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  • 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.

  • 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

  • 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.

  • 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

  • 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 .

  • Markings | Wicker Cave

    Markings and body designs that wickerbeasts can have. & 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.

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