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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 15
Whiskers 22 (Once)
Kill-Defense Curse
Topic revision: r1 - 27 Jan 2012, UnknownUser
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