The Age of Mortals is the present Age in Akrylonor. It begins at the Banishment of the Dark Source into the void beyond Hallows Gate, and the establishment of the New Gods (Ascended mortals, giving the Age its name).
In political terms, the rise of Solsguard has left the Southrealm poised for a conflict between it and Laycin, with Mardok also vying for control. Delwynvale has won a favourable treaty with the kingdom of Valdrent following the New Church debacle, and the Dawn Legion has established its stance as defenders of the greater good rather then simply another mercenary army. Valdrent is recovering from both the losses incurred backing the New Church, and the climactic battle with the Felborne and the Thualisyr of Obsidian City. Obsidian City for its own, faces potential retribution from its neighbours, greatly weakened, and with the death of Thul'Masira, its god figure.
The advent of the New Gods has shaken several longstanding beliefs. Tharaun's church begins to struggle against the xenophobic rule of Khazad's doctrine in Khazad-Mor. Elsewhere the existence of practical divinities fights with long established rituals and concepts, many holdovers from ancient times. The death of Thul'Masira adds to a belief that the gods are no more then powerful beings, and many wonder if worship should be undertaken at all.
The magical events of the last centuries have also left their marks. The Primordials (save Dangorm) are once again free, and the Primordial Races have emerged once more from their isolated conclaves and hiding places. The death of Thul'Masira leaves behind the strange Shadowsfall Lake, itself a pool where none of the magical ether can permeate. The Western Isles remain devastated despite the rout of the Daemons, and resettling efforts have only barely begun. The Ghaulsyr are freed from the Dark Source and many make their return to the Tower of the Sepulchre. Dozens of magical artifacts have been expended, and the location of many is speculated upon.
Amidst all the chaos, exploration continues. Aquarisyr and Mariners seek to settle the long untouched Wild Coast. The formidable peaks of the continents mountain ranges pose a question of danger and mystery. The Timekeeper scholars, and others like them, continue to question the nature of the world and its origins. Beyond that, the even more foreboding caverns of the Underworld, and the unpredictable Dead Steppes also stand as borders to the known world.
Myriad new groups and secret societies have also sprung up across the lands. The Arbiters, unrelated to their older order, the Dragonguard, the TimeKeepers, Gravebinders, and even remnants of the New Church.