Valmea, the oldest still existing nation is founded on this day.
More species emerge and the first civilisations are built. First simple writing systems are developed. The Night Alves are forced to either live underground or shift to a diurnal lifestyle. This creates dwarves and Day Alves. Towards the end of the second age, the Day Alves diversify into Sea Elves, Wood Elves and Meadow Elves.
Magic also gives some trees magical properties and this gives birth to the nature spirits (Sprites) and the plant people who populate the floating islands.
Valmea, the oldest still existing nation is founded on this day.
An Ice Age that created the high north and caused the dragons to leave Arregeas. A harsh, hostile era for all life and notably, the era the first humans emerged.
They split off from the Day Alves a bit later than the three elvish species. It is believed that the last of the Day Alves became humans and those who didn't, died. The humans survived because of their adaptability to rough circumstances, their short lifespans and short generation shift allowing them to adapt well to the icy winter. Humans are also the least suceptible to magic.
The dwarves also split into three subspecies; the northern, western and southern dwarves. The elves split from 3 different subspecies into 5.
From the trees that host Nature Spirits the Faeries and Imps evolve because they can flee their trees and can escape the great dying of the trees.
In the eastern offshoots of the Greiforn Mountains a new species comes to life. The last branch of Day Alves's lifespans are growing shorter, their ears become round and some start growing facial hair, an influence from the bearskins, it is assumed. This new species is much more resistant to magic and isn't as easily changed by it as the elves. But their shorter generational shift makes them more changable by natural selection and evolution. Thus, they adapt to the harsh icy climate well.
Some of the Northern Sea Elves, upon the spreading of the ice and the freezing of vast parts of the ocean, come down farther south and settle at the shores of what would later become Drifeyer.
The magical energy source, a densely concentrated current of magic created by the elves of Segiirnersis, starts getting out of control. It is sucking magic into itself, causing the death of first trees and wildlife in the larger area, and then the elves start to die as well. The reason is a magical imbalance in the environment that sucks the life out of nature.
In a grim and desperate battle, not only against magic, but against some of their own people (e.g. Relaar), Kyrtaar, Taalyt and Diia with the aid of Selakiir, release the energy source from its confines to reestablish balance in the magical athmosphere.
Kyrtaar brings the ultimate sacrifice and loses his ability to wield magic. Taronlagiir is in shambles and most of Segiirnersis uninhabitable, which causes most elves to flee the country. Some migrate east and, stripped of their magic, become mortal, others join their brethern farther south, but a small group stays. Kyrtaar is among them, and it is him and others that, much later, would make their way over the Sunkissed Peaks and found Kaat.
The Wood Elves, living in the northern woods close to Segiirnersis, move south because the north is covered in ice and the forests are dying because of the cold and the rampant energy source. However, there is a divide in opinions as to where they should go. It's crucial for the Wood Elves to move to another forest, but they know very little of the geography of Arregeas and so they split into two groups, each led by one of a pair of siblings, Estishya and Redzayth. Estishya, the older of the two leads her followers east to what would become known as the Estirian Woods.
Her brother, Redzayth, leads his followers more towards south east, where they settle in a forest of peculiar everred color, that they simply name the Redwoods.
Estishya, after long meditation, achieves the power to bend magic to her will and becomes the official ruler of the realm, which before she had been in all but name. With overwhelming support she takes up the crown of the woodlands and names her realm "Estira", "Realm of Estishya". Even after her death the realm would keep this name in honour of its founder and the first elf to bend magic to their will.
After years and years of endless wandering and hesitation, the woodelves under Redzayth's command find the Redwoods and decide to settle there.
Died in a great battle wielding so much magic it tore her apart.
With the territory wars over, elves and dwarves came together to found a new nation, Drifeyer.
The dwarves, after a long period of wandering from mountain to mountain, never settling anywhere because none of the places had been fitting, dig deeper and deeper into the mountain Greimo and find an ancient hall, to wich passage had been blocked before. Seeing the marvellous architecture, something so grand the dwarves themselves hadn't been able to make yet, they call it the Crown Hall and decide to settle there for good. Their leader, a wise dwarf woman is crowned queen and rules from the Crown Hall, which becomes the heartpiece of the mountain and from where the dwarves start digging a vast network connecting Greimo to older mines they'd abandonned before.
The last group of dwarves finds the fiery mountains, where the ice's grip isn't as strong. They take up residue under the mountains, where the last of the dragons is slumbering.
Their proximity to the volcano's molten rock begins to change them soon. They develop a love for the heat of the molten rock dwelling under the mountains and disdain for the cold. These southern dwarves are shorter and less hairy, their skin thick and heat resistant like dragon hide.
The dragon, in its waking periods, grew fond of the dwarves and lent them its fire that helped them with their craft, and as they build their halls and tunnels underground and they grow in number, it occurs to them to name their home. Mirkhar "Dragon's Halls" is the name they choose, for the dragon has godlike status among the dwarves, helping them craft things other dwarves could only dream of and gifting them with knowledge of the world.
On the day of the dragon festival they let the dragon, after its request, choose a suitable leader for the newly established realm. A leader, the dragon says, that would guide them in its absence. Everyone is shocked when the dragon points to a little girl, no older than 12, and many of the greatest architects and craftsmen that had hoped to be chosen, are enraged over the dragon's decision, urging it to choose again, but the dragon is firm in its decision.
The little girl steps forward, trembling with fear and respect. The dragon shields her with its wings and whispers something only the girl can hear. Then it folds its wings back and breathes its fire on the girl. Everyone is in shock and cries out, but as the fire disperses, the girl stands there unharmed. The girl holds in her hand what looks like a gemstone, but on a closer look it is dragonfire, trapped in a glass-like sphere conjured up by the dragon's magic. It marks her as the leader of the southern dwarves.
The ice has retreated into the high north. Life is stirring again. Cultures and civilisations are in full bloom. Magic and nature are thoroughly explored, art created, many magical and technological advances are being made.
Some of the southern Meadow Elves experiment with magic and create elven-animal hybrids, the Avians and Centaurs.
A small group of elves coming from the north-east was looking for a new land for their people to live in, after a a big natural disaster had made their previous territory uninhbitable and they wanted to escape the perpetually cold climate that killed many of their children. It so happened that they found themselves at the mountains that would later become the Sunkissed Peaks. They wanted to climb the mountain range and find their way tot the other side to more habitable land, but the mountains proved to be perilous with many avalanches and dangerous ice making them slip. On top of that a heavy snow storm came upon them one day, when they were about to rech the peaks. But just when the elves had come to terms with their doom, a ray of sun broke through the storm and a spirit, gigantic yet insubstantial appeared before them and cleared the way with its torch to grant the elves safe passage to the other side.
The first spirit shrine (not yet temples, these would come later) is built at the foot of the Sunkissed Peaks in Kaat to honour the encounter with the Spirit that had saved the elves from their death.
Kyrtaar, who had only come back from the mountains to oversee the founding of Kaat, returns to the Sunkissed Peaks to meditate or maybe find Amias, and afterwards is never seen again.
A gret hurricane in the Eastern Plains that leveled everything flat and killed almost anyone who lived there. Before the Breath of Calamity there had been a bustling nomad culture with a glorious city as an anchor point in the middle of the Plains. Many are convinced that the hurricane had been some kind of divine rage/punishment. It's the reason why the month of Stormbloom is called that. Before it was known as Bellring, because the almost constant breeze had made the bells hung out for Dahebanuu ring constantly.
Estira is reunited into 1 Kingdom, ruled by House Talukhin.
According to legend, the Mirkhari King, Bermir the Terrible, is responsible for the creation of the Grey Barrens, a magic dead spot. The story goes that Bermir was cursed by three draconian goddesses and found his demise in the area that later became the Grey Barrens and that it's his tomb among the thorns that sucks the magic out of the land. The legitimacy of this incident, however, is highly disputed. This day marks his death date, but it would take some more time until all land around his supposed tomb would become the wasteland it is today.
The swamp where King Bermir had allegedly been entombed for the better part of 200 years has dried up entirely and beckome a rock-ridden wasteland entirely devoid of magic.
An age of war, tensions, sickness and destruction. Not that there hadn't been any wars before, but the age of fury begins with the thus far most terrible of all wars, where entire nations had been wiped clean from the surface of the earth. It's an age that also brought many technological advancements and shaped many of the borders to how they are today. The ones who survived, which are few, don't like looking back.
Worried by the calamity happening all over Arregeas and fearing that it would soon come to the South, Vlotsar Kwirstees buys an old building in Vysfall where he has the constructing of a deep cellar done, which is protected with thick walls and magic. There, he brings all his books and documents to keep them safe in case of a war and he begins to amass as many historical documents, poetry and fiction as he can, in order to preserve history and culture he is well aware might be anihilated if war is to strike. Others interested in aiding his mission join him. Historians, poets and storytellers and they fund the Association of Script Preservation (ASP), which would later be renamed to the Storyteller Association (STA). As it turns out Vlostar was right to gather documents, as not only two decades later the erruption of Mount Dragon Heart serves as the inciting incident to launch the South into war and desperation. His documents, however, survived.
After multiple days of earthquaqes and smoke rising from the top of the mountain, the Fiery Mountains' crown jewel errupts with huge force and ravishes the land in its vicinity. Rivers evaporate from the sheer heat and ashes cover the earth in a grey shroud of death. Out of those who didn't evacuate, few survive.
To gain power against the enemy, the ruler of Enat orders a human sacrifice to some dark powers, a demon, pure unadulturated chaos. It goes horribly wrong and Enat is turned into a blight infested swamp, where the demon feasts on the Enati population's memories, leaving behind nothing but empty husks. Those who can flee and end up becoming nomadic.
War is over and a fragile peace has been established. Many are trying to solidify it, but it remains a delicate thing. The focus also wanders to intercontinental travel and how to make it possible/easier. Many things are undecided in this current era, the possibilities are endless. We are currently in the year 342 of the 6th age.
Kishay is banished from Estira fro killing his brother with Tilestras. He takes the sword with him and moves north-westwards. A group of hunters trail him to ensure he doesn't cause any more trouble.
After a period of war, the three nations Miali, Hatnar and Oze become allies and bound together to become one country: Mivian.