Age of Mortals
An era defined by mortal agency following the gods' retreat from Exandria.
The Age of Mortals describes the current epoch in Exandria, following the cataclysmic events of the Age of Calamity. Unlike earlier periods, this time is defined by its unique relationship with the divine: the gods have largely withdrawn from direct intervention on the Material Plane. While often referred to as the 'Current Era' in casual conversation or modern contexts within Exandria, the formal historical designation remains the Age of Mortals, highlighting the defining characteristic of the age where mortal nations must govern themselves without constant celestial oversight.
- Preceding Era
- Age of Calamity
- Divine Presence
- Withdrawn / Distant
- Key Feature
- Mortal Governance and Nation Building
- Magic Status
- Accessible but Unregulated by Gods
Lore & Background
This era is characterized by a sense of uncertainty mixed with opportunity. Without gods to enforce order or grant immediate miracles, mortals must rely on their own ingenuity, political alliances, and arcane study. The absence of direct divine judgment has allowed for complex moral landscapes where heroes and villains alike operate without constant celestial oversight. While some faithful still pray, the answers come less frequently, reinforcing the notion that this is truly an age belonging to all mortal races, not just humanity.
In Their Own Story
Eldrin stood before the ruined altar in the overgrown temple, dust settling on his boots. He whispered a prayer to the old gods, seeking guidance for the path ahead through the Whispering Wood. Silence answered him, heavy and absolute. It had been this way since the Calamity ended; the silence was not empty, but full of expectation. Eldrin sheathed his sword, realizing no one would come save them today. The burden fell entirely on his shoulders and those of his companions.
Reader's Guide
To understand the current timeline, one must look back at the Age of Arcanum, when gods walked freely among mortals, followed by the Age of Calamity where divine war nearly destroyed creation. The withdrawal of the pantheon left a vacuum that mortal nations rushed to fill. This period is marked by the rise of independent kingdoms and the proliferation of arcane academies like those in Emon or Whitestone. Current storylines often explore how this lack of divine oversight affects heroism. Characters must navigate political intrigue and ancient threats without expecting celestial intervention, making their choices carry greater weight than in ages past.
Did You Know?
- Divine magic is still castable, but gods rarely manifest physically as they once did.
- Many ancient temples from previous ages now serve as historical landmarks rather than active shrines.
Elsewhere in the Critical Role universe
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