Wickerbeast Species
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- #1Rogue Wickerbeastselective
Keys: rogue · Secondary: 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 except 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.
- #2Swamp Wickerbeastselective
Keys: Swamp · Secondary: wickerbeast
Regarding their biology, swamp wickerbeast are a little leaner due to consistently swimming in their natural habitats. Swamp wickerbeasts are able to swim up to 55 miles per hour at peak. Their fins between their hands and toes are 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.
- #3King Wickerbeast / Kingbeast
Keys: , king wickerbeast, kingbeast
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 wickerbeast 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 wickerbeasts 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.
- #4Standard Wickerbeastselective
Keys: Standard · Secondary: wickerbeast
Standard wickerbeasts make up the majority of the wicker population. Due to this, a lot of standard wickerbeasts 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 standard wickerbeast 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. Standard wickerbeasts however do still pack quite a punch with their tails and are much nimbler than other subtypes that carry more weight. A rogue wickerbeast can most likely out run a standard wickerbeast but a king wickerbeast most likely cannot keep up with a standard wickerbeast due to weight differences. Job wise, standard wickerbeasts 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 standard wickerbeasts will lead towards more scientific research jobs or engineering. Most wickerbeast engineering is ran by standard wickerbeast types.
- #5Pelagic Wickerbeastselective
Keys: Pelagic · Secondary: wickerbeast
With little to no fluff at all, Pelagic wickerbeasts are a distantly related mutation of swamp wickerbeasts. These wickerbeasts 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 wickerbeast dries out completely is usually 48 hours, and 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 wickerbeast can hear another pelagic from via humming is 3-4 miles. The pelagic wickerbeasts 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 wickerbeasts, 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 wickerbeast 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 wickerbeast'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.
- #6Aerion Wickerbeastselective
Keys: Aerion · Secondary: wickerbeast
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.
- #7Dweller Wickerbeastselective
Keys: Dweller · Secondary: 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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