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- 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
- 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.
- 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.
- 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
- Osova | Wicker Cave
learn m re knowledge is powerful in osova DICTIONARY/LANGUAGE What words mean Click Here THE FERA Our neighbors and creatures Click Here magic vs alchemy Learn the different practices WIP world geography Learn the map of our world WIP culture & customs Our way of life and traditions Click Here RULES OF ROBOTICS Our tinkering friends WIP
- 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 .
- Species Rules | Wicker Cave
species rules These are in general species rules of what is and is not allowed to be done with the content of Wickerbeasts. NSFW CONTENT The creation of content using Etekoi and Wickerbeasts is permissible. However, we strongly advise against creating NSFW content featuring the fera species (such as Oshari and Skitadel), as they are not sentient in a human sense. STORY CANONs It is entirely at your discretion to determine whether your wicker is part of the canon lore that belongs to the world of Osova, or if it is from your own unrelated lore. WICKER LOGO USAGE The usage of the wickerbeast logo in any for-profit scenario, including redistribution as a physical or digital product, is strictly prohibited. If you choose to use our logo, it should only be for personal non-commercial purposes. You may download our logo off of PineWarden's sta.sh. harmful messages and beliefs We respectfully request that all Wickerbeast designs and insignia refrain from being used in any form of harmful messages, including but not limited to messages that promote hate speech or discrimination against a community. As a community, we strive to uphold values of inclusivity and positivity, and we ask that our designs be used in a manner that aligns with these values. Marketable content & ADVERTISING Physical or digital content (including written) that is made for mass profit must have a royalty/licensing partnership or agreement with the owner and merchandiser for the Wickerbeast species. These situations are looked over individually on a case-by-case basis. This rule is for large businesses who want to produce physical and digital merchandise at a larger scale using the wickerbeast name. At this time you must have a partnership to produce: Continuous physical merchandise (shirts, bags, pants, keychains, etc) at a mass scale. Doing a small run (ex: 200-1000) of merch once or twice is not what we consider mass profit. However, if these runs were continuously occurring - we would ask you to be partners. Games / films using the Osova / the Wickerbeast World / lore. You do not need a partnership for these: Publishing literature using the Osova/ the Wickerbeast World/ lore, as long as it is properly attributed back to the website or PineWarden. Using an individual Wickerbeast OC in an unrelated game or film not using the Wickerbeast World / lore, as long as it is properly attributed back to the website or PineWarden. An example of this would be a modern dating simulator. Adoptables / "Sellable" designs. VR Avatar Bases & Custom VR Models Youtube Videos using Wickerbeasts or speaking about Wicker content. Music using Wickerbeasts or speaking about Wicker content. However, anyone with a partnership will be more heavily endorsed and featured on our website permanently provided partnership terms are met. How much does a partnership cost? (This is based off furry-based consumption & businesses, not mass businesses like Walmart.) It depends on the company. For transparency, this percentage scales from 2% of each sale to 10% of each sale, depending on how large the company is and WHAT they are selling and for HOW much. This can also be a one-time fee depending on the merchandise. This is worked out with each individual and their business specifics are considered. Partnerships keep the website running and allow for more merchandise to be created and for the species owner to continue making content for Wickerbeasts specifically. I want to be advertised on the website! To be featured on the website, you will need two to five in depth consumer reviews (with proof of sales or product photos received from you from each). This is to avoid featuring scammers. Then, the price is $25 per month featured paid through Kofi to PineWarden. An individual can choose how many months they'd like to be featured and what months the advertising will start. Here is a link to some 2024 analytics. In the instance that an individual on the featured section of the website is reported to be a scammer, the individual will not be refunded the money they have spent on advertising with the website. vr chat avatars & Furvilla Please note that any VR Chat wicker models & furvilla painties with non-canon features are not considered canon Wickerbeast characters and will not be accepted as such, unless they are accompanied by a version or reference sheet that accurately represents canon features. These models are considered more for entertainment purposes, similar to Furvilla painties. However, we would like to emphasize that these models and their creators are still a welcomed part of our community, and their enthusiasm for the species is greatly appreciated. We understand that these models are created for fun and entertainment purposes, and we encourage creative expression within our community.
- Aerion | Wicker Cave
Info about the wicker aerion subtype AERION SUBTYPE Aerions are one of the mutations of the Standard sub-typing. Aerions range in size but tend to be on the smaller side, similar to rogues. These critters use their tails to pack quite a punch in combat and act as Osova's second line of defense. They are the gliding squirrels of wickers and tend to live above it all. HOW TO MAKE AN AERION An aerion should always have under arm flaps for gliding. An aerion is able to have four spikes on the end of a club-like tail. Aerion's should always have amplifiers on their neck area and a crown of three to four horns atop of their head. These horns must be nub/devil-like but can be any size. Aerion's are required to have one large raptor-like talon on their inside toe. Optionally, Aerion can have rabbit-like connected nostrils. Their ears tend to be shorter than other subtypes. Aerion SPECIFICS This subtype is particularly quick and nimble due to their size and the ability to glide short distances. This subtype spends their time up high in village treehouses and the trees since they have fantastic climbing skills to accompany their quickness. They love to perch high above for the greatest views. They tend to be the main individuals on the front lines in regards to beast taming and combat. This is due to the quickness of the subtyping and due to the fact they can hear very well. The subtyping mainly hear with the glands in their neck. The glands in their neck are essentially hearing amplifiers and are connected to thousands of nerve endings. These nerve endings transform the vibrations into electrical impulses that connect to the cranial nerve. The amplification of their hearing allows them to hear from 1-2 miles away which is why they can be important on front line scenarios in combat. Aerion's are able to collect hard to get items such as tree sap and fruit from sought after trees. The items can have medicinal value for cuts, burns, and much more. The flying subtype will use their talons in their feet to poke holes in the trees to collect it. As well as sap and fruit, Aerion are able to collect nectar from large flowers called Passonia. Passonia flowers are large 3-4 foot, white petaled flowers similar to what we know as magnolias. Aerions are able to suck up the nectar by curling their tongue upwards into a straw-like slide and collecting it in the beginning of their throat. The beginning of their throat (where human tonsils would be) have empty sacs called "cuts" where the nectar collects. To avoid any nectar going down their throat, they are able to puff up their throat muscles to temporarily close it while collecting. This nectar can be used in medicinal purposes as well and is known to have similar properties to cough syrup. That is, if an Aerion wants to give the syrup up. Most of the time, aerions collect it and take it home to freeze into ice cubes or orbs. They end up sucking on the ice cubes similar to popsicles as a sweet treat. Background image by the lovely ThatCreatureJuk .
- Pelagics | Wicker Cave
Info about the wicker pelagic subtype PELAGIC SUBTYPE With little to no fluff at all, Pelagics are a distantly related mutation of swamp wickerbeasts. These wickers typically are found in deep water, living in their own small communities, or live in isolation. They are equipped to live in deep water with gills, webbing, shark-like thick tails, have coral growing on their bodies, and even can be seen with small ocean companions living in their manes. HOW TO MAKE A PELAGIC A pelagic should always have cheek gills and tail fins. A pelagic is able to have two fins at the end of their tail with one main acting as the "tip." The fins below act as rudders. Pelagics always have under arm fins along with hand and toe fins. A pelagic, similar to a swamp, can also have scales on the underside of its tail optionally. pelagic SPECIFICS While they do possess webbing and gills, they are only able to venture onto land for a very short period of time. If they are on the land for too long they will start to dry out- a very painful sensation to them. Their skin is very similar to an orca underneath their otter-like fur. The amount of time before a pelagic dries out completely is usually 48 hours. Pain starts to occur after 12 hours. Pelagics are separated from mainland wickerbeasts in communication. While pelagics did carry vaeick over into their culture, they also have another way of communication as well. They developed a way make humming sounds similar to orcas to find one another at great lengths away. The longest range a pelagic can hear another pelagic from via humming is 3-4 miles. These creatures have a custom of giving eachother hand grown corals and even particular "sea" treasures that they find. These treasures can include debris from land dwelling wickers, rocks, shiny objects, jewelry, and cool knick-knacks. Gift giving is a large portion of their courting process. Like swamps, they cannot survive well without their tails. Most of the time, a pelagic will bleed out and appear at the surface. if their tail is cut off. Not all hope is lost however as science divisions from the mainland and their own have developed technological replacements for tails due to Pelagic's great reliance on the appendage. A robotic tail is often a solution in a dire situation. It is a device that operates in a similar way to a tail , with a number of joints that either move along an axis or can rotate in certain directions to allow for normal swim and travel. Pelagics talk about monsters from the abyss. Monsters from the abyss are creatures that would be similar to modern day serpents and uncanny aquatic life. Not much is known about them as no one has ever seen one and they find them to be more myth than legend. Background image by the lovely ThatCreatureJuk .
- 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 .
- Cultural Practices | Wicker Cave
Cultural Practices These are some of the cultural practices of Osova. These can include holidays and various tidbits about wickerbeasts. Banner image done by the lovely Dragonsfur. COURTING practices Courting practices are different for every wickerbeast. Typically, wickerbeasts are creatures of grandeur. They love displays of affection and typically large ones. It is a great time for a wicker to show their talents. Some will dance, some will sing, some will write, and even some will show large displays of strength. Sometimes, it can be simpler, like a Wicker displaying their bioluminescence at night or doing something regal with their mane. The possibilities are endless. What would your wicker do for love? OOOH... SHINY! Sometimes we are all simple minded creatures. Wickerbeasts are no different. These lizards have a tendency to love shiny things or small objects. Wickerbeasts are collectors at heart and love to show off their assets and interests. Sometimes, Wickers will gift these objects to one another in a show of admiration. forever... and ever... and eve- Following courting practices is the ultimate act of love: marriage. There's no tax benefits here in Osova - so if a wicker is getting hitched, it's truly for love and love alone. Wickerbeasts do the tradition of rings. However, these rings can be many sizes and many places. Some get small ones and wear them as earrings, some get a 'tail' band, some wear them over their claws, and some wear them as bracelets. CAN WE KEEP EM'? The age old question that every parent gets when a child comes home with an animal. Wickerbeasts have many variations of pets. The most common types of pets include snakes, reptiles, birds, oshari, rabbits, cats, and dogs. There are many more creatures in Osova but these are the most commonly domesticated. Wickers will also commonly use birds to send messages to other regions. religion Wickerbeasts worship multiple gods. Their main god that they worship is named Idris - the god of the sun and light. Other gods that they worship are: Vipera - God of prosperity & wealth. Asmodai - God of the underworld & the dead. Udri - God of spirits (alcohol) & ritual madness, parties. Cidolfus - God of seafaring & the ocean. Imperia - God of the moon & stars. Morden - God of courage, war, and strength. Sephiran - God of fertility, love (all types), and beauty. It is not uncommon however for a Wicker to devote themselves completely to one of these gods. This list and info may be updated. to the stars While Wickerbeasts are not a spacefaring species, there are admirers of the beautiful balls of gas above them. Wickerbeasts have constellations for every god that they worship. The world of Osova also commonly believes that if a wicker has found true honor in their life, a wicker will end up amongst the stars with Imperia. Shooting stars are seen as a sign from Imperia guiding a wicker on their path or a sign of acknowledgement. Wicker children like to wish on stars and hope that their dreams are realized by Imperia. Solar and lunar eclipses are noted as Idris and Imperia fighting over power to rule. VIPERA currency The wickerbeast currency, otherwise known as Ꞩ. Coins are gold or silver in color and come in dollar and cent amounts. Vipera comes in gold for these amounts. Ꞩ100. Ꞩ50 Ꞩ20 Vipera comes in silver for these amounts. Ꞩ10 Ꞩ5 Ꞩ1 Ꞩ0.50 Ꞩ0.25 Wicker currency keeps prices to where they do not need any coins under 0.25 value. Vipera has two sides, heads and tails. Vipera that is worth 100 in value will sometimes have a special 'back' to it that can be collectable and gain additional value over time. WINTER CELEBRATIONS Remembrance Eve The 27th of December. It is a day for remembering those who have been lost over the year and those who have been a large part of an individual's journey. Individuals spend time at home and not on the streets in honor of it. Galivaestice Pronounced "Gal-IH-VAE-stice." It is the winter celebration and the equivalent to what would be considered modern day pagan Christmas or other winter celebratory holidays. It is held on the 23rd of December. It is a time to gift give, celebrate, and spend time with loved ones. (Holiday dedicated after Galileo , a friend of PineWarden.) Armistice Eve This day is what is commonly referred to as New Years Eve for Osova. It is the day before the Day of New Souls, December 31st. This eve is filled with partying and is a large day for drinking and celebration. Many will come to Grandesburg specifically for this day to experience the celebration. Day of New Souls This day is what is commonly referred to as New Years Day for Osova. It is held on the first of the year, January 1st.
