| Race | Molcow |
| Over-race | Merman |
| Classification | Animalman |
| Family | Marine/Fresh |
| Sphere | Peace |
| Origin | Wysalia made them from manatees |
| Lifespan | ~200 years |
| Habitat | Swamps and warm coastal waters |
| Food | Vegetation |
| Description | Molcows appear to be large manatees with arm-like flippers. |
| Procreation | With each other. With other aquatic mammalian animalmen for halfbreeds, rarely. |
| Magic | One in a million has heart magic. One in five million has soul magic. Mind and body magic are possible. Void is possible but uncommon. Faith is common. |
| Special Powers | Molcows are very strong beings. They have prehensile upper lips and circular eyelids that allow them to get by underwater. They are not affected by salinity changes, but freshwater is needed from time to time. They are very good communicators, and sailors often consult them to handle intership disputes. Their whiskers can cure asthma or earaches once in their lifetimes. Killing an innocent molcow will render the killer weak as a babe until they do a penance. |
| Weaknesses | They cannot handle deep water pressures or cold. War magic or faith can hurt them. |
| Culture | Molcows live in groups in warm waters, usually small villages, where they focus on gathering food and teaching. They act as go betweens for humans and merfolk, and they have good relations with most polite sailors. |
| Notables | |
| Sample statistics | PRO 7 ATH 10 Swimming 16 STR 20 AWA 13 WIL 13 ROG 8 Communication 15Whiskers 22 (Once) Kill-Defense Curse |
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