Overview

Tucked between the leaning walls of two broken cathedrals, stands a crooked tavern with a jagged red sun painted on its doors. The paint peels like scabs. Above the lintel, scorched wood bears the name:

The Bleeding Horizon.

The Bleeding Horizon isn’t built so much as leaned together, with stone blocks scavenged from sunken temples and stained wood beams blackened by heatstorms. The ceiling sags in the middle. Faint soot-streaks creep across the walls like fossilized smoke.

A mural spans the back wall, barely visible behind layers of ash and grime: a red sun bleeding over a broken horizon, rays curling like grasping fingers. Beneath it, someone has scrawled in cracked charcoal:
“We drink where the gods cannot see.”

Inside, the tavern glows low, not from firelight, but from votive bottles: glass reliquaries filled with sun-oil and wickbone, each lit in memory of the dead. The bottles line the shelves behind the bar, and each one bears a name etched in salt. Most have no family left to remember them.

The barkeep, a woman with one arm and too many burn scars, wipes down the cracked stone counter with a rag blackened beyond rescue. She doesn’t smile when you enter — but she watches. Everyone here watches.

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Notable NPCs

Points of Interest

The Penitent's Table

A common sight inside Bastion's, the Penitents table is a place of fear and silent respect, set aside for those poor souls who walk the razor's edge of ruin and radiance to fight back against the dying of the world. The Penitent's table is easy to pick out, surrounded by a scorched ash circle of bone-dust and bitter resin, an ancient ward against evil to contain the corruption that fester's in a penitent's soul.

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Background

Formed shortly after Drath's End, the Bleeding Horizon was the first tavern established in the husk of the once holy city, as a resting place for penitents and settlers alike. The lineage of barkeeps can be traced back to the original group of penitent's who came to Drath's End, supposedly having been built by one of the surviving Penitent's from the climactic battle that saw the city freed from the nascent god that slumbered underneath it.

Today, the tavern is manned by Jorra, a former Penitent herself that found the power burned out of her after an unfortunate surge break.

Additional Details

Rumors

Drinks

Item Cost Effect
Ashwine 1 coin Mark 1 Stress to gain Advantage on your next roll. You dream vividly — the GM may share a symbolic vision or warning.
Scorchrind Mead 1 coin Regain 1 Stress, but suffer Disadvantage on your next Knowledge or Instinct roll.
Woundsalt 2 coin Attack rolls gain +1 Damage, but you suffer -1 Evasion until your next rest.
Sunspit Ale 1 coin Grants +1 to all Presence rolls while drunk and boasting. Overuse may require a Strength Roll from dehydration.
Glorymilk 2 coin The next time you would gain Lightburn, reduce it by 1. However, your next Domain card roll suffers Disadvantage due to inner suppression.
Dustwater Free No beneficial effect. If consumed for three meals in a row, gain a Hope Die from “immunity through misery.”

Food

Item Cost Effect
Charred Gullet Stew 1 coin Regain 1 HP. If eaten more than once per rest, roll a Reaction for gastrointestinal resilience.
Bloodcake 2 coin Grants Advantage on next Strength roll. Also increases Lightburn by 1 due to divine rot.
Penitent’s Share Free Gain +1 to next Reaction roll vs. magic or divine damage.
The Scourged Platter 3 coin Gain Advantage usable on any social interaction in Drath’s End within the session.
Sootcap Mush 1 coin Roll a d6: On 2–6, gain Advantage on next Instinct or Strength roll. On 1, mark 1 Stress.

Offerings

Item Cost Effect
A Shot for the Slain 1 coin If performed before entering a ruin/sacred site, The next time you roll fear, gain a hope instead during that expedition.
Smoked Word 2 coin Burned during rest or reflection. GM offers a cryptic single-word vision. Gain Advantage on your next roll.
Forgive-Me Bread 3 coin Consume during rest. You may forget one memory from earlier in the session to remove 1 Stress, but the GM erases a piece of knowledge or NPC connection.