life, one that was more fulfilling than they could have ever imagined. That was until they came across humans. When the Etekoi and Wickerbeasts first met with the humans, they did so with the hope of establishing friendly relations and sharing the knowledge of the powerful Crystalithium. However, the humans were not interested in sharing, but rather in controlling and exploiting the resource for their own gain. The Etekoi and Wickerbeasts initially tried to reason with the humans, explaining that the power of Crystalithium was a delicate balance that needed to be managed carefully to avoid catastrophic consequences. They emphasized that the crystals were a shared resource, not just for any one species to control. However, the humans were too focused on their own interests and refused to listen to reason. They began to launch attacks on the Etekoi and Wickerbeasts, seeking to take control of the Crystalithium by force. Fighting in cities, city seizures, and general violence began. The Etekoi and Wickerbeasts fought back fiercely, using their knowledge of the land and the power of Crystalithium to their advantage. They were able to hold off the human forces for some time, but eventually realized that they could not win this conflict alone due to the sheer amount of the human population. War was declared. As the war dragged on, it became clear to all involved that the conflict could not continue indefinitely. The fighting had ravaged the land, causing irreparable damage to the delicate ecosystem that allowed the Crystalithium to exist. The Etekoi and Wickerbeasts, who had always known the value of the resource realized that it was their responsibility to protect it. Etekoi and Wickerbeasts reached out to their communities to bear arms, hoping to form a united front against human aggression. They were eventually able to gather a coalition of Etekoi and Wickerbeast citizens who saw the value in preserving the balance of power and protecting the delicate ecosystem of Osova that allowed the Crystalithium to exist in the first place. With this in mind, the Etekoi and Wickerbeasts decided to take action. The species pooled their knowledge of the Crystalithium. The most powerful Etekoi used their combined abilities to create a powerful spell that combined with the power source of Crystalithium. This spell allowed them to tap into the crystals' power, creating a massive explosion of energy that engulfed the battlefield. Many Etekoi, Wickerbeasts, and Humans were lost in the massive explosion. The energy released by the Crystalithium was so immense that it left the survivors horrified. Humans realized that the power of the crystals was far too great for any one species to control after seeing the true power of Crystalithium. With this realization, the humans and magical species came to a truce in order to not have more lives lost. In the end, the humans agreed to a treaty that recognized the shared ownership and management of Crystalithium. The Etekoi and Wickerbeasts agreed to share their knowledge of the powerful resource with the humans, but only on the condition that they work together to protect the balance of power and preserve the delicate ecosystem that allowed the crystals to exist. With this agreement, the conflict was resolved, and a new era of cooperation and understanding began between the anthro species and humans. This peace would not last forever. Authors Note: Etekoi are not open to create yet as their visual guides are still being created. More information might be added to this page. Wickers are still required to have no magic - this is past tense. primal era

  • Featured | Wicker Cave

    Featured Wickerbeast Creators! Check out creators who support & exist within the wicker community. fEATURED CREATORS & PARTNERS Species Owner | 2D Artist pinewarden Heya, I'm Warden! I keep the site and the species running. If you like what I do, take a look at what else I'm up to. Read More 3D / 2D Artist JIN A Maker of the original wickerbeast VR avatar! Jin is an artist and sometimes dabbles in VR. Read More 3D / 2D Artist | Icon by Honeymoss nICOREDA Hi, my name is Nico. I do a lot of 3D work for VRChat! I even made a free Wickerbeast Avatar. Check out my work! Read More

  • 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

  • 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 .

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