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- Biology | Wicker Cave
what is a wicker? Unlike their human neighbors, The wickerbeast are a reptilian troll-like creature that lives in the world of Osova. They come in a wide variety of colors, sizes, genders, and subtypes. This page will guide as a starting point to help you create your wickerbeast effectively and participate in the large world of Osova! All images below are to be used for reference purposes only. basic body structures Skeleton The skeleton of a wickerbeast is incredibly dense in order to support their large mass. Overall, the skeleton can weigh 20% of a wicker's weight. This can ensure heavy impact damage to an enemy if a wicker charges. To counter this, the skeletal system is comprised mainly of compact bone. The jagged structure of their mouth allows for a high pressure force and extra grip. Once a wicker's jaw has a hold of something it will lock into place which is bad news for any prey a wicker may catch hold of. As they go through old age, are susceptible to things such as arthritis and hip dysplasia more so the King sub-typing due to having such a massive body. Blood System Wickerbeasts have a four chambered heart like humans do. The heart takes in deoxygenated blood from the body, sends it to the lungs to become oxygenated, the blood comes back to the heart, where it will then be pumped to the rest of the body. Wicker blood will match the eye color. If the eye is a gradient, it is one or the other color. Muscular System & Health Wickerbeasts are essentially walking tanks with the musculature to match the title. Their strong thighs act as a powerhouse of energy in their body. Combining this with their sturdy hind-legs and they have the capability of producing long running strides (up to 25-35 mph) for maximum impact along with great leaps. The tail is one long, thick muscle in itself which is used as both a weapon and to keep their balance when charging. The tail enables very abrupt acute turns in combat and travel. Weapon wise, wickers will use their tail as whip or club to throw their whole body into motion. The end result of the opponent can be paralysis or even death depending on how hard the hit was. Wickerbeast limbs are just as powerful. Their thighs enable them to master heavy weaponry such as axes. It also allows them to travel long distances and work much longer than the average human could. Disease A hereditary disease unique to wickerbeasts is known as Sphinx Syndrome. This disease is where a wickerbeast will be born hairless and deaf. Sphinx Syndrome wickers can be born with horns but the horns are typically small or will break easily. The appearance of one with sphinx is that of pale, wrinkled skin. If a wicker manages to make it to adulthood with this disease it will require additional aid for their quality of life. Sphinx syndrome wickers will benefit to have hearing aides, heavy duty armor and weaponry, and communicate via sign language. These wickers are able to have young, but the chances of one being born with the disease increases by 25%. Berserker's Disease is one while unique to wickerbeasts. The disease develops as a result of years of malnutrition from famine-like conditions. Due to a wicker beast's headstrong nature, Berserker's Disease can exacerbate this into constant aggression accompanied with: poor cognitive skills, mania, and loss of sleep. Even with proper nutrition into later years, enough internal damage has caused permanent scarring to the brain and will continue to have the disease. Beserker's Disease turns hereditary when a pregnant female is involved. Due to lack of nutrition from the mother, there will arise a possibility of the egg being underdeveloped. As a result, the hatchling that is born may have their brain damaged. The hatchling will display physical traits of being underweight or smaller than the average size of their sub type. a wicker's are pupil-less! The appearance of Wicker eyes varies between single colors and gradient hues. The species retain relatively good eyesight despite lacking an iris. The eye is mostly one big pupil to allow a greater amount of light to enter the eye. This allows the creatures to see in UV light and process the regular three channels of color. At night, eyes also exhibit retro reflection (reflected light in dim areas) or in some cases glow in the dark. Many wicker parents seek moderately lit areas to give birth due to their sensitive eyes at birth. This action minimizes their risk of accidental blindness. In priority of senses, the sense of smell and hearing still are actively the most relied on for them. approvable eyes rEJECTED eyes Eyes should have no shapes or pupils. They can have very small shaped highlights (Must be a lighter color like white). THE CLAWS Wicker claws are some essential tools for many things like work, foraging, brawling, and even artwork. The claws on the hands are the actual fingers of wickerbeast. The claws have a small bone piece and a nerve ending. These claw bones are covered by a sheath of keratin. Wicker claws can bend to hold objects. Wicker claws grow until adulthood and then do not grow anymore. The tips of the claws are able to be shaved and even be sharpened. Claw painting is a lovely practice done during court seasons for a mate. Claws might have little designs or patterns painted on them during that time. A wicker's jagged jaw is one of the signature traits of the species. This jaw allows for a vice grip over prey as it can lock on. If truly motivated in a life-or-death scenario or hunting scenario, a wicker will not let go til they succeed with the outcome. The insides of a wicker's mouth is a slightly acidic saliva that can break down food as it goes down the throat. It has a numbing sensation to the prey. The tongue can be forked (hereditary) or normally pointed at the tip. Wicker teeth and jagged jaw points are incredibly sharp. The teeth of a wicker are serrated at the back edge like a shark's teeth would be. Wickers make alligator-like rumbles most times but can range to clicking sounds like a bird. They like to mimic sounds in almost a corvid-like manner. reproduction & life when a mommy & daddy love each other- Don't worry, we'll spare you the birds and the bees talk. That's for your parents - not us! However, jokes aside, wickers still have to reproduce in the big world of Osova to make the world go round. WHAT DOES A WICKER EGG LOOK LIKE? In the first and second images above, these are examples of land dwelling wicker eggs. A wicker egg will be generally a light color of your choosing with darker speckles casted over the shell. The third image of the green egg is an example of swamp and pelagic eggs. These eggs are see through and have a jelly-like texture. Swamps lay them in shallow non-moving bodies of water while pelagics lay them amongst clusters of coral and under-sea plant life. Generally, the subtypes are sometimes able to be told by the egg sizes themselves however it is not the most accurate way. That big egg might in fact be a 7-9 pound rogue. Who knows? INCUBATION PERIODS Mainland and swamp wickerbeasts also differ in how they have their young. The two classes have separate gestation periods: mainland being three to four weeks with swamp being typically two weeks. A healthy mainland wicker will normally produce 5-6 eggs for their clutch while a swamp wickerbeast has 2-5 at a time. A wicker egg will take 14-40 days to hatch. Any subtype can breed with another subtype. The offspring would not be a hybrid - like a king/swamp offspring for example would either be a king or a swamp in the egg. Not a mix of them. lifespan A wicker can reach anywhere between 150-200 years of age, sometimes a little more. Wickers do not age like humans do. Usually, the beginning of a wickerbeast's life is fast in growth and the rest of its life is very slow aging. A wickerbeast's childhood is from ages 1-4 years old. Their teenage life is from 5-10 years old. A wickerbeast is a "younger" adult from the ages 10-20, and then after the age of 20 they are considered a mature adult. HORN GROWTH Newborn: Baby nubs, embedded a bit into head. 6 months: Tiny nubs, sprouting from head. 1 year: Slightly larger nubs, sprouting from head. 1 year, 6 months: Horns start taking shape, stop at base of ear. 2 years: Horns still taking shape, stop at mid ear. 2 years, 6 months: Horns generally have taken shape, stop at mid ear if curled ram horns and then start extending towards jaw. 3-4 years: Usually fully grown horns at this point. Longer horns could take 3-6 years to develop depending on the shape (antlers for example would take longer). HORNs Their horns are very similar to how their claws are. These appendages that sprout from the wicker's head all start with a small bone piece that connects to the skull. The rest of the horn however is very hard keratin and can at times be broken. A wickerbeast horn will grow back over 3-6 years. Horns can grow back unless ripped from the base of the growth. Horns are solid colors, gradients, and typically matte or a little shiny in texture. They can be segmented shapes as well. Though a wicker will have no more than two sets of horns (4). There should only be two on each side of the head at most and they will be the same shape unless they are a dweller. They do not grow cheek spikes. Wickers can also have small nose horns though they are most common on the dweller subtype. Nose horns are perfectly okay to have along with horn sets. A nose horn counts as a horn. no flights Wickers as a species do not have wings and cannot grow them. There are some exceptions that can however be seen on the hybrid page. The wickers body is typically too heavy to fly which is a reason why wings have never been a feature along with some early species agreements. Aerions however can glide for short periods. However, you can give your wicker accessories. By that, we mean that the wings need to have a harness or strap shown in order to "have wings." Wickers cannot have robotic wings on them as the limitations and features on robotics are still being developed. height chart Wickers have many heights and body types. A wickerbeast can be a stronger body type, a softer body type, or even a petite body type. Heights are similar in that they have a wide range to choose from. These are averages for the species and there can be outliers. If you want a tall rogue, that is more than acceptable. These wickerbeasts can be anywhere from 200 to 4000 pounds. wicker subtypes Aerion The only wickers that can glide. Read More Pelagic Wicker cousins to swamps that live in the ocean. Read More Dwellers Semi-blind mutated wickers that live in the mountains and caves. Read More Other Hybrids Wickers that are crossbred between other species. Read More King The largest wickers with the fluffiest of bodies. Read More Rogue The smallest wickers with the biggest personalities. Read More Wickois Our mechanical wicker friends. (WIP, not clickable) Read More Standard The average wicker - the most "common" wicker. Read More Swamp Semi-aquatic wickers with the spikiest of tails. Read More Robo-wickers Our mechanical wicker friends. (WIP, not clickable) Read More
- The WickerBeast Home
The official website for wickerbeasts. Find information on the wickerbeast species, wickerbeast merchandise, and our socials. wickercave Wicker Cave is a gathering place for storytellers, furries, artists, and dreamers of all kinds. Uncover species lore, design rules, worldbuilding, merch, and more! Then join our communities devoted to honoring and shaping the ever growing world of Osova. The adventure begins with you. Species-updates channel in discord may have more information than the website on some occasions as the website is a constant work in progress. Front page image by the lovely winter event winner JumpinJoltik.
- Markings | Wicker Cave
& traits designing your wicker & wicker heights In canon Osova, wickers come in all sorts of colors and markings. Wickers can even have little glowing markings, eyes, and fleshy bits! Wickers can have any markings you would like them to have with some small exceptions. If basing a wicker off of a copyrighted character - we ask that you do not "skin" the character and attempt to make them unique to you! We also have limitation on "scale" markings so that we can tell certain subtypes apart from hybrids.
- Kingbeasts | Wicker Cave
Info about the wicker king subtype king SUBTYPE The king is typically the "classic" representation of a wickerbeast and most commonly known. However, their subtype is a tad bit rare despite community popularity. They are a mutation of the standard subtyping. King's are the largest type of wickerbeast with Pelagics coming in equal size. Due to the size of this subtype, they are incredibly strong and tend to be guards or the leading workforce in Osova. This subtype sports a lot of fluff and is the optimum choice for an individual seeking that aesthetic. HOW TO MAKE A KINGBEAST A king should always have horns. On their bodies are a significant amount of fur. Fur can be in large patches on the tail, mane, arms, heels, and general body. Their claws and build are much bulkier and taller. The end all be all trait for a kingbeast however is the fluffy tail tip. It is what makes a kingbeast a king. No other subtype is allowed to have a fluffy tail tip. KING SPECIFICS They are on the rarer side of subtypes. In a clutch of 6 wicker eggs, there is a 20% likelihood that one of them will be a king. A female is called a kingbeast, not a queenbeast as wickerbeast culture have no "gender roles" regarding titles. These subtypes can weigh anywhere between 200 to 2500 pounds due to the taller and stockier body type of them. However, outliers do exist and their designs do not have to follow the bulkier body type or extremely tall heights. There are cases of king runts occurring in clutches. Kingbeasts are the leading workforce in Osova due to their ability to do manual labor very easily. A kingbeast can work up to 14 hours without overworking themselves. There have been cases where a kingbeast has worked nonstop days in a row and been okay. This particular subtype is very hardy and tiring them out is hard. The easiest way to beat out a kingbeast is making them chase their object of interest as their bulkier builds make it hard to keep up. In the kingbeast subtypes, manes are the object of desire. During courting and combat matches, king manes and body fluff are adorned with flowers, jewelry, and various other accessories. They tend to take incredible care of their manes due to the frequent matting that can occur otherwise. Without a mane, a king is typically shunned in clans that are majority king ruled. Sphinx syndrome king wickers are particularly shunned moreso than any other - but other kingbeasts welcome them without judgement. For criminal punishments, a king may have their mane shaved and displayed for others to witness. Kings tend to have rituals that honor their ancestors and loved ones who have passed away, which involve cutting off a piece of their mane and placing it into the fire as an offering. Background image by the lovely ThatCreatureJuk .
- 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 .
- 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
- Rogues | Wicker Cave
Info about the wicker rogue subtype ROGUE SUBTYPE Sometimes our friends are small! Rogues are the smallest subtype of wickers and lack horns. They are a common sight among cities and rural areas. Their height difference makes it a little difficult for them to navigate around their taller peers. They are a little bit defenseless but they make up for it with cleverness. HOW TO MAKE a rogue A rogue is a pretty simple subtype. The only absolute needs for a rogue to be a rogue is that it must have no horns and they typically have a lesser amount of fluff than their subtype cousins. They have very small claws and builds. Their body has little to no extra fur patches except in the shoulder, elbow, and tail areas. rogue SPECIFICS Rogues are an incredibly small subtype. Due to this, they have had to become increasingly clever around their peers. A rogue is very light weight and nimble, able to escape most foes by either running or hiding somewhere. They are experts at survival because they are the runts of the wickerbeast species. Rogues will often outwit their opponents with their mind and stratedgy. Being bitten by a rogue is not nearly as painful as the other subtypes. The downfall of this is that Rogues can unhook their jaws much faster and strike again. If you are bit by a wickerbeast - it is already not a fun time. Imagine being bit two or three times in a row with very strong little jaws. Very painful! Rogues can live in cities and urban areas but most prefer the rural country side. It is much easier for them to live peacefully without the fear of being in some ones space or possibly bullied. Rogues tend to love to build under ground houses and burrow (hobbit-like) houses. They find it more suitable for their needs since they don't need much space. They have a great relationship with Dwellers because of their love to burrow out holes and homes. These two subtypes will also often be seen working together in jewel mines. A dweller will dig with their powerful tail claws and hand claws while a rogue will clear the debris or get into hard to reach places that the dweller can't quite get to with their bigger hands. This subtype tends to lean towards being merchants and shop keepers due to being able to get hard to find items that the bigger subtypes cannot get to. On the other side of this, rogues are particularly great at the entertainment district. A lot of rogues find great money in being professional rodeo clowns, jesters, circus employees, theatrical artists, and daredevils. It is a good focus due to their ability to move quickly and their small size. Background image by the lovely ThatCreatureJuk .
- About | Wicker Cave
The origins, creators, and staff of the Wickerbeast species. the wickercave Our Origins Wickerbeasts are a furry fandom species, originally brought to life through the creative vision of Daemon_Lady in 2013. The initial Wickerbeast concept emerged from a preliminary sketch by Daemon in 2013. In late 2014, two additional Wickerbeast designs were developed. Currently, the species is an integration of Daemon_Lady's foundational Wickerbeast concepts with Pinewarden's own foundational Wickerbeast developments and conceptual work. The project is considered a collaborative effort between the two artists. WickerCave's first steps into the internet were on the first official Facebook group that was established in early 2014. The inaugural administration team comprised Guts, Rune (PineWarden), Hamada, Mavi, and Tombo (Wolpertingerwhite). Current Day On January 5th, 2022, ownership and rights for the Wickerbeast species were officially transferred to PineWarden. All subsequent developments and administrative oversight have been managed by PineWarden and the current administration team. The Wickerbeast Facebook group was archived in August 2025. Banner is by itsnerdiee / arlo PINEWARDEN THEY/THEM | SPECIES OWNER & DEVELOPER Hey there, I'm Warden (you can also call me Rune or Sawyer). I identify as Two-Spirit and otherkin, and I'm deeply involved in running the Wickerbeast species. At heart, I'm an artist. My work is driven by my current interests, so you'll find me exploring everything from character concept art and illustrations to even dabbling in fashion. Drawing furries and wickerbeasts is a vital way for me to express my inner nature and embrace my identity, especially the aspects that resonate with anthropomorphic characters. The Wickerbeast species has been a significant part of my time in the furry fandom. What started as a passion project has evolved into something much more than silly little lizards. It's become a source of love, a sense of home, and represents years of my life. I'm committed to keeping WickerCave going as long as I'm able. 💖 Link Meet The Team Every single person on our staff pours their heart and soul into making WickerCave a fun, welcoming, and safe space for all. From moderating our platforms to crafting engaging content and supporting our members, your dedication makes all the difference. WickerCave truly couldn't do any of this without your hard work, creativity, and unwavering enthusiasm. Thank you for being the heart of WickerCave! - Head moderators (global) are called Alphas, while regular Moderators are called Betas. We know, it's silly, but it's from 2013 and we can't let it go. hamada (spike) Assistant Lead Alpha | He/him | Writer & Merchandiser Link Kyvern Alpha | He/him | Biology Nerd | Tiger Enthusiast Link cozzbug Alpha | They/Them | Artist | Actual Bug Link sleep Alpha | They/Them | Artist | Craves Insulin | Fish Link ARLO (MATT) Alpha | He/him | Artist | Big Shark Link ZAZIN Alpha | Creature/Its | Waffle Maker | Coffee Destroyer Link APOLLO (GEE) Alpha | He/him | Fitness Guru | Made of Glitter Link tavi Alpha | She/her | Furry/Fantasy Artist | Gamer Nerd Link dakka Alpha | He/him | Frog guardian | Tool Hoarder Link fable Beta | She/Her | Artist | Goat Link keman Beta | He/him | Hardware Geek | Artist Link WACEERA Beta | Any Pronouns | Environmental Scientist Link
- 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.
- 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
- 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
- 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
