Name: Morqual (More-Quall)
The Forest Specter, He Who Walks with Beasts, The Great Balanced One

Portfolio: God of nature, forests, woodlands, plants, the wilderness, animals, beasts, purification, freedom, balance, growth, and Wood Elves.

Description: During the day Morqual is a satyr like creature, his legs and waist are like that of bipedal goat or dear and his torso is that of man’s. His hair is made of moss and other plant life that shrouds his torso and face. His head is topped with a massive sets of elk antlers. At night he takes a different form, that of a gigantic shadowy being covered in weird symbols and ghostly appendages. His weapon is a magical green bow that causes plants to grow from the wounds it causes. His messengers are most often great red stags and giant salamanders. On other occasions his messengers are plants and treants that guide his followers. His holy symbol is a strange animal footprint with an oak leaf and acorn resting within it.

Dogma: Morqual teaches that one should live in harmony with nature, and that those who would damage the natural balance deserve swift vengeance. He also teaches that the animals and plants of the forests are gifts, and are not to be stolen or harmed. He preaches that death must be in balance with life. When followers of Morqual hunt they target only the weak and sickly, but they also seek to bring down all who would ruin the balance between the elements or the balance of life and death.

Worshipers: Morqual is the patron of all folk who love the forests. He is worshipped by hunters, trappers, foresters, rangers, woodcutters, druids, and more; but only those of these professions who admire and revere the balance of the forest are respected by Morqual. Wood Elves are especially attuned to Morqual and are always willingly aid him.

Clergy: Morqual’s priests wear wood-brown cloths, green caps, and wield simple quarterstaves. They have no hierarchy; all members are treated as equals. They keep to the wilderness and to themselves, rarely getting involved with society and often living as hermits. Each cleric of Morqual chooses a species of plant as their special ward. They must see to it that their species flourishes and that its properties are respected by common folk. Clerics of Morqual often carry the seeds of their chosen plant with them on journeys. Most get along very well with rangers and druids. Some sects have shamans, instead of priests, who often lead their communities.

Temples: Temples to Morqual are rare and those that do exist are camouflaged lodges in the depths of the wilderness. Many small shrines often exist in villages and towns that exist alongside the wilderness.

Rituals: Prayers in honor of the Morqual often begin with references to birth and growth and end with references to death and dying. Services involve the blessing of earth, fire, plants, animals, water, and even the winds. Rites in Morqual’s name are seasonal, often triggered by events such as the year’s first birdsong or snowfall. Worshipers of Morqual work to protect the wilderness from dangers such as unnatural corruption, catastrophe, or deforestation.

Significant Holy Days:

  • Worshipers of Morqual consider Midsummer’s Night (the Summer Solstice) to be the holiest of all. All quarrels between the sects of Morqual are set aside, and they join in celebration of Pythia and the balance they serve. This is considered the best night to harvest sacred plants.

Significant Relics:

  • Staves of the Unyielding Oak: Only three of these staves exist. These staves are actually ents who have willingly bound themselves to quarterstaff form in order to aid followers of the Morqual. They have the ability to reassume their ent forms at the command of their wielders.
  • Morqual’s Seed Pouch: This item contains what appear to be six ordinary acorns; when dropped, the acorns become ents, walls of thorns, or other natural aids.


Agartha Version 1 Mugwort