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- The WickerBeast Home
The Wicker Cave is the official website for wickerbeast species. Find information on the wickerbeast species, wickerbeast merchandise, wickerbeast fursuits, wickerbeast lore, and our socials. wickercave Wicker Cave is a gathering place for wickerbeasts, storytellers, furries, artists, and dreamers of all kinds. Uncover species lore, design rules, worldbuilding, merch, and more! Then join our communities devoted to honoring and shaping the ever growing world of Osova. The adventure begins with you. Front page image by the lovely winter event winner JumpinJoltik.
- Biology | Wicker Cave
The biology of the wickerbeast species. Here you can find anatomy references in order to make your wickerbeast fursuit, character, and more. 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 Drake Land-dwelling wickers with a tail that packs a punch. Read More Robo-wickers Our mechanical wicker friends. [WIP] Read More Standard The average wicker - the most "common" wicker. Read More Swamp Semi-aquatic wickers with the spikiest of tails. Read More Wickois A canon hybrid between an Etekoi and a Wicker. [WIP] Read More
- Osova Map | Wicker Cave
The map of the world of Wickerbeasts called Osova. osova as a world Osova is a vast and diverse world shaped by multiple nations, species, cultures, climates, and competing political powers. At the center of Osova lies Vaelthor, the largest and most influential Wickerbeast nation and the heart of Wickerbeast civilization. From the frozen northern territories of Aderhalt and the Crystal Isles to the warmer southern waters surrounding the Silver Isles, Osova contains an enormous range of environments. vaelthor Their largest concentration of Wickerbeasts specifically is found within Vaelthor, which is widely considered the homeland and cultural center of Wickerbeast civilization. However, Wickerbeasts are not limited to Vaelthor. Communities can be found throughout Ithroas, Dustmere, Sylfelen, Etekara, Aderhalt, the islands, and even the lawless territory of Morhal. Vaelthor is the largest major nation on the map and the central power of Wickerbeast civilization. The country stretches across a huge portion of central Osova, encompassing forests, plains, valleys, coastlines, wilderness, and also some densely populated urban areas. For most of their time, Wickerbeast communities have existed throughout the region, eventually developing into the modern Vaelthorian nation. Climate Vaelthor generally has a fair climate, with an average annual temperature of approximately 57–75°F. The country is not completely uniform. Northern Vaelthor is cooler and more rugged, while central regions contain many of the country's largest population centers. Southern Vaelthor is warmer and more coastal. ADERHALT Aderhalt occupies the northern portion of Osova and is one of the continent's colder major nations. Its northern position gives it long winters, cold winds, and frequent snowfall. This region is rather mountainous with large snowy forests, and prone to avalanches. The country has a complicated relationship with Vaelthor due to supply trade agreements and over-hunting of wildlife in the region. Although the two nations maintain important trade connections, they do not always agree politically. Aderhalt contains significant Wickerbeast and human populations, creating a culturally mixed society. Climate Aderhalt has an average annual temperature of approximately 45–72°F. Summers generally reach 60–72°F, while harsh winters can fall FAR below freezing. Greyhavel Otherwise known as the city of holidays, this city is known for its parties amongst the ice. It is often considered a vacation destination due to its beautiful scenery and nostalgic warm cabins. This city is also a strong-hold for lumber supply and pelt trade. This city has a mostly wickerbeast and etekoi population. ETEKARA Etekara is the primary homeland of the Etekoi and one of the most culturally distinctive nations in Osova. Etekara is an important economic power because of its coastal location and extensive trade networks. Its relationship with Vaelthor is complicated but generally peaceful. Etekara is particularly famous for its craftsmanship, artistic traditions, architecture, and coastal cities. It is one of the fishing strongholds of the mainland. Climate Etekara has an average annual temperature of approximately 45–76°F. Elarisa It is one of the most visually distinctive cities in Osova and is known for its elaborate architecture. Unlike the practical and enormous structures found throughout Grandesburg, many buildings in Elarisa place a greater emphasis on artistic design and decoration. The city attracts Etekoi from throughout Etekara as well as foreign travelers and merchants due to their valuable craftsman. COMING SOON. Information coming soon.
- Osova | Wicker Cave
The world of Wickerbeasts is called Osova. Here you can find culture, language, world geography, and customs for the wickerbeast species. 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 Click Here culture & customs Our way of life and traditions Click Here RULES OF ROBOTICS Our tinkering friends WIP
- Galvanic Era | Wicker Cave
In the future for Wickerbeasts, it is called the Galvanic Era. This is the more technologically advanced 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
- 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
- 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.
- Rogues | Wicker Cave
Info about the wicker drake subtype DRAKE SUBTYPE The Drake Wickerbeast is a large, heavily built subtype adapted for life in rocky highlands, canyon systems, and volcanic regions. While not related to true dragons, its nickname comes from its broad features, powerful frame, and intimidating silhouette. It can range from a standard wickerbeasts size to a kingbeasts size. They are known to be a little more brash than other Wickerbeasts. HOW TO MAKE a DRAKE Their most recognizable features are their large swept-back horns, rows of sturdy dorsal spines, and long, heavy tails used for balance while navigating steep slopes. Drakes have dense builds with strong legs and broad paws that provide stability on loose rock and uneven ground. They are limited to 3 spikes at the top of the tail, 2 large spikes at the base of the tail, and two spikes at their heels and elbows. They always have some kind of horns. Like Swamps, they can optionally have scales on the underside of their tail, but no where else. DRAKE SPECIFICS They tend to be more direct in both behavior and problem-solving than other Wickerbeasts. Where some subtypes might avoid risk or look for alternative paths, Drake Wickerbeasts are more likely to take the most straightforward option, even if it’s the hardest one. This gives them a reputation for being a bit brash, especially in situations that call for caution or finesse. In day-to-day life, they usually take on roles where force or endurance might be needed. They’re commonly involved in maintaining cliffside routes, supporting mining operations in unstable rock with Dwellers, or acting as emergency responders after collapses or volcanic shifts. In smaller communities, they’re often the ones others go to when something needs to be moved, broken down, or held in place under pressure. They work very well with Kingbeasts - however it can quickly become an "ego" contest. Despite their toughness, they do have limits. Dense urban environments can be very uncomfortable due to restricted movement and constant close contact with others. They tend to be practical in how they live, often settling in natural formations like cliffsides, collapsed cave systems, or lava tubes that have cooled and stabilized over time. Dwellers live commonly alongside them in an almost symbiotic relationship. "You protect me, I protect you."
- 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 .
- 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 .
