The CR Era can be considered two eras. Parts of Quelmar hyper-industrialized after the second war against Tiamat, riding the momentum of the Industrial Revolution into full blown Cyberpunk territory, resulting in places like Alpha Complex and Night City, while other conservative areas of the realm continued to modernize in fashions that resemble Earth's 21st century.
About[edit | edit source]
Year in the CR era can be referred to in their CR nomenclature, but another popular "global timeline" nomenclature became popular in the CR era, which made the year 0 PR into simply year 2290 (the sum of the last 2 eras).
As such, the CR era can also be said to comprise the years 2290 to 2885.
Timeline[edit | edit source]
|10 CR||Trollkin become a prominent Quelmar race|
|25 CR||Shadowrunning becomes widespread|
|70 CR||Campaign: SUPERS, considered to be the first ever comic book series in Quelmar, is published.|
|80 CR||Campaign: TV Show Quelmar Goes to Space debuts|
|103 CR||The rise of the Gray Man in Sparrow's Point|
|110 CR||The case of the Feet of the Virident Sea in Sparrow's Point|
|114CR||Campaign: Secondary Characters Campaign|
|117 CR||Campaign: Metagame Campaign|
|178 CR||Campaign: >Get Submodule Campaign Part 1 (or 2468...or year 214 if you're in the complex)|
|190 CR||Campaign: >Get Submodule Campaign Part 2 (or 2480...or year 214 if you're in the complex)|
|304 CR||Campaign: CyberpunQ Campaign|
|595 CR||End of the Quelmar Realm as we know it|
|The Quelmar Realm|
|Continents||Amusa • Breme • Isonhound • Kiston • Levinkan • Osugbo • Pteris|
|Divisions||Kingdoms (Before 390 PR) • Domains (After 390 PR)|
|Citizens||Player Characters • NPCs • Races • Bloodlines|
|History||Timeline of the Quelmar Realm • ( Pre • BR • PR • CR • Post )|
|Magic and Religion||Quelmar Deities • Spells • Magic Items • Magic Weapons|
|Other Lists||Alcoholic Beverages • Major Cities • Adventuring Teams • Guilds • Demonyms • Tuckerisms|