Wickerbeast

## Origins

Wickers were concepted by Daemon\_Lady, the creator of Wickers. Originally the first wicker concept was a vent sketch made by Daemon. In late 2014, two other wicker designs were created. The original subtypes soon followed (king, standard, swamp, and rogue). Three subtypes were also later created in 2019-2022. Aerions were introduced by DL and Dwellers & Pelagics were introduced by Rune. The official Facebook group was created in early 2014. The first original administration members added consisted of Guts, Rune (Pinewarden), Hamada, Mavi, and Tombo (Wolpertingerwhite). On January 5th, 2022 The Wickerbeast species rights were transferred to Rune. Further developments from then on were made by Rune and the current administration team.

Species Page: https://www.wickercave.net

(Resize the wickercave website to 75% for best viewing.)

## Lore (NOTICE: THIS IS NOT THE CANONICAL WICKERBEAST LORE, THIS IS WIKI-CANON-ONLY)

* Primal Era
* Contemporary Era
* Galvanic Era

In the world of Osova, there once lived a race of anthropomorphic lizards known as the Wickerbeasts. These creatures were unlike any others, endowed with amazing abilities that gave them control over the very foundation of magic. This type of magic, unbeknownst to them was Angelic Magic, far beyond the normal abilities any mortal entity should possess. This intense power caused physical and mental harm to them, as one slip could destroy entire cities. They struggled with this for a long time, as this power corrupted many wickers or caused them to go completely insane. They lived in fear of their own power, as it could turn on them with any upsurge of high emotion.

Then, the Aether Blossom was discovered. A flower, which weakened magic and created magic immunity in a user the more it was consumed. These delicate white and pink blossoms allowed the wickerbeasts to curb their intense power and prevented it from harming themselves or anyone. Some wickerbeasts chose to consume the blossom until all power was gone, others chose not to consume it at all, creating wickerbeasts with varying magical abilities.

Then, they discovered a fellow species known as the Etekoi, a highly technological advanced species who had discovered a strange cache of crystals they dubbed "Crystalithium". These gems absorbed any source of energy they were brought near, and were a possibly infinite source of power. Then, they learned how to make the magic and technology work in tandem, and invented many devices, among them devices which ripped the fabric of space-time to perform instant teleportation. The delicate balance between magic and technology was greatly explored, and the Wickerbeasts and Etekoi bloomed and grew in power and influence, and turned their sights to a new frontier, the infinite reaches of space.

Using these, the species started to travel across the universe, uncovering new planets and entities, as well as the occasional new Crystalithium formation which they promptly claimed.
To be Completed when the Wickerbeast Website gets an update.

To be completed when the Wickerbeast Website gets an update.

## Species Subtypes

* Standardbeasts
* Aerion
* Dwellerbeasts
* Pelagic
* Kingbeasts
* Swampbeasts
* Roguebeasts
* Robowickers
* Hybrids

Standards are the original ancestor of land dwelling wickerbeasts. They are the subtype that makes up most of the population in wicker regions. They are an average size but sometimes can grow to be near a king's size. They tend to have less fluff than a king would but more fluff than a rogue would.

***How to make a Standardbeast***

A standard is a classic version of a wicker. It should always have some type of horns to make it a standard. Various patches of fur are okay as long as it does not gather at the tip of the tail like a kingbeast. Claws are of average size and manes are modestly sized. They do not possess any extra features like other sub typings.

***Standardbeast Specifics***

Standards make up the majority of the wicker population. Due to this, a lot of standards are gathered into militia or other
driving large workforces to help out since they are many.
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Unlike other subtypes, most of them do not struggle with height or infrastructure problems. They can live in almost any environment and be rather successful. They are an incredibly adaptive subtype due to not having advantages other subtypes may have. A lot of standards will make their own tools, own weapons, and try to be self sustainable to counteract the features they feel they lack to create an advantage for them.
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Standards however do still pack quite a punch with their tails and are much nimbler than other subtypes that carry more weight. A rogue can most likely out run a standard but a king most likely cannot keep up with a standard due to weight differences. Standards are usually the most common subtype that willingly volunteer themselves for robotic enhancements due to feeling like they are at a constant disadvantage in combat.
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Job wise, standards like to lean towards jobs that are towards weapon making, alchemy, or crafting of some kind to enhance their skills for when they most need them. Other standards will lead towards more scientific research jobs or engineering. Most wicker engineering is ran by standard subtyping.

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.
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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.
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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.
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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.
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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.

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 Dwellerbeast***

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.

***Dwellerbeast 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.
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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.
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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.
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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.
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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.
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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.

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.
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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.

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.

***Kingbeast 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.
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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.
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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.
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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.

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.

***Swampbeast 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.
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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.
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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.
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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.

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Sometimes our friends are small! Rogues are the smallest subtype of wickers and lack horns. They are a common sight among cities and rural areas. Their height difference makes it a little difficult for them to navigate around their taller peers. They are a little bit defenseless but they make up for it with cleverness.

***How to make a Roguebeast***

A rogue is a pretty simple subtype. The only absolute needs for a rogue to be a rogue is that it must have no horns and they typically have a lesser amount of fluff than their subtype cousins. They have very small claws and builds. Their body has little to no extra fur patches except in the shoulder, elbow,
and tail areas.

***Roguebeast Specifics***

Rogues are an incredibly small subtype. Due to this, they have had to become increasingly clever around their peers. A rogue is very light weight and nimble, able to escape most foes by either running or hiding somewhere. They are experts at survival because they are the runts of the wickerbeast species. Rogues will often outwit their opponents with their mind and stratedgy.
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Being bitten by a rogue is not nearly as painful as the other subtypes. The downfall of this is that Rogues can unhook their jaws much faster and strike again. If you are bit by a wickerbeast - it is already not a fun time. Imagine being bit two or three times in a row with very strong little jaws. Very painful!
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Rogues can live in cities and urban areas but most prefer the rural country side. It is much easier for them to live peacefully without the fear of being in some ones space or possibly bullied. Rogues tend to love to build under ground houses and burrow (hobbit-like) houses. They find it more suitable for their needs since they don't need much space.
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They have a great relationship with Dwellers because of their love to burrow out holes and homes. These two subtypes will also often be seen working together in jewel mines. A dweller will dig with their powerful tail claws and hand claws while a rogue will clear the debris or get into hard to reach places that the dweller can't quite get to with their bigger hands.
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This subtype tends to lean towards being merchants and shop keepers due to being able to get hard to find items that the bigger subtypes cannot get to. On the other side of this, rogues are particularly great at the entertainment district. A lot of rogues find great money in being professional rodeo clowns, jesters, circus employees, theatrical artists, and daredevils. It is a good focus due to their ability to move quickly and their small size.
Will be updated when Robowicker information is released.

Hybrids are not confirmed to exist as the creator of the wiki/story has no Hybrids as of the writing this, except for an idea for one, but he does not own it.

## Known Specimens

Nyx: Nyx is based off of Sonarion's 3 crushes, and is a wicker situated at earth to keep guard over the massive stash of crystalithium found there.