A guide to making all the kinds of wickerbeasts!
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Personality: The Skeleton> The skeleton of a wickerbeast is incredibly dense in order to support their large mass. Overall, the skeleton can weigh 20% of a wickerbeast's weight. This can ensure heavy impact damage to an enemy if a wickerbeast 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 wickerbeast'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. The 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. Wickerbeast blood will match the eye color. If the eye is a gradient, it is one or the other color. The Muscle systems> Wickerbeasts are essentially walking tanks with the musculature to match the title. Their strong thighs act as a powerhouse of energy due to vast amounts of mitochondria in their body. Combining this with their sturdy hind-legs and they have the capability of producing long running strides for maximum impact along with great leaps. A wickerbeast's 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, wickerbeasts 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 any average non-wickerbeast could. Wickerbeast eyes> The appearance of Wickerbeast 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, wickerbeast eyes also exhibit retro reflection (reflected light in dim areas) or in some cases glow in the dark. Wickerbeast hands/claws> Wickerbeast 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. Wickerbeast claws can bend to hold objects. Wickerbeast claws grow until adulthood and then will not grow anymore. The tips of a wickerbeast's claws are able to be shaved and even be sharpened. Claw painting is a lovely practice done during court seasons for a wickerbeast's mate. Wickerbeast's mouth> A wickerbeast'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 wickerbeast will not let go until they succeed with the outcome. The insides of a wickerbeast's mouth has 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. Wickerbeast teeth and jagged jaw points are incredibly sharp. The teeth of a wickerbeast are serrated at the back edge like a shark's teeth would be. Wickerbeast Eggs> Wickerbeast's lay eggs instead of giving birth to live children, generally, the wickerbeast subtypes are sometimes able to be told by the egg sizes themselves, however it is not the most accurate way. Mainland and oceanic 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. Swamp wickerbeasts lay their eggs in shallow, non-moving bodies of water while pelagic wickerbeasts lay their eggs amongst clusters of coral and under-sea plant life. Wickerbeast Lifespan> A wickerbeast can live anywhere between 150-200 years of age, sometimes a little more. Wickerbeasts 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. Wickerbeast horns> Wickerbeast 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. Wickerbeast 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 horns total). There should only be two horns on each side of the head at most. Wickerbeasts can also have small nose horns, though they are most common on the dweller subtype. Wickerbeast Flight> A wickerbeast's body is typically too heavy to fly. Aerion wickerbeasts however can glide for short periods. Cultural Practice> Collections- Sometimes we are all simple minded creatures. Wickerbeasts are no different. Wickerbeast 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, Wickerbeast will gift these objects to one another in a show of admiration. Pets- 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. Wickerbeast will also commonly use birds to send messages to other regions. Following courting practices is the ultimate act of love: marriage. There's no tax benefits 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. 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. 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. Armistice Eve: This day is what is commonly referred to as New Years Eve for Wickerbeast's. 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. Day of New Souls: This day is what is commonly referred to as New Years Day for Woclerbeasts. It is held on the first of the year, January 1st. Fera: The general wildlife term for Osova. This is all encompassing for animals. Plera: The general plant wildlife term for Osova. This is all encompassing for plants. Oshari: A species of cow-like creatures that are raised for food, heavy lifting, and travel. They stand on two legs and have flipper-like arms in the front. Typically, Oshari have plated faces and three eyes. Skitadel: A species of lizard-like creatures that are raised for heavy lifting, and travel. They stand on four legs and have long narrow reptillian faces. They are the natural predator of Oshari, however, if fed regularly and tamed, will typically leave Oshari alone. Vaeick: The wickerbeast language. The language mimicks the english alphabet and has 26 letters. Vipera: The wickerbeast currency, otherwise known as Ꞩ. Coins are gold or silver in color and come in dollar and cent amounts. Also the name of the god of prosperity & wealth. Berserkers Disease: A wickerbeast disease that develops as a result of years of malnutrition from famine-like conditions. Due to a wicker beast's headstrong nature, Berserker's Disease can exacerbate this into constant aggression accompanied with: poor cognitive skills, mania, and loss of sleep. Sphinx syndrome (sps): A hereditary disease unique to wickerbeasts is known as Sphinx Syndrome. This disease is where a wickerbeast will be born hairless and deaf. Sphinx Syndrome wickers can be born with horns but the horns are typically small or will break easily. Vipera's Trial: It is something that a wickerbeast claims out loud when challenging another wickerbeast to 1 on 1 combat. This is usually a fight to the death and is more common in rural factions. The individual who wins will collect whatever items and money the opponent has and typically the respect of the rest of the community. It is an old practice and not always honored. Hidden trail: Keywords for "banned market" where individuals sell banned goods and more nefarious things like hunted wickerbeast parts or dangerous fera. Typically ran by humans, however some tougher (or evil) wickerbeasts and Etekoi partake in selling or buying goods from here. The market tends to move around to avoid being discovered by authorities. Emberling: A wickerbeast term for "having butterflies" or heavy love feelings towards another. This can also mean someone does not have a good feeling about something (e.g., "I don't have a good emberling about this.") Wickerlings: The simplest terms for baby wickers. The other simplest term is to call them what they are: children. King's court: A clutch of kingbeast hatchlings. Moon wisps: Firefly-like glowing spores that come from the moon mushroom. These are considered to be representations of wickerbeasts who have passed. Maneless: A derogatory word primarily used towards other wickerbeasts that means 'cowardly' or 'spineless.' Etekoi: A lemur-like anthropomorphic species that live in the world of Osova. They have elemental powers among the lines of fire, ice, and wind. These creatures can also be skilled in healing powers. The Rogue wickerbeast. The rogue is a simple wickerbeast subtype, they don't actually have horns like other wickerbeast, and they don't really have as much fluff as others, they have very small claws and builds, their body has little to no extra fur patches exept in the shoulder, elbow, and tail areas. Rogues are an incredibly small wickerbeast, 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 strategy. Being bitten by a rogue is not nearly as painful as being bitten by other wickerbeasts. The downfall of this is that Rogues can unhook their jaws much faster and strike again. 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. The Swamp wickerbeast. Regarding their biology, swamp wickerbeast are a little leaner due to consistently swimming in their natural habitats. Swamp wickerbeasts'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 wickerbeast clans, a swamp wickerbeast'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 wickerbeast 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. Swamp wickerbeasts 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 wickerbeast'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. Swamps wickerbeasts typically cannot communicate under water outside of using coded hand signs. The king wickerbeast. 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 king wickerbeast, not a queen wickerbeastbeast 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. King wickerbeastbeasts are the leading workforce in Osova due to their ability to do manual labor very easily. A king wickerbeast can work up to 14 hours without overworking themselves. There have been cases where a king wickerbeast 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 king wickerbeast is making them chase their object of interest as their bulkier builds make it hard to keep up. In the king wickerbeast subtypes, manes are the object of desire. During courting and combat matches, king manes and body fluff are adorned with flowers, jewelry, and various other accessories. They tend to take incredible care of their manes due to the frequent matting that can occur otherwise. Without a mane, a king wickerbeast is typically shunned in clans that are majority king ruled. Sphinx syndrome king wickers are particularly shunned more so than any other - but other king wickerbeasts welcome them without judgement. For criminal punishments, a king wickerbeast may have their mane shaved and displayed for others to witness. King wickerbeast's 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. The standard wickerbeast. Standards make up the majority of the wicker population. Due to this, a lot of standards are gathered into militia or other driving large workforces to help out since they are many. Unlike other subtypes, most of them do not struggle with height or infrastructure problems. They can live in almost any environment and be rather successful. They are an incredibly adaptive subtype due to not having advantages other subtypes may have. A lot of standards will make their own tools, own weapons, and try to be self sustainable to counteract the features they feel they lack to create an advantage for them. Standards however do still pack quite a punch with their tails and are much nimbler than other subtypes that carry more weight. A rogue can most likely out run a standard but a king most likely cannot keep up with a standard due to weight differences. Standards are usually the most common subtype that willingly volunteer themselves for robotic enhancements due to feeling like they are at a constant disadvantage in combat. Job wise, standards like to lean towards jobs that are towards weapon making, alchemy, or crafting of some kind to enhance their skills for when they most need them. Other standards will lead towards more scientific research jobs or engineering. Most wicker engineering is ran by standard subtyping. Pelagic wickerbeasts 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. 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 of being above water. Pelagic wickerbeasts are separated from mainland wickerbeasts in communication. While pelagic wickerbeasts did carry the vaeick font 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 pelagic wickerbeast subtypes have a custom of giving each other 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 wickerbeasts, pelagic wickerbeasts 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. Pelagic wickerbeasts 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. Aerion wickerbeasts. 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. This Aerion subtype is particularly quick and nimble due to their size and the ability to glide short distances. Aerion wickerbeast's spend 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 Aerion 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 Aerion wickerbeast 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. Dweller wickerbeast. Dweller wickerbeast's 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. 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 wickerbeasts'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. Dweller wickerbeast 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.
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