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Sigil:Great Wrath

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Sigil Lands
Sigil Lands


The Great Wrath

“Blood calls to blood.”
— Aelorin Thaelion

The Great Wrath was the catastrophe that ended the Long Summer and destroyed the ancient Seylandri civilization of Tar Aerchel. Its central conflict, remembered as the War of Leaf and Scale, began not with a deliberate invasion or an ancient prophecy, but with the accidental death of Sianor during an attempt to make peace with the Dragha.

What followed lasted for generations. Reprisal answered reprisal, older grievances were drawn into the struggle, alliances shifted, and peoples who had lived beside one another for centuries were slowly consumed by an expanding war. Forests burned, the Monarch Trees were systematically slain, living works of Craft failed, and memories vanished with the things that had carried them. By the time the fighting finally ended, Tar Aerchel had ceased to exist as a living civilization.

The Seylandri also call the age the Breaking. Later historians conventionally place its end at the Battle of Aryemar, c. 500 BB, although by then much of the world that battle might once have saved had already disappeared.

The Death of Sianor

The War of Leaf and Scale was not inevitable. Sianor sought peace with the Dragha, and the surviving traditions place the crucial meeting beneath the Standing Stones of Aryemar, where representatives of the two peoples gathered in an attempt to settle the growing conflict between them.

Something went terribly wrong.

Sianor was killed, and his death was accidental. The surviving accounts do not agree upon every detail of how the accident occurred, and later generations embroidered the event according to their own loyalties and grief. What mattered most was not the precise mechanism of his death but what those present believed had happened. The Dragha believed that Sianor had been murdered through Seylandri treachery, while among the Seylandri grief rapidly hardened into anger.

Elohil Miravel, Sianor's daughter, abandoned the cause of peace and turned toward vengeance. Aelorin Thaelion warned that retaliation would only summon retaliation in return, but grief and anger carried greater weight than prudence. The first reprisals were answered, those answers demanded answers of their own, and a death that had occurred by accident became the spark for a war that neither side had intended when Sianor first came to Aryemar.

The War of Leaf and Scale

The conflict that followed became known as the War of Leaf and Scale, although no single frontier or campaign ever contained it. Violence spread across enormous territories, local disputes became part of the larger struggle, and ancient grievances were reopened as communities that had little connection to Sianor's death were eventually drawn into the war.

The older hostility between the Seylandri and the Gholibin, inherited from the Numberless Wars, did not cause the Wrath, but it shaped the world in which the new conflict spread. Gholibin fought beside the Dragha during portions of the war, though neither people can be reduced to the other's cause, and the alliances of the ancient world were never as simple or permanent as later histories sometimes make them appear.

The surviving histories and songs preserve the names of figures who came to embody the struggle: Sianor, Aelorin Thaelion, Elohil Miravel, Caeloran Miravel, Aeginar the Auld Wyrm, Khaeris, and Kon Darkeye. Their stories survive unevenly, some in histories and others chiefly in song, and the order of many events can no longer be reconstructed with confidence.

Caeloran Miravel died at Aesaren, while Elohil survived into the bitter later years of the struggle and became associated in Seylandri memory with Frost and Shadow. The great wyrms entered the war as well. Aeginar, Khaeris and Kon Darkeye belonged to an age when the Dragha were still a living power in the Sigil Lands rather than creatures known principally through ruins, songs and ancient enemies.

Kon Darkeye survived the Wrath, and his shadow would fall across history centuries after the war itself had ended.

The Death of the Monarchs

Among the most devastating acts of the Great Wrath was the destruction of the Monarch Trees. The airborne Dragha understood their importance. The greatest Monarchs rose thousands of feet above Tar Aerchel and served as living centers of Seylandri settlement, Craft and memory; they were impossible to conceal, and their loss could cripple an entire region.

The Dragha therefore hunted them systematically.

One after another, Monarchs that had lived for tens of thousands of years were killed. Their destruction meant far more than the loss of revered living beings, because settlements, cultivated groves, water systems, living structures and works of Craft had grown around them over centuries. Knowledge itself could be preserved within those living relationships.

A realm did not always die on the day its Monarch fell. Instead, systems that had endured beyond living memory began to fail. Knowledge disappeared because the living thing that had remembered it was gone. Food became scarcer, waterworks deteriorated, structures could no longer be maintained, and communities that had remained sustainable for centuries became increasingly difficult to inhabit.

In this way the Wrath destroyed archives without burning books and erased memory by killing what remembered.

No Monarch survived.

The First Vorghol

The Vorghol appeared only after the War of Leaf and Scale had already raged for decades. They were made from Rhone, and their creation had nothing to do with Sianor's death or the outbreak of the war. They belonged instead to its later degeneration, when desperation, ambition and cruelty had already transformed the conflict into something far larger and uglier than the dispute from which it began.

Not every early Vorghol was an unwilling victim. Some Rhone accepted the transformation knowingly, for reasons that later generations could only guess at: power, survival, fear, ambition, or the promise of escaping ordinary mortality in a world that seemed to be ending around them.

Among the earliest and greatest of the Fallen was Kon Darkeye. The Vorghol of the Wrath were not yet the organized Mastery that would one day rule Tael Neydra beneath the Shroud, but the Great Wrath had brought something new into the world, and it would outlive nearly everyone who had fought in the war that created it.

The Collapse of Tar Aerchel

Long before the fighting ended, Tar Aerchel was dying. Forests had burned, Monarchs were dead, communities had been destroyed, and food and clean water became increasingly difficult to secure in devastated regions. Works of Craft failed because the people and living systems necessary to maintain them no longer existed.

No single decision was ever made to abandon Tar Aerchel as a whole. The collapse occurred one realm at a time. A settlement became impossible to sustain, and its survivors moved toward places where other Seylandri still lived and where the old systems continued to function. Their arrival strained those places in turn, and when another region failed, more people moved.

Over generations the surviving Seylandri were drawn increasingly southward, eventually toward Seylannon. Later Rhone accounts sometimes describe this as though the Seylandri simply withdrew from ruined or empty country, but from the Seylandri point of view those lands were neither empty nor merely ruined. They were home, and they had become impossible to live in.

The Rhone Move South

As the Seylandri were leaving the devastated lands of Tar Aerchel, Rhone peoples were moving south from the colder northern regions, particularly the country near the Sea of Mists. Their reasons were comparatively ordinary. The south was warmer, the land offered better opportunities for farming and permanent settlement, and life there promised relief from the harsher conditions of the north.

There was no unified Rhone conquest. Tribes, families and war-bands moved independently into country already transformed by war. Some valleys appeared deserted, while others still held Seylandri, Gholibin or other survivors. The newcomers sometimes fought them, sometimes traded with them, sometimes learned from them, and sometimes simply lived beside them.

To a Rhone family entering a burned valley, an abandoned settlement might look like land nobody wanted. To a Seylandri survivor, the same place might be a city whose name had been remembered for three thousand years.

The last generations of the old world therefore overlapped with the first generations of the one that would replace it.

Aryemar

The Battle of Aryemar, fought around c. 500 BB, is traditionally regarded as the end of the Great Wrath. The choice is partly symbolic, since Aryemar was already associated with the beginning of the disaster. It was beneath its Standing Stones that Sianor had died during his attempt to make peace, and generations later the same name became attached to the battle that later historians chose as the Wrath's ending.

By then the old world was already gone. Seylandri had been moving south for decades, the Monarchs were dead, great stretches of Tar Aerchel had ceased to function as living country, and entire communities had been displaced.

Aryemar did not restore what had been lost. It simply marked the point after which the conflict could no longer meaningfully be described as the same war.

The Lay of Aryemar became the last great song associated with the world of the Wrath. Later Seylandri returned to it again and again because a catastrophe that had unfolded over generations could at least be given a final place and a final name.

The Departure of the Dragha

The Dragha eventually departed from the world. Why they left, what became of them, and whether every Dragha departed willingly remain matters of tradition rather than settled history, but their disappearance completed another part of the Breaking.

The people whose conflict with the Seylandri had begun beneath the Standing Stones of Aryemar were gone. The consequences were not.

Kon Darkeye remained, and so did the Vorghol. The enemies created during the Wrath proved more persistent than many of those who had created them.

After the Breaking

The Sigil Lands that emerged from the Great Wrath were fundamentally different from those that had preceded it. Tar Aerchel no longer existed as a functioning civilization, the surviving Seylandri were increasingly concentrated in Seylannon, the Gholibin carried their own memories of the disaster, the Dragha were gone, and Rhone settlers occupied growing stretches of former Seylandri country.

The centuries that followed became the Age of the Thousand Kingdoms, also remembered as the Warg Years. The Rhone built amid ruins they only partly understood, learning from Seylandri who remained among them, borrowing from Gholibin and Vulkah traditions, and salvaging material from the wreckage of Tar Aerchel. Even the dead Monarchs entered the new world, for their nearly imperishable wood was cut from fallen trunks and reused in halls, gates, bridges and fortifications for centuries.

Whether the Great Wrath damaged more than civilizations and landscapes has never been settled. Seylandri descriptions of the Long Summer speak of light, forests, Craft and living relationships that later generations have never reproduced, and some Elders maintain that something in the world itself was broken. Others argue that no further explanation is necessary: destroy Tar Aerchel, kill the Monarchs, scatter its people and erase much of its accumulated memory, and the world afterward would inevitably seem diminished.

Perhaps the disagreement cannot be resolved. Perhaps the distinction itself is false.

Memory of the Wrath

More than a thousand years later, the Seylandri still sing of the Great Wrath. Their songs do not mourn an abstraction, but particular Monarchs, settlements, streams, groves and people. Some preserve names whose meanings have been forgotten, while others survive only in fragments because the missing portions died with those who once carried them.

The Wrath began because people grieving one death could not stop themselves from demanding another. By the time it ended, entire peoples had been displaced, every Monarch was dead, and a civilization thousands of years old had ceased to exist.

For the Rhone, these events belong to ancient history. For the Seylandri, the distance is less comforting, and so the songs continue.

See Also