Living Beyond the Green Line
By Robert J. Schwalb
Every adventuring group has a story, an origin, a starting point where its grand adventure began. While many groups come together in smoky inns or find themselves thrown together through circumstance or difficulty, there are those who share a much longer, common past, whose individual histories are tangled with those of their fellows since childhood. “Everwatch” provides a common starting point for adventuring groups, offering everything you need to establish a shared history which reinforces the bonds of friendship that keep your party together through thick and thin.
The five parchment scrolls have faded considerably and all but one are fragmentary. Scholars who are intrigued enough to examine them and respected enough to be permitted to do so have pieced together an unsettling story. Barrow Hill was exactly what the name suggests: a mass grave for the soldiers who died conquering this land from the indigenous people, a folk many believe were elves. Human refugees from a faraway place called Andalopoli crossed the wide ocean (which some now believe became the Great Parch) and settled on its shore. They built the wooden fortress to watch for other ships sailing from their ruined homeland.
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About the Author
Robert J. Schwalb is an award-winning game designer who has contributed design to or developed over one hundred roleplaying game titles for Dungeons & Dragons, Warhammer Fantasy Roleplay, A Song of Ice and Fire RPG, Star Wars RPG, and the d20 System. Some of his most recent work for Wizards of the Coast can be found in Monster Manual 3, Player’s Handbook 3, and Martial Power 2, and also in the pages of both Dragon and Dungeon Magazines. Robert lives in Tennessee.