TEXT: Curse of 
  the
   
  Crimson Throne
  Curse of 
  the
   
  Crimson Throne
  Player’s Guide
  ™
  
  Citadel Road 
  Gray 
  G1 
  G2 
  Field Marshal Way 
  Field Marshal Way 
  Field Marshal Way 
  Jeggare Isle 
  South 
  Shore 
  Square 
  Anita Street 
  Shoreline Way 
  South Shore 
  Breach Avenue 
  Pillar Wall 
  S5 
  H12 
  Kendall 
  Plaza 
  Piller Hill Boulevard 
  Gatefoot 
  H15 
  H13 
  Overton Way 
  H14 
  M18 
  H11 
  Ramp Boulevard 
  Ridgefield Road 
  South Seneshal Street 
  North Seneshal Street 
  South Castle Street 
  North Castle Street 
  Castle 
  Korvosa 
  Field Marshal Avenue 
  Merciless  
       Cliffs 
  Citadel Street 
  Domina 
  Square 
  The Heights 
  Hilltop Street 
  H10 
  Crest Circle West 
  Summoning Street 
  Ornelos Street 
  H4 
  Arcane Avenue 
  Hillcrest Street 
  H15 
  Acadamae 
  A1 
  H2 
  A2 A3 A4 
  A5 A6 A7 
  A8 
  A9 
  h 
  Cliffcrest Street 
  Baker Street 
  Aerie Street 
  H1 
  Crest Circle East 
  H9 
  Academic Avenue 
  Eodred’s 
  Walk 
  M7 
  West High Street 
  Shrouded Way 
  Last Way 
  Endrin Avenue 
  M5 
  Eodred Street 
  M4 
  M3 
  M6 
  Guard Street 
  Bromathan Street 
  M12 
  North Point 
  Jeggare 
  Circle 
  N3 
  N6 
  N8 
  N7 
  First Street 
  First Street 
  Second Street 
  Second Street 
  Third Street 
  Fourth Street 
  Fourth Street 
  Fifth Street 
  N4 
  N5 
  Northgate Avenue 
  Dead Shoanti Way 
  Sunrise Boulevard 
  St. Alika Way 
  Arbiter Way 
  Mainshore Boulevard 
  Palin Street 
  Volshyenek Street 
  Leroung Street 
  Burnt Bridge Boulevard 
  H6 
  H7 
  M1 
  d 
  e 
  H8 
  c 
  b 
  a 
  Harborview Boulevard North 
  N10 
  N9 
  Avenue of Arms 
  Arkona Street 
  Merciless Way South 
  Merciless Way North 
  O14 
  Narrows of St. Alika 
  Jeggare Street 
  O1 
  O2 
  O4 
  O3 
  Old Korvosa 
  Fiddleback Way 
  Waydon Street 
  St. Alika Street 
  Wave Street 
  Fort Korvosa Boulevard 
  O12 
  O11 
  Siegebreak Circle 
  O6 
  O10 
  O8 
  O7 
  St Alika Street 
  Wave Street 
  O9 
  North Bridge 
  Thief Camp 
  Dwarfwalk Road 
  Captain Steet 
  Threemast Steet 
  Dock Steet 
  Jeggare 
           River 
  Kroft Boulevard 
  E2 
  E1 
  a b 
  c 
  East Shore 
  E3 
  Endrin 
  Square 
  E4 
  Bloodsworn Road 
  East High Street 
  High Bridge 
  Harborview Boulevard South 
  Warehouse Way 
  N 
  0 
  1000 
  feet 
  Korvosa 
  City 
  of 
  Uni
  v
  er
  sit
  y 
  W
  ay
   
  Citadel Road 
  Gray 
  G1 
  G2 
  Field Marshal Way 
  Field Marshal Way 
  Field Marshal Way 
  Jeggare Isle 
  South 
  Shore 
  Square 
  Anita Street 
  Shoreline Way 
  South Shore 
  Breach Avenue 
  Pillar Wall 
  S5 
  H12 
  Kendall 
  Plaza 
  Piller Hill Boulevard 
  Gatefoot 
  H15 
  H13 
  Overton Way 
  H14 
  M18 
  H11 
  Ramp Boulevard 
  Ridgefield Road 
  South Seneshal Street 
  North Seneshal Street 
  South Castle Street 
  North Castle Street 
  Castle 
  Korvosa 
  Field Marshal Avenue 
  Merciless  
       Cliffs 
  Citadel Street 
  Domina 
  Square 
  The Heights 
  Hilltop Street 
  H10 
  Crest Circle West 
  Summoning Street 
  Ornelos Street 
  H4 
  Arcane Avenue 
  Hillcrest Street 
  H15 
  Acadamae 
  A1 
  H2 
  A2 A3 A4 
  A5 A6 A7 
  A8 
  A9 
  h 
  Cliffcrest Street 
  Baker Street 
  Aerie Street 
  H1 
  Crest Circle East 
  H9 
  Academic Avenue 
  Eodred’s 
  Walk 
  M7 
  West High Street 
  Shrouded Way 
  Last Way 
  Endrin Avenue 
  M5 
  Eodred Street 
  M4 
  M3 
  M6 
  Guard Street 
  Bromathan Street 
  M12 
  North Point 
  Jeggare 
  Circle 
  N3 
  N6 
  N8 
  N7 
  First Street 
  First Street 
  Second Street 
  Second Street 
  Third Street 
  Fourth Street 
  Fourth Street 
  Fifth Street 
  N4 
  N5 
  Northgate Avenue 
  Dead Shoanti Way 
  Sunrise Boulevard 
  St. Alika Way 
  Arbiter Way 
  Mainshore Boulevard 
  Palin Street 
  Volshyenek Street 
  Leroung Street 
  Burnt Bridge Boulevard 
  H6 
  H7 
  M1 
  d 
  e 
  H8 
  c 
  b 
  a 
  Harborview Boulevard North 
  N10 
  N9 
  Avenue of Arms 
  Arkona Street 
  Merciless Way South 
  Merciless Way North 
  O14 
  Narrows of St. Alika 
  Jeggare Street 
  O1 
  O2 
  O4 
  O3 
  Old Korvosa 
  Fiddleback Way 
  Waydon Street 
  St. Alika Street 
  Wave Street 
  Fort Korvosa Boulevard 
  O12 
  O11 
  Siegebreak Circle 
  O6 
  O10 
  O8 
  O7 
  St Alika Street 
  Wave Street 
  O9 
  North Bridge 
  Thief Camp 
  Dwarfwalk Road 
  Captain Steet 
  Threemast Steet 
  Dock Steet 
  Jeggare 
           River 
  Kroft Boulevard 
  E2 
  E1 
  a b 
  c 
  East Shore 
  E3 
  Endrin 
  Square 
  E4 
  Bloodsworn Road 
  East High Street 
  High Bridge 
  Harborview Boulevard South 
  Warehouse Way 
  N 
  0 
  1000 
  feet 
  Korvosa 
  City 
  of 
  Uni
  v
  er
  sit
  y 
  W
  ay
   
  
  by James Jacobs and Mike McArtor
  Editor-in-Chief  •  James Jacobs
  Art Director  •  Sarah E. Robinson
  Managing Editor  •  F. Wesley Schneider
  Editors  •  Mike McArtor and James L. Sutter
  Editorial Assistance  •  Jeremy Walker 
  Graphic Design Assistance  •  Drew Pocza
  Managing Art Director  •  James Davis
  Production Manager  •  Jeff Alvarez
  Brand Manager  •  Jason Bulmahn
  Director of Sales and Marketing  •  Joshua J. Frost
  Sales & Marketing Assistant  •  Carolyn Mull
  Publisher  •  Erik Mona
  Cover Artist
  UDON Studios
  Cartographer
  Rob Lazzaretti
  Contributing Artists
  Andrew Hou
  Ben Wootten
  UDON Studios
  Paizo CEO • Lisa Stevens
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  Staff Accountant  •  Christopher Self
  Technical Director • Vic Wertz
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  Special Thanks
  Nicolas Logue
  The Paizo Customer Service and Warehouse Teams
  Curse of the Crimson Throne
  Player’s Guide
  TM
  The “Curse of the Crimson Throne Player’s Guide” introduces new players to the city of Korvosa, setting for the second Pathfinder Chronicles™ Adventure Path. This Player’s Guide is compliant with 
  the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy roleplaying game. The OGL can be found on page 16 of this product.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, 
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  2
  K
  orvosa has long stood as the first bastion of 
  civilization on the wild frontier of Varisia. Yet 
  tragedy seems to haunt the city’s royal bloodline. 
  Few of her rulers rule for long, and none have lived to a 
  ripe old age, dying instead well before their time. Heirs to 
  the throne are few and far between—in its 300-year history, 
  no king of Korvosa has directly inherited the Crimson 
  Throne from his father. This is the source of much gossip 
  and tale-spinning among the city’s citizens, who speak in 
  hushed tones of what they have come to call the Curse of 
  the Crimson Throne.
  HOW TO USE THIS GUIDE
  Aside from introducing the Curse of the Crimson Throne 
  Adventure Path, this guide is intended to aid players in the 
  creation of characters native to the city. The information 
  presented herein is common knowledge, especially to 
  characters who call Korvosa home. This guide is organized to 
  familiarize you first with this city. A map of Korvosa appears 
  on the inside front cover of this book, while a map of Varisia 
  appears on the inside back cover. Within the following pages, 
  you’ll find a gazetteer of Korvosa as well as notes on character 
  races, classes, and equipment as they apply to the city.
  The last section of this book introduces the background 
  trait concept. This Adventure Path begins with the 
  assumption that all new characters share one thing in 
  common: they’ve been wronged in some manner by a local 
  crimelord named Gaedren Lamm. Pick one of the traits that 
  matches your character, and you’ll not only have a built-
  in reason to join forces with the other PCs in your group, 
  but you’ll also get a nice bonus that’ll help you along your 
  way in the ordeals to come! Most of these traits assume that 
  your character spent a significant portion of his childhood 
  in Korvosa, although a few of them allow for more widely-
  traveled characters. For the most part, though, Curse of the 
  Crimson Throne works best with PCs who are natives to 
  Korvosa.
  If this guide whets your appetite for more information about 
  Korvosa, be sure to check out the Guide to Korvosa, a 64-page 
  book that explores the city in detail. Beyond that, the Pathfinder 
  website (paizo.com/pathfinder) and each subsequent volume of 
  Pathfinder will reveal more information about this fantastic city 
  and the world around it, as well as new options for players to 
  further immerse themselves in the ongoing adventures. Rest 
  assured, this guide is merely the first step, and your adventures 
  in Korvosa are just beginning!
  “Not only couldn’t I imagine living anywhere else—I simply wouldn’t. I’m a good man, 
  a faithful husband, a loving father, and a responsible citizen. What I do has a purpose—
  and that purpose is to keep Korvosa safe. It might not be a glamorous job, but it’s as 
  important as anything else. So if you’re looking for trouble, might I suggest Magnimar or 
  Kaer Maga? You’ll save yourself some hard labor and me a lot of paperwork if you do.”
  —Captain Tevigant Bereskan, Korvosan Guard, South Shore Garrison
  “Why do I live here? Why live in the most regimented, law-abiding, oppressive city this side 
  of Bloodsworn Vale? Answer’s simple, mate. With the Sable Company flapping around in 
  the clouds, Hellknights stomping around on the streets, and the Korvosan Guard caught 
  between them, no one knows who’s got jurisdiction over what. You just gotta know when 
  to hide and know when to bribe. Now, you wanna buy this magic dagger or not?”
  —Corb “Birdtongue” Meever, Cerulean Society Fence
  WelCome To  
  Korvosa
  
  3
  L
  ike the people of any other city, Korvosans concern 
  themselves more with the day-to-day particulars of 
  living than with politics, history, or macroeconomics. 
  Still, Korvosa has a few particular nuances that make it and 
  its citizens unique. The following overview only begins to 
  touch on what it means to be a Korvosan. 
  At its height, just before the death of Aroden and the 
  departure of the separatists who founded Magnimar, 
  Korvosa just topped 23,000 inhabitants. It lost nearly 10,000 
  to the resulting chaos of the time, but in the last century it 
  regained half that many. As a result of its rapid contraction 
  and slow re-expansion, many of the affluent sections of 
  Korvosa remain underpopulated. With the buildings it has 
  and the area it covers, Korvosa could comfortably fill out to 
  a true metropolis. 
  The dichotomy of Korvosa’s underpopulated affluent 
  wards with overcrowded Old Korvosa highlights the city’s 
  greatest failing: the vast gulf of separation between its 
  wealthy, powerful elite and its dreadfully impoverished 
  poor. This gulf between social classes colors the 
  development of the city and led to the creation of some of 
  the features unique to Korvosa. 
  Those who live in Korvosa respect and admire 
  ostentatious displays of wealth, power, or knowledge. They 
  consider confidence and competence the greatest of assets, 
  and they deride or heckle those who display weakness, 
  indecisiveness, or inability. Korvosans are quick to judge 
  and slow to forgive. 
  In addition to power, Korvosans love predictability. 
  Korvosans like to regulate their lives, creating strict 
  regimens for themselves that they slavishly follow. 
  Upsetting a Korvosan’s routine can ruin his entire day 
  and likely makes him angry. To this end, Korvosa strictly 
  enforces its laws (which often have harsh punishments far 
  in excess of the law codes of other non-evil governments) 
  and rewards those who play by the rules. That said, Korvosa 
  also recognizes that not everyone plays by the same rules, 
  so it compensates by applying regulations to nonviolent 
  criminals in the form of vice taxes and official recognition 
  of the city’s single thieves’ guild. 
  By charter amendment, Korvosa does not allow 
  merchants, laborers, or tradesmen to form guilds. Most 
  workers within the city are self-employed or work for a 
  master to whom they were apprenticed in their youths. 
  Korvosa
  
  4
  King  
  EodrEd ArAbAsti ii
  The city relies on these cottage industries and the skilled 
  workers who make them profitable, so naturally it has 
  one entire volume of laws and regulations devoted to 
  the protection and rights of workers. And thanks to the 
  Korvosan drive to succeed, the city’s merchants do well 
  for themselves. 
  CITy DISTrICTS
  The city of Korvosa wears its Chelaxian heritage 
  proudly 
  on 
  every 
  building, 
  tower, 
  and rooftop. As the oldest human 
  settlement 
  in 
  Varisia 
  (a 
  claim 
  frequently 
  challenged 
  by 
  Kaer 
  Maga), Korvosa considers itself the 
  founding seat of civilization in an 
  otherwise lawless region. Thanks 
  to it and the spread of its people, 
  Varisia has become a relatively safe 
  place to live. 
  Korvosa sits at the end of Conqueror’s 
  Bay, where the Jeggare River meets the sea. 
  The city fills the spit of land formed by 
  two sharp turns in the river, covers 
  Endrin Isle (which splits the river at its 
  mouth), and spreads to a few outlying 
  areas on the far shore of the 
  Jeggare. It stands on two hills: 
  Garrison Hill on Endrin Isle 
  and Citadel Hill on the 
  mainland. The Narrows 
  of Saint Alika separates 
  Endrin Isle from the shore. 
  The city is divided into seven dis-
  tricts, many of which are further subdivided 
  into wards. 
  East Shore: The only district beyond the channel of 
  the Jeggare River, East Shore is home to a handful of noble 
  houses closely tied to the military of the city, as well as the 
  struggling Theumanexus College. 
  Gray: Unlike all other districts in Korvosa, Gray’s 
  residents generally keep to themselves and are well 
  behaved. Of course, most of Gray’s residents are dead. 
  The only living creatures who reside in Gray belong to the 
  church of Pharasma and live within the temple. 
  Heights: Standing atop Citadel Hill, the Heights District 
  has a commanding view of the rest of the city, which its 
  residents look down on—both figuratively and literally. 
  Nearly all of Korvosa’s power players reside in the Heights, 
  including the monarchy.
  Midland: When most people think of Korvosa, they 
  think of the cosmopolitan and friendly district of 
  Midland. As the home district of both the Korvosan Guard 
  and Sable Company, Midland has the smallest number of 
  gangs and gang battles in the city—although the thieves’ 
  guild does a brisk trade in the district thanks to the 
  disproportionately high number of merchants, shops, 
  and other commercial and financial concerns. 
  North Point: The first section of the mainland settled 
  by the descendants of the city’s Chelish founders was 
  Mainshore, at the northwestern tip of mainland Korvosa. 
  That ward houses many of the city’s oldest non-noble 
  families. The greater district of North Point covers  
  the entire northern end of the city and holds Korvosa’s 
  seat of municipal power (City Hall), the 
  city’s courthouse (Longacre Building), 
  and the Bank of Abadar. 
  Old Korvosa: As its name implies, 
  Old Korvosa is old. It covers all of 
  Endrin Isle, most of which is covered 
  by Garrison Hill. Atop Garrison 
  Hill stands the stone wall of Fort 
  Korvosa, while the imposing black-
  marble Palace Arkona dominates the 
  northwest corner of the island. 
  South Shore: The newest district, 
  South Shore became a part of 
  Korvosa only a quarter-century ago. 
  It contains the Pantheon of Many, a 
  massive temple dedicated to most of 
  Avistan’s most popular deities. 
  South Shore’s population 
  consists mainly of the 
  city’s nouveau riche hoping 
  to escape the cramped 
  conditions found elsewhere in 
  the city. 
  ImpOrTanT 
  LOCaTIOnS
  Five major landmarks give Korvosa a distinctive 
  skyline: the ancient and massive structures of Castle 
  Korvosa, Pillar Wall, and Gatefoot, as well as the more prac-
  tically sized Great Tower and Hall of Summoning, which 
  have stood for less than 50 years. In addition to these land-
  marks, several locations unique to the city bear mention. 
  The Acadamae: Shrouded in secrecy, the campus’s 
  30-foot-high walls only barely conceal the grand Hall 
  of Summoning. Visitors and residents cannot hope to  
  ignore the presence of the Acadamae, and since very few 
  people unconnected with the college know what happens 
  within it, the place births abundant (and sometimes 
  ludicrous) rumors. 
  Castle Korvosa: The centerpiece of the city, Castle 
  Korvosa towers over the Heights. Multiple lord magistrates, 
  seneschals, and monarchs have added to the castle over the 
  past three centuries. As such, despite a relatively consistent 
  neo-Chelaxian styling, the castle’s main towers and interior 
  buildings are crammed together haphazardly. 
  
  5
  The Shingles: Permanent and semi-permanent homes, 
  roads, and safehouses appear on roofs throughout the most 
  crowded parts of the city. These rooftop communities and 
  the pathways that connect them are collectively known as 
  the Shingles.
  The Vaults: Most cities have sewers. Some can even 
  claim dungeons beneath them. Yet few have as complex 
  a system of subterranean tunnels quite like the Vaults of 
  Korvosa. Modern Korvosa stands atop the remains of at 
  least two other civilizations and integrates both of them 
  in its design. 
  mILITary
  Three military groups police and protect Korvosa: 
  the Korvosan Guard, the Order of the Nail 
  Hellknights, and the Sable Company. Each 
  one focuses its efforts in different areas 
  and interacts with the monarchy in its 
  own unique way.
  The Korvosan Guard serves the city 
  of Korvosa first, the government second, 
  and the church of Abadar third. It works 
  closely with the city leaders and the 
  high priest of Abadar to maintain order 
  in the city, acting most often like a police 
  force but turning into a military 
  organization 
  whenever 
  the city is threatened by 
  external forces. 
  The Sable Company 
  does not answer to the 
  king of Korvosa, but 
  rather to the seneschal 
  of Castle Korvosa. These 
  hippogriff-riding marines 
  defend the skies and waters 
  of Korvosa and provide aerial and amphibious support to 
  Korvosan Guard operations.
  Hellknights are fanatics of law, adhering only to 
  their harsh, Cheliax-born vision of order and their own 
  unyielding sense of honor. Like most Hellknights, those 
  of the Order of the Nail believe themselves to be above 
  morality, caring only for the establishment of righteous 
  order at all costs. 
  THE UnDErGrOUnD
  The Cerulean Society is Korvosa’s thieves’ guild, and it 
  monitors, controls, or influences almost all illegal activities 
  of any noticeable size in the city. More than a dozen gangs 
  work the streets, Vaults, and Shingles of Korvosa, but most 
  of them answer in some way to the Cerulean Society (or 
  else do not survive long). Hastily hushed rumors put one 
  of the noble houses as the de facto leadership behind the 
  thieves’ guild. 
  KOrvOSa’S HISTOry
  Conflict, misery, and division define the history of Korvosa. 
  Founded as an island fortress at the edge of a hostile and 
  untamed land, Korvosa evolved over time into a bustling 
  and energetic trade center. Several distinct periods define 
  the history of Korvosa from its blood-splattered founding 
  to its current turmoil. 
  Before the city’s founding, the site on which Korvosa 
  stands was sacred to the Shoanti, although most have 
  forgotten why. They knew only that the large pyramid atop 
  the hill at the mouth of the river was to be guarded at all 
  costs and that no one was ever to enter it. For 
  hundreds of years, they kept this promise.
  In 4407 ar, Field Marshal Jakthion 
  Korvosa rescued an abandoned group of 
  Chelish marines trapped on a hostile 
  island and founded Fort Korvosa. The 
  settlement acted as a strong defensive 
  position and trading post for settlers, 
  pioneers, trappers, and explorers 
  in the area. After much of the 
  settlement burned during a Shoanti 
  raid (an event known as the Great 
  Fire), an influx of Chelish gold and 
  tradesmen strengthened the 
  settlement’s defenses and 
  allowed its residents to 
  move onto the mainland.
  An 
  ill-fated 
  insult 
  against a very prominent 
  Korvosan 
  noble 
  family 
  sparked the Cousins’ War, 
  in 4502 ar. The war ended 
  Korvosa’s role as a military outpost 
  and—with a further influx of Chelish 
  nobility—made the settlement into a true colony. 
  A period of great wealth followed, leading to a steady 
  increase in size. 
  Korvosa’s prosperity came crashing down in 4606 ar, 
  when the unexpected death of Aroden kicked off a civil war 
  in Imperial Cheliax. Cut off from its homeland without a 
  word, Korvosa survived these dark times. Today, the city 
  prospers again, thanks to (or in some cases, despite) its self-
  appointed royalty.
  THE pEOpLE Of KOrvOSa
  Buildings, infrastructure, and politics make a city livable 
  (or intolerable, in some cases), but the people who live in a 
  place truly make it a city.
  Barely more powerful than the lord magistrates who pre-
  ceded them, the monarchs of Korvosa must share power with 
  the strict governmental entities existant at the founding of 
  the monarchy. The command King Erodred II exerts over the 
  city is constantly checked by the arbiters, magistrates, and 
  FiEld MArshAll  
  CrEssidA KroFt
  
  6
  Magistrate garrick tann
  nobles, the city’s most politically powerful groups. More than 
  judges, the arbiters not only determine the guilt or innocence 
  of defendants in a court of law, but also have legislative over-
  sight. No one exactly knows what the 23 magistrates or their 
  staffs do, but most Korvosans suspect the entire purpose of 
  city hall is to waste the time and money of the city’s people. 
  Finally, two overlapping divisions define Korvosa’s aristoc-
  racy: the five most powerful families bear the coveted title of 
  Great Houses, giving their members special privileges within 
  the city, and 21 noble houses make up the Dock Families, al-
  lowing them to charge berthing fees on one or more docks 
  in the city. 
  nOTabLE KOrvOSanS
  Listed here are many of Korvosa’s most well-known names, 
  be they famous or infamous.
  The Government
  Korvosa’s government is split into three 
  groups. The arbiters serve 
  as judges, trying crimi-
  nal cases and settling civil 
  disputes. 
  The 
  magistrates 
  handle the day-to-day bureau-
  cracy of city management. And the 
  monarchy serves as Korvosa’s diplo-
  mats and defenders.
  Cressida Kroft: The current leader 
  of the Korvosan Guard, Field Marshal 
  Cressida Kroft is an even-tempered woman 
  whose practice of openly encouraging 
  adventurers and mercenaries to aid the 
  Guard in the city’s defense has earned her 
  some unfair criticism by the city’s elite.
  Eodred Arabasti II: The King 
  of Korvosa is a man whose 
  spendthrift ways are moderated 
  somewhat by the numerous good 
  works he has spearheaded.
  Ileosa Arabasti: Queen of Korvosa, 
  Ileosa is barely a third the age of her 
  husband. Rumors say that she holds much of 
  nEw FEAt: sAblE CoMPAnY MArinE
  You graduated from the elite hippogriff-riding school of the 
  Endrin Military Academy. Not only can you ride a hippogriff 
  with great skill, but you may also bond with one.
  Prerequisite: Ranger level 4th.
  Benefit: You gain a hippogriff as your animal companion. 
  You gain a +2 bonus on Ride checks made while riding your 
  hippogriff animal companion. Whenever you are within 20 
  feet of your hippogriff, it gains a +2 bonus on saving throws 
  made against fear effects.
  Korvosa in contempt, and that she seduced the king into 
  marrying her simply to advance her own wealth and riches.
  Garrick Tann: Often called “the most hated man in 
  Korvosa,” Garrick Tann is the Magistrate of Commerce, 
  the man  who oversees the collection of taxes in the city.
  Lolia Perenne: Once a priest of Abadar, the current 
  Magistrate of Regulation is tasked with the maintenance 
  of weights and measurements—much of her office’s time 
  is spent seeking out faulty scales, shaved coins, and other 
  attempts by merchants and customers to cheat one another.
  Marcus Thalassinus Endrin: Commandant Endrin is the 
  current leader of the Sable Company, a man whose dedication 
  to tradition and honor sometimes blinds him to what might 
  be best for his own career.
  Neolandus Kalepopolis: The seneschal of Castle Korvosa, 
  Neolandus Kalepopolis commands the defenses of the 
  castle itself, and is regarded as the second most powerful 
  individual in the city, behind only King Eodred II.
  Severs “Boneclaw” DiVri: The intimidating 
  and mysterious commander of the Order 
  of the Nail, Lictor DiVri is a towering 
  man who rarely leaves his post 
  at Citadel Vraid.
  Syl 
  Gar: 
  If 
  Garrick 
  Tann is one of Korvosa’s 
  most hated officials, Magistrate 
  of Expenditures Syl Gar is one of the 
  most loved—his responsibility is to see 
  to it that city taxes are spent properly and 
  efficiently on public works.
  Zenobia Zenderholm: Known as the 
  Hanging Judge, Zenobia is Korvosa’s 
  senior arbiter. Her reputation is justi-
  fiably fearsome among Korvosa’s 
  criminals.
  Citizens of Note
  From the lofty perches of 
  the city’s aristocracy down 
  to the market’s entertainers, mer-
  chants, and criminals, many of Korvosa’s 
  citizens are well-known figures.
  nEw FEAt: shinglE rUnnEr
  As a child, you spent a lot of time in the Shingles, the 
  interconnected rooftops that span much of Korvosa. You are 
  particularly adept at climbing, jumping, and avoiding falls.
  Prerequisites: Dex 13, Acrobatic
  Benefit: You gain a +2 bonus on Climb and Jump checks, and 
  may take 10 on Climb checks even when distracted. If you fall, you 
  automatically reduce the damage taken by the fall by one die, as if 
  you had fallen 10 less feet. This reduction in damage stacks with 
  the Jump and Tumble checks to further reduce falling damage.
  
  7
  Archbanker 
  darb tuttle
  golArion’s CAlEndAr
  Time travels on Golarion much as it does here on our 
  own Earth. Sixty seconds form a minute, sixty minutes 
  create an hour, and twenty-four hours make a day. The 
  people of Golarion measure time much like we do as well, 
  with seven days to a week and twelve 30-day months to a 
  year. Years are marked since the founding of the last great 
  empire by Aroden, the Last Man. Although the empire has 
  collapsed, its calendar remains in use to this day. At the 
  start of Curse of the Crimson Throne, the date is 4708 ar 
  (Absalom Reckoning).
  dAYs oF thE wEEK
  The days of the week are as follows. Each day has a general 
  purpose that most people in the Inner Sea region follow.
  Moonday 
  Work, religion [night]
  Toilday 
  Work
  Wealday 
  Work
  Oathday 
  Work, pacts signed, oaths sworn
  Fireday 
  Work
  Starday 
  Work
  Sunday 
  Rest, religion
  Months
  The months in Golarion correspond to our own, with each 
  new year starting shortly after the solstice. Each month 
  is etymologically tied to a specific god—residents of 
  Golarion see the gods reflected in the changing of the 
  seasons, and their names for the months reflect this.
  Abadius (January) 
  Erastus (July) 
  Calistril (February)  
  Arodus (August) 
  Pharast (March)  
  Rova (September)
  Gozran (April)   
  Lamashan (October)
  Desnus (May) 
   
  Neth (November)  
  Sarenith (June)   
  Kuthona (December)
  Blackjack: One of the city’s most beloved and reviled he-
  roes, Blackjack is more of a symbol than anything else—a 
  legendary masked hero who has fought for Korvosa’s down-
  trodden for hundreds of years.
  Boule: The guildmaster of the Cerulean Society, Korvosa’s 
  thieves’ guild, Boule is feared by many and respected by few.
  Darb Tuttle: The Archbanker of the Church of Abadar, 
  Darb Tuttle is one of Korvosa’s most powerful clerics.
  Devargo Barvassi: Known to some as the “King of 
  Spiders,” Devargo runs Eel’s End, a collection of ships that 
  double as a brothel, drug den, and gambling hall.
  Glorio Arkona: The patriarch of one of Korvosa’s most 
  powerful noble families, it is rumored Glorio has ties to 
  most, if not all, of Korvosa’s criminal underworld.
  Keppira d’Bear: The Bishop of the cathedral of Pharasma, 
  Keppira’s stewardship over the city’s Gray District has kept 
  the presence of undead at an all-time low.
  Pilts Swastel: Pilts owns and runs Old Korvosa’s 
  Exemplary Execrables, a playhouse that caters to those seek-
  ing perverse and morally-questionable entertainment.
  Sabina Merrin: Many rumors surround Queen Ileosa’s 
  bodyguard, not the least of which is that she and the queen 
  are secretly lovers, yet none can deny this imposing wom-
  an’s loyalty to the crown.
  Toff Ornelos: The Acadamae is the most prestigious 
  school of magic in Varisia, and as its headmaster, Toff is 
  one of the region’s most respected and powerful wizards.
  Vencarlo Orisini: Owner of the renowned Orisini Academy 
  fighting school, Vencarlo’s outspoken disdain for Korvosa’s 
  government has earned him trouble on several occasions.
  
  8
  advenTurers
  KOrvOSan aDvEnTUrErS
  Korvosa is a cosmopolitan place. Wizards brush shoulders 
  with barbarians in the city markets, fighters and monks 
  work as guards and mercenaries, rogues and paladins vie 
  for time among the city’s elite, and it’s even said that a sect 
  of renegade druids operates in some of the waterfront dis-
  tricts. Yet with this diversity comes conflict—not every 
  person in Korvosa is as welcoming as the next.
  For additional information about the races and classes 
  as they function in Varisia, consult the Rise of the Runelords 
  Player’s Guide. The following information supplements 
  that, and gives particular details about how these sta-
  ples of the game function in the city that serves as 
  Curse of the Crimson Throne’s foundation.
  raCES
  Look at any cross-section of the city’s population 
  and you will find that for every 10 inhabitants 
  you see, 9 are human. Humans dominate the 
  city in every way, and comprise an overwhelming 
  majority of the population. Yet humans are not the 
  only denizens of Korvosa, as any visitor soon comes 
  to learn. 
  Humans
  Most of Korvosa’s citizens are the 
  descendants of the original settlers 
  from Cheliax, although today, only 
  a very small number are Chelish na-
  tives. Most of Korvosa’s humans are 
  native-born, and while they don’t 
  share the indigenous Varisian’s 
  swarthy complexion or traditions, they 
  are just as much of Varisia. A vocal subset of 
  traditionalists preach for a return to Chelish 
  values, yet the standard citizen of Korvosa is 
  more concerned with practical matters like 
  family and wealth than politics.
  The largest ethnic minority in the city, 
  pure-blooded Varisians, barely represent one 
  human in 10, although more than half of the 
  city’s population possesses some Varisian 
  blood. Many of Korvosa’s traditionalists 
  consider pureblood Varisians little more 
  than brightly dressed thieves and 
  murderers, and prejudice against 
  the group sometimes flairs into ugly lynchings or quasi-
  legal evictions from homes. 
  Despite their proximity to Korvosa and the area’s 
  importance to their folklore, a surprisingly small number 
  of Shoanti live in the city. Part of this owes to the constant 
  wars between the Shoanti and the ethnic Chelaxians that 
  continue even to this day and that color the perceptions 
  and prejudices of both peoples. Another reason comes from 
  Shoanti cultural tradition: as a semi-nomadic people, they 
  have little interest in permanent settlements.
  Dwarves
  Because of their contracts with the city and 
  the noble houses, dwarven merchants from 
  Janderhoff always have buyers lined up for their 
  wares. Once their contracted buyers choose the 
  wares they want, the dwarves sell the rest in Gold 
  Market (in Midland). The remainder of their 
  goods, particularly magical weapons and 
  armor, they sell in the Dock Trade (in 
  North Point). Dwarven brokers exist 
  in all of the city’s major markets, 
  and dwarves in general are often 
  held to be the most reputable 
  and honorable of the city’s 
  merchants and tradesmen.
  Elves
  Almost as rare as druids in Korvosa, most of the 
  elven citizens of the city originally hail from the 
  Mierani Forest. The leader among these elves, 
  Perishial Kalissreavil, serves as the Mierani 
  ambassador. He and a handful of his aides 
  and family members have lived peacefully 
  within the city for as long as the city has 
  existed. A small enclave specifically built 
  for the elves exists in South Shore, where 
  they often serve as scholars, sages, and advisors for those who 
  would seek magical or natural advice.
  Gnomes
  These small descendants of the fey possess magic abilities 
  far exceeding their size. This natural inclination toward 
  magic attracts the attention of the power-hungry and 
  reputation-minded Acadamae. As such, most of the gnomes 
  in Korvosa have plans to attend this magical school, or are 
  
  9
  dropouts who found the methods taught there distasteful. 
  Outside of the Acadamae, gnomes live as gnomes do, 
  clumsily attempting to emulate the larger races and acting 
  as menaces not to be ignored. 
  Halflings
  In order to maximize its profits gained from ship-borne 
  cargo, House Leroung began the practice of hiring  
  halfling sailors (the house also experimented with gnome 
  sailors, but that ended poorly). Halflings require less than 
  half as much space and food, so House Leroung reasoned 
  it could use that extra space for additional cargo. The oth-
  er houses (with the pointed exception of House Arkona) 
  bought these halfling-sized ships from Leroung and filled 
  their crews with halfling sailors. Today, nearly half the 
  ships that belong to the city’s elite are sized for and crewed 
  by halflings.
  Half-Elves
  Bored young women of the human noble families occa-
  sionally approach the Mierani enclave looking for an ad-
  venturous rendezvous with someone exotic and beautiful. 
  Rather lustful himself, Perishial welcomes these trysts 
  with bemused pleasure and claims each one strengthens 
  the bonds between Korvosa and the Mierani elves. In his 
  years as diplomat, Perishial has fathered countless half-
  elf offspring in this way, while the male members of his 
  entourage have collectively contributed to dozens more. 
  Half-elves in Korvosa are thus generally looked upon as 
  unfortunates at best, or untrustworthy bastards at worst.
  Half-Orcs
  Many Shoanti live in close proximity to the orcs of Belkzen, 
  resulting in an almost constant state of battle between the 
  two groups. These battles sometimes grow exceedingly 
  personal, resulting in the occasional half-orc. Few of these 
  half-orcs survive to adulthood, and fewer still live among 
  their human cousins, but despite that, a handful of half-
  orcs make their homes in Korvosa. Except for a bouncer at 
  the Posh and Turtle, a bodyguard for Eliasia Leroung, and a 
  few other notables, most half-orcs live in Old Korvosa.
  CLaSSES
  As the largest city in Varisia, Korvosa has a little something 
  for everyone. Further, there seems to come a point in ev-
  ery Varisian’s life where something that can only be had in 
  Korvosa demands a trip. As a result, all 11 standard adven-
  turing classes have a certain level of representation in the 
  city—some moreso than others.
  Barbarians
  Most of Korvosa’s barbarians are visitors from Shoanti 
  lands—those few who choose to stay in the city do so usually 
  because they have little other choice, having been exiled or 
  dEitiEs oF golArion
  Deity 
  AL 
  Portfolios 
  Domains 
  Favored Weapon
  Erastil 
  LG 
  God of farming, hunting, trade, family 
  Animal, Community, Good, Law, Plant 
  longbow
  Iomedae 
  LG 
  Goddess of valor, rulership, justice, honor 
  Glory, Good, Law, Sun, War 
  longsword
  Torag 
  LG 
  God of the forge, protection, strategy 
  Artifice, Earth, Good, Law, Protection 
  warhammer
  Sarenrae 
  NG 
  Goddess of the sun, redemption,  
  Fire, Glory, Good, Healing, Sun 
  scimitar 
    
   
  honesty, healing
  Shelyn 
  NG 
  Goddess of beauty, art, love, music 
  Air, Charm, Good, Luck, Protection 
  glaive
  Desna 
  CG 
  Goddess of dreams, stars, travelers, luck  
  Chaos, Good, Liberation, Luck, Travel 
  starknife
  Cayden Cailean CG 
  God of freedom, wine, bravery 
  Chaos, Charm, Good, Strength, Travel 
  rapier
  Abadar 
  LN 
  God of cities, wealth, merchants, law 
  Earth, Law, Nobility, Protection, Travel 
  crossbow
  Irori 
  LN 
  God of history, knowledge, self-perfection Healing, Knowledge, Law, Rune, Strength 
  unarmed strike
  Gozreh 
  N 
  God of nature, weather, the sea 
  Air, Animal, Plant, Water, Weather 
  trident
  Pharasma 
  N 
  Goddess of fate, death, prophecy, birth 
  Death, Healing, Knowledge, Repose, Water dagger
  Nethys 
  N 
  God of magic 
  Destruction, Knowledge, Magic,  
  quarterstaff
    
   
   
  Protection, Rune
  Gorum 
  CN 
  God of strength, battle, weapons 
  Chaos, Destruction, Glory, Strength, War 
  greatsword
  Calistria 
  CN 
  Goddess of trickery, lust, revenge 
  Chaos, Charm, Knowledge, Luck, Trickery 
  whip
  Asmodeus 
  LE 
  God of tyranny, slavery, pride, contracts 
  Evil, Fire, Law, Magic, Trickery 
  mace
  Zon-Kuthon 
  LE 
  God of envy, pain, darkness, loss 
  Darkness, Death, Destruction, Evil, Law 
  spiked chain
  Urgathoa 
  NE 
  Goddess of gluttony, disease, undeath 
  Death, Evil, Magic, Strength, War 
  scythe
  Norgorber 
  NE 
  God of greed, secrets, poison, murder 
  Charm, Death, Evil, Knowledge, Trickery 
  short sword
  Lamashtu 
  CE 
  Goddess of madness, monsters,  
  Chaos, Evil, Madness, Strength, Trickery 
  falchion
    
   
  nightmares
  Rovagug 
  CE 
  God of wrath, disaster, destruction 
  Chaos, Destruction, Evil, War, Weather 
  greataxe
  
  10
  of Many doesn’t officially recognize the druidic faith, it is 
  always open to visiting druids who seek a quiet, friendly 
  place to meditate.
  Fighters
  There are ample opportunities for fighters in Korvosa, 
  although none more honorable and prestigious than 
  induction into the city’s protectors, the Korvosan 
  Guard. Active members of the Guard barrack at 
  the Endrin Military Academy, but the Guard also 
  maintains a militia of inactive members who are 
  expected to rally in times of need. Fighters can 
  also find employment in countless other areas 
  in Korvosa as private bodyguards, bouncers, or 
  students and teachers in one of the city’s many 
  fighting schools.
  Monks
  Few monks dwell in Korvosa, although many 
  have heard tales of Vudran mystics 
  or martial artists from distant Tian 
  Xia, and of the incredible feats they 
  can accomplish with their bare 
  hands. Although no monastic or-
  der is based in Korvosa, there is 
  much to attract a monk’s interest in 
  her libraries and churches.
  Paladins
  Korvosa is an extremely lawful city, but 
  one that isn’t as interested, as a general 
  rule, in the purpose of the law as much 
  as its application. If anything, the city 
  government’s often impartial stance 
  on matters regarding the law 
  skew the general feel toward 
  forced to flee the Cinderlands for various reasons. Barbarians 
  tend to find jobs as bouncers, dockworkers, thugs, or merce-
  naries for Korvosa’s shadier operations, and are generally not 
  welcome in the more affluent sections of the city.
  Bards
  Bards are well-loved or well-hated in Korvosa—it’s tough 
  to maintain a low-profile as a bard here, as the locals enjoy 
  their entertainment almost as much as they enjoy their gos-
  sip about entertainers. Several taverns, inns, playhouses, and 
  other establishments provide stable venues for bards. The 
  Marbledome is home to Korvosa’s opera (although managed 
  by a tyrant named Valon Palastus), while Korvosa’s largest 
  inn, Bard’s End, always welcomes traveling entertainers.
  Clerics
  Although the number of deities worshiped on Golarion 
  is vast, the faiths of twenty deities stand head and shoul-
  ders above the others. It’s generally possible to find clerics 
  of any of these twenty faiths inside of Korvosa’s walls, al-
  though in some cases (particularly those of the evil faiths), 
  one might have to look long and hard. Certainly, the 
  church of Abadar has the most strength in Korvosa, 
  for he is not only the god of cities and merchants, but 
  also the patron of the city’s guards and protectors. The 
  church of Pharasma tends to Korvosa’s dead and 
  maintains an imposing cathedral in the city 
  necropolis. Many of the city’s commoners 
  prefer Sarenrae as a patron, and Shelyn 
  has a strong following among the city’s 
  artists. A church of Asmodeus brings a 
  bit of uncertainty and fear to religion, 
  although this church’s faithful are al-
  ways careful to operate just on the legal 
  side of the law, with sacrifices provided 
  only on a volunteer basis. Beyond these faiths, 
  the Pantheon of Many represents the major-
  ity of the 20 major deities of Golarion—only 
  Gorum, Lamashtu, and Rovagug are not rep-
  resented here, and even they have their adher-
  ents in certain parts of the city.
  Druids
  Druids are not generally trusted or thought 
  of well by Korvosa’s citizens, primarily 
  due to the actions of a cabal of bitter and 
  almost feral druids who frequent the 
  waterfront of West Dock, where they 
  act as nuisances and scoundrels. Even 
  other druids tend to think of this 
  group as troublemakers, and on 
  the few instances where druids do 
  need to visit the city, they keep low 
  profiles. Although the Pantheon 
  nEw FEAt: Crossbow MAstErY
  You can load crossbows with blinding speed and even fire 
  them in melee with little fear of reprisal.
  Prerequisites: Dex 15, Point Blank Shot, Rapid Reload, 
  Rapid Shot
  Benefit: The time required for you to reload any type 
  of crossbow is reduced to a free action, regardless of the 
  type of crossbow used. You can fire a crossbow as many 
  times in a full attack action as you could attack if you were 
  using a bow. Reloading a crossbow for the type of crossbow 
  you chose when you took Rapid Reload no longer provokes 
  attacks of opportunity.
  Special: A fighter may select Crossbow Mastery as one 
  of his fighter bonus feats. A ranger may select Crossbow 
  Mastery in place of Manyshot for his improved combat style 
  at 6th level.
  
  11
  evil. As a result, most paladins find Korvosa too stifling 
  a place for them, and they often grow frustrated with the 
  city’s overwhelming bureaucracy and willingness to accept 
  things like the Hellknight Order of the Nail or the church of 
  Asmodeus in the city. Most of Korvosa’s paladins ally with the 
  church of Abadar and the Korvosan Guard, figuring that to be 
  where they can do the most good.
  Rangers
  The most prestigious place for rangers in Korvosa is without 
  a doubt the Sable Company. Members of this elite group of 
  hippogriff-riding rangers can often be seen patrolling the 
  skies above Korvosa, and entry into their ranks is difficult. Yet 
  still, many who have grown up in Korvosa carry in their hearts 
  a profound appreciation and awe for these flying guardians, 
  to the extent that even rangers who aren’t part of the Sable 
  Company can generally command respect from the citizenry.
  Rogues
  Despite its fondness for law, Korvosa has a thriving 
  underworld both above and below its streets. Countless 
  gangs of thieves, thugs, and troublemakers rise and fall 
  like the tides in the city’s low-rent districts. The Sczarni, a 
  loosely-affiliated extended family of Varisian crimelords, 
  hold sway over many of these gangs and play a large role in 
  the average citizen’s poor opinion of the Varisian people. 
  Korvosa’s actual thieves’ guild is known as the Cerulean 
  Society, although the members of this group are focused 
  primarily on protection rackets and smuggling.
  Sorcerers
  Most of Korvosa’s sorcerers are Varisian, folk who have 
  manifested the spontaneous gift of magic through some 
  quirk of the bloodline. As a general rule, most folk blur 
  the line between sorcerers and Varisians, and as a result 
  sorcerers are often thought of as troublemakers. Certainly, 
  the overwhelming efforts of the Acadamae, which maintains 
  that the use of arcane magic without study and discipline 
  can only lead to disaster, does not help the public opinion on 
  these poorly-understood arcanists.
  Wizards
  Wizards are well respected in Korvosa, particularly if 
  they can point to proof of training at the Acadamae, one 
  of Korvosa’s greatest prides. Certainly the largest and 
  best-staffed wizardly school in Varisia, the prestige and 
  honor of attending the Acadamae has recently begun to 
  equal that of the venerable universities of Cheliax herself. 
  Entrance into the Acadamae is difficult, and the courses 
  taught there are often dangerous, but a wizard who 
  graduates from the Acadamae gains more than a plaque 
  he can hang on his wall. Other wizardly schools exist in 
  Korvosa (notably the Anomanexus College, which unlike 
  the Acadamae teaches non-specialized wizards), but they 
  do so in the Acadame’s shadow.
  nEw FEAt: ACAdAMAE grAdUAtE
  You have passed the grueling Test of Summoning and 
  graduated from the Acadamae. 
  Prerequisites: Specialist wizard level 1st; cannot have 
  conjuration as a forbidden school.
  Benefit: Whenever you cast a prepared arcane spell 
  from the conjuration (summoning) school that takes 
  longer than a standard action to cast, reduce the casting 
  time by one round (to a minimum casting time of one 
  standard action). Casting a spell in this way is taxing and 
  requires a Fortitude save (DC 15 + spell level) to resist 
  becoming fatigued.
  
  12
  equipmenT
  EQUiPMEnt oF KorVosA
  Item 
  Cost 
  Weight
  Barbarian chew 
  15 gp 
  1 lb.
  Doctor’s mask 
  50 gp 
  2 lb.
  Harrow deck 
  100 gp 
  —
  Perfume, common 
  1 gp/dose 
  —
  Perfume, exotic 
  10 gp/dose 
  —
  Scarf, pocketed 
  8 gp 
  1/2 lb.
  Scarf, reinforced 
  10 gp 
  1 lb.
  Varisian idol 
  50 gp 
  —
  KOrvOSan EQUIpmEnT
  Adventurers in Korvosa employ a wide variety of weapons, 
  armor, and gear.
  Barbarian Chew: The Shoanti make this bitter red chew 
  by drying the leaves of the galtroot, a stunted bush found 
  across the Cinderlands. It increases the duration of barbar-
  ian rage by +1 round as the stimulant increases aggressive-
  ness. These effects last for 1 hour.
  Doctor’s Mask: Often stylized to look like bird masks, 
  a doctor’s mask consists of a pair of goggles attached to a 
  wooden or ceramic “beak” that covers the wearer’s nose and 
  mouth. This beak can be filled with herbs, perfumes, and 
  spices to aid in preventing the contraction of infectious dis-
  eases. While worn, the mask grants a +1 circumstance bonus 
  on Fortitude saves made against airborne toxins and scent-
  based effects. In Korvosa, it is a minor crime to wear a doc-
  tor’s mask in public if you are not a healer or physician.
  Earth Breaker: These massive hammers, used by Varisia’s 
  Shoanti tribes, are common barbarian weapons.
  Harrow Deck: This is a traditional fortune-telling deck of 
  cards used by Varisian soothsayers and seers. Some Harrow 
  decks are elaborately illustrated, but most are parchment or 
  paper cards with hand-painted images. Harrow decks are of-
  ten handed down through generations and treated with ut-
  most care by their users as a result.
  Hide Shirt:  This light armor is typically made from the 
  hide, bones, and thick scales of giant lizards.
  Klar: You can attack an opponent with a klar, using it as an 
  off-hand, martial slashing weapon. For the purpose of attack 
  roll penalties, treat a klar as a light weapon. If you use a klar 
  Harrow Deck
  Scarf
  Barbarian Chew
  Doctor’s Mask
  Sawtooth Sabre
  Klar
  Varisian Idol
  Shoanti Bola
  Perfume/Cologne
  Hide Shirt
  Earthbreaker
  Starknife
  
  13
  wEAPons oF KorVosA
  Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical Range Increment 
  Weight 
  Type
  Martial Weapons
  Light Melee Weapon
   Starknife 
  24 gp 
  1d3 
  1d4 
  ×3 
  20 ft. 
  3 lb. 
  Piercing
  One-Handed Melee Weapon
   Klar 
  12 gp 
  1d4 
  1d6 
  ×2 
  — 
  6 lb. 
  Slashing
  Two-Handed Melee Weapon
   Earth breaker 
  40 gp 
  1d10 
  2d6 
  ×3 
  — 
  14 lb. 
  Bludgeoning
  Exotic Weapons
  Light Melee Weapon
   Sawtooth sabre 
  35 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  2 lb. 
  Slashing
  Two-Handed Melee Weapon
   Scarf, bladed* 
  12 gp 
  1d3 
  1d6 
  19–20/×2 
  — 
  2 lb. 
  Slashing
  Ranged Weapons
   Shoanti bola 
  15 gp 
  1d3 
  1d4 
  ×2 
  10 ft. 
  2 lb. 
  Bludgeoning and piercing
  *Reach Weapon
  ArMor oF KorVosA
     
   
  Armor/Shield 
  Maximum 
  Armor 
  Arcane Spell 
   —Speed—
     
  Armor  Cost 
  Bonus 
  Dex Bonus 
  Check Penalty 
  Failure Chance 
  (30 ft.) (20 ft.) Weight
  Light Armor
   Hide shirt 
  90 gp 
  +4 
  +4 
  –3 
  20% 
  30 ft. 20 ft. 
  25 lb. 
  Shield
   
    Klar 
  12 gp 
  +1 
  — 
  –1 
  5% 
  — 
  — 
  6 lb.
  * Reach weapon.
  to make an attack, you lose its AC bonus until your next ac-
  tion (usually until the next round). Both segments of a klar can 
  be enhanced separately. An enhancement bonus on the shield 
  does not improve the effectiveness of the blade and vice versa.
  Perfume/Cologne: Perfume and cologne are common 
  accessories for those who hope to avoid offending through 
  scent. More expensive, exotic scents are available for sale 
  in finer quarters of the city. Exotic perfumes and colognes 
  are typically sold in vials containing 10 applications, with 
  a single dose lasting for 24 hours during, which its wearer 
  gains a +2 circumstance bonus on Diplomacy checks.
  Sawtooth Sabre: The signature weapons of the notori-
  ous assassins’ guild known as the Red Mantis, sawtooth 
  sabres are cruel but efficient weapons. Their curved, ser-
  rated blades are capable of making deep wounds and in the 
  hands of a skilled user are treated as light weapons. A char-
  acter without Exotic Weapon Proficiency (sawtooth sabre) 
  can wield one of these weapons as a longsword.
  Bladed Scarf: A bladed scarf is a reach weapon, so you 
  can strike opponents 10 feet away with it. It can also be 
  used against an adjacent foe. You can make trip attacks 
  with a bladed scarf. If you are proficient with a bladed 
  scarf, you deal 1d4 points of slashing damage to any 
  creature who makes a successful grapple check against 
  you. You can use the Weapon Finesse feat to apply your 
  Dexterity modifier instead of your Strength modifier on 
  attack rolls with a bladed scarf sized for you, even though 
  it isn’t a light weapon for you.
  Pocketed Scarf: This scarf grants you a +4 bonus on 
  Sleight of Hand checks made to hide objects on your body.
  Reinforced Scarf: Useful as a length of chain or manacles, 
  this 8-foot-long scarf is reinforced with fine chain links and 
  metal plates. A reinforced scarf has hardness 10 and 4 hit 
  points. It can be burst with a DC 24 Strength check.
  Shoanti Bola: The Shoanti often use special bolas carved 
  from bones and weighted with stones. These bolas func-
  tion as standard bolas but deal lethal damage rather than 
  nonlethal damage. Most Shoanti bolas can also function as 
  bullroarers—tiny holes carved in the weights cause them 
  to emit a mournful keening sound when spun.
  Starknife: This weapon has long served the church 
  of Desna as a holy weapon. A wielder can stab with the 
  starknife or throw it like a chakram.
  Varisian Idol: These depictions of forgotten spirits can 
  be used to augment summoning magic. If used as an ad-
  ditional material component for any summon monster or 
  summon nature’s ally spell, the summoned creature has an 
  additional +2 hit points per Hit Die.
  
  14
  TraiTs
  THE TIE THaT bInDS
  Korvosa, like any city, has its share of undesirables. 
  Cutpurses, thugs, thieves, burglars, assassins, and lowlifes 
  of every sort can be found in waterfront slums, creeping 
  in the sewers, or hiding in the tangled Shingles above. 
  The Korvosan Guard does what it can to keep the city’s 
  criminals from causing too much harm, but the cold 
  reality is that they will always outnumber the law. And that 
  means some crimes go unpunished and some criminals 
  see great success.
  Worst of these, perhaps, are the city’s crimelords. 
  Dozens of them operate in Korvosa at any one time, from 
  the sinister leader of the Red Mantis assassins all the 
  way down to the Varisian Sczarni thugs who preside over 
  a gang of a half-dozen friends and cousins. These minor 
  crimelords are often, ironically, the ones who do the 
  most damage to Korvosa’s law-abiding citizens, as larger 
  organizations have little need to bother commoners. One 
  such undesirable is Gaedren Lamm, a despicable low-life 
  who missed his chance at being somebody big in Korvosa’s 
  murky underworld. Well past his prime, the decrepit thief 
  abducts orphans and forces them to support his despicable 
  lifestyle with petty crime. Many of Korvosa’s lower class 
  have had dealings with Lamm, and even a few of the city’s 
  middle class and nobility have had their lives complicated 
  by this foul old man. Yet no matter what he does, he always 
  seems to slip away from the guards and avoid answering 
  for his crimes.
  Gaedren Lamm’s luck is about to change, though. For 
  among those his actions have recently touched are several 
  men and women destined to become some of Korvosa’s 
  greatest heroes. And one of those heroes is you.
  baCKGrOUnD TraITS
  Even before Curse of the Crimson Throne begins, you and 
  the other PCs have a shared trait—you’ve all been wronged, 
  in some manner, by the despicable Gaedren Lamm. The 
  campaign you are about to begin starts as you and several 
  other promising young heroes are brought together to do 
  what the city guards cannot (or will not) do—to see that 
  Gaedren Lamm answers for his crimes, be that in a court 
  of law or at the edge of a vengeful blade.
  Presented here are five ties to Gaedren you can choose 
  for your character, historical snippets that explain how 
  this detestable crimelord has affected you in the past. 
  Each trait presents an unfortunate event, painted in broad 
  strokes so you can customize it to your needs, that helped 
  shape your character. Once you’ve selected a trait, pick a 
  benefit that matches your own concept for your character. 
  Feel free to adapt and rework the particulars of your chosen 
  trait to fit your history. So long as you have a reason to see 
  Gaedren pay for his crimes, you’ll have a built-in reason 
  to take up a life of adventuring and, more importantly, a 
  reason to bond with your new companions.
  Obviously, these background traits won’t work well 
  for new characters brought into the campaign after 
  Gaedren’s been taken care of, yet the f lavor text can be 
  easily changed. Talk with your GM, but it should be a 
  simple matter for you to pick one of the following traits, 
  change a few names, and have it focus on an entirely 
  different set of circumstances. It’s up to your GM to 
  decide if your new higher-level character has already 
  addressed these issues or if he wants to work them into 
  future events in the campaign. The game benefits of the 
  selected trait remain unchanged, and persist even after 
  Gaedren Lamm is taken care of.
  nEw FEAt: hArrowEd
  Numerous Harrow readings early in your life seem to have 
  hit the mark precisely, increasing your belief that you are 
  destined for a specific purpose in life; the Harrow deck and 
  your destiny seem intertwined.
  Prerequisites: Cha 13, must be chosen at 1st level
  Benefit: You get a +2 bonus on all Will saves made to 
  resist charm or compulsion effects.
  Once per day, you may draw a card from a Harrow 
  deck you own. At any one time for the rest of that day, 
  you may apply a +2 bonus on any d20 roll modified by the 
  card’s suit. For example, if you drew a card from the suit 
  of Wisdom, you may apply a +2 bonus on a Will save or a 
  Wisdom-based skill check. If you drew a card from the suit 
  of Dexterity, you could apply this +2 bonus on an Initiative 
  check, a Reflex save, a Dexterity-based skill check, or a 
  ranged attack roll. You may assign this +2 bonus after you 
  make the roll, but you must do so before you know if the 
  roll was a success or not.
  If you don’t have an actual Harrow deck handy to 
  draw from to determine your bonus, you can randomly 
  determine the ability score by simply rolling 1d6 (1 = 
  Strength, 2 = Constitution, 3 = Dexterity, 4 = Intelligence, 
  5 = Wisdom, 6 = Charisma).
  
  15
  gAEdrEn lAMM
  Drug Addict
  Someone you know has become addicted to shiver, a drug 
  distilled from the venom of dream spiders. The drug 
  induces sleep filled with vivid dreams, during which the 
  user’s body often shakes and shivers, giving the substance 
  its street name. Shiver is particularly dangerous for the 
  desperate, for its promises of dreams and oblivion are 
  often viewed as the only alternative apart from suicide 
  for escaping a dreary life. You’ve always thought of 
  shiver as a problem of the lower class, but then someone 
  you know overdosed on the stuff. You’ve done a bit of 
  investigating and have learned that the one who got 
  your friend addicted in the first place was a crimelord 
  named Gaedren. Unfortunately, the guards seem to be 
  more focused on the bigger dealers. They don’t have time 
  to devote many resources to what they’ve called, “a bit 
  player in a beggar’s problem.” It would seem that if his 
  operation is to be stopped, it falls to you.
  Addicted Friend: The addict is a friend or lover who 
  might or might not have survived the overdose. Your 
  research into the drug scene and local politics has given you 
  a respectable education in street knowledge. You gain a +2 
  bonus on Knowledge (local) checks or Gather Information 
  checks (choose one when selecting this trait).
  Personal Addiction: You were the addict. You blame 
  Gaedren for your brush with death and hate how his 
  drugs are causing similar problems among other youths. 
  Fortunately, your body recovers quickly from toxins, and 
  you have a +1 bonus on Fortitude saving throws.
  Framed
  Someone you know and love was accused of murder. A 
  supposed eyewitness account from a local fisherman 
  seemed to be enough to seal the case, but the accused 
  had enough alibis that sentencing wasn’t immediate. 
  Someone confronted the fisherman and discovered he was 
  intimidated into providing false witness and forced into 
  planting the murder weapon by the actual murderer—a 
  local crimelord named Gaedren Lamm. Lamm’s thugs 
  killed the fisherman before he could recant his testimony. 
  Although this removed the key witness and resulted in the 
  accused being set free, the stigma was enough to badly 
  damage his reputation. If you can find Gaedren, you’re 
  sure you can find evidence that ties him to the murder and 
  can clear the accused’s name.
  Family Honor: The person framed was a family member, 
  perhaps a father or brother. You managed to trick the 
  fisherman into revealing the truth with your skilled 
  tongue, and thus gain a +2 bonus on Bluff checks.
  Dropout: You were the one accused. Although you were 
  eventually freed when a friend confronted the fisherman 
  and got the truth, the damage had been done. You were 
  forced to leave your school (perhaps the Acadamae) 
  or church. As a result, you were forced to self-train 
  and promised yourself you would become better at your 
  chosen profession despite the spurning of your peers. You 
  gain a +2 bonus on Spellcraft checks.
  Love Lost
  Someone you loved was knifed to death in a dark alley one 
  night. You were called to the scene by the Korvosan Guard 
  to identify the body, and as rough as that was for you, you 
  also noticed a ring was missing from the body. Whoever 
  murdered your loved one stole that ring—you’re convinced 
  of it. You’ve done some investigation on your own and 
  recently found the ring for sale at a local merchant. 
  Although, to your great frustration, you can’t afford yet 
  to buy it back, the merchant did tell you from whom he 
  purchased the ring: a man named Gaedren Lamm. It seems 
  likely this criminal is the one who killed your loved one, 
  or at the very least knows who did. The only problem is 
  finding him.
  Orphaned: The murder victim was 
  your only surviving parent. You had to 
  grow up fast to take care of your siblings 
  or to handle your family’s matters and were 
  forced from an early age to support yourself. 
  You gain a +2 bonus on one of the following 
  skills: Craft, Perform, or Profession.
  Widowed: The murder victim was a 
  lover. With your lover’s death, a part of 
  you died as well, leaving you haunted, 
  grim, and prone to dark musings. You 
  gain a +2 bonus on Intimidate checks.
  Missing Child
  You suspect that a child you know has 
  been abducted by Gaedren. Whatever the 
  relationship, you’ve heard rumors about 
  Gaedren’s “Little Lamms,” and of how 
  the old man uses children as pickpockets 
  
  16
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  and agents for his crimes. You’ve even heard rumors 
  that the child you’re looking for has been spotted in the 
  marketplaces in the company of other known 
  to be cutpurses and pickpockets. 
  Although the Korvosan Guard has 
  been understanding of your plight, 
  yet it has its hands full with “more 
  important” matters these days, it 
  seems, and has not yet been able to 
  learn anything more about Gaedren. No 
  one else is interested in bringing Gaedren 
  down and rescuing his victims—that 
  task falls to you. Yet where could the old 
  scoundrel be hiding?
  Missing Sibling: The missing child is 
  a brother or sister. Although everyone else 
  has given up hope, you believe your sibling 
  still lives out there. Your constant search for  
  the missing sibling has developed into great 
  skill at rumor mongering and finding 
  information from others. Gather 
  Information and Sense Motive are 
  always class skills for you.
  Missing Son or Daughter: The 
  missing child is your own son 
  or daughter, a niece or nephew, or 
  the son or daughter of your superior or 
  employer and one you had been charged with protecting. 
  The child was abducted during a trip to the market or 
  some other daily event. Long hours spent searching for 
  rumors and your stubborn will to continue grant you a +1 
  bonus on Will saves.
  Unhappy Childhood
  You spent a period of time as one of Gaedren’s enslaved 
  orphans. Maybe you were abducted from your 
  parent’s home or during a trip to the 
  market. Perhaps the irresponsible matron 
  who ruled your orphanage traded 
  you to him in return for a desperately 
  needed loan of money. Or perhaps 
  you, like most of Gaedren’s slaves, were 
  merely a child of the street who succumbed 
  to his promise of regular meals and a roof in 
  return for what he said would be “a little light 
  work.” Whatever the case, you spent several 
  years of your life as one of his “Little Lamms” 
  before escaping. You’ve nursed a grudge for the 
  old man ever since.
  Tortured: Gaedren tortured you and left 
  you for dead on a garbage heap after 
  you made one too many errors. 
  Your scars and memories have 
  honed your reaction speed and 
  make you rather jumpy. You gain 
  a +1 bonus on Reflex saves.
  Religious: You found a holy 
  symbol of the god you worship today 
  while on a job for Gaedren and, intrigued by 
  it, you snuck off to attend services. When Gaedren found 
  out, he beat you to within an inch of your life and broke 
  your holy symbol. Your faith let you block out the pain, 
  and you escaped his control and took shelter in the church, 
  where you spent the rest of your youth. You gain a +2 bonus 
  on Concentration checks.
  
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  N
  
  This invaluable resource for Pathfinder’s™ Curse of the Crimson 
  Throne Adventure Path reveals how best to customize your 
  character so he fits into the city of Korvosa with ease. Inside this 
  guide you’ll find:
  ► 
  A gazetteer to cosmopolitan Korvosa, the largest city of 
  Varisia, including details on the government, crime, the 
  military, and an overview of the city’s seven districts and 
  most notable citizens.
  ► 
  Background character traits that instantly tie your new 
  character to the campaign, and grant additional benefits 
  to aid you in the adventures to come.
  ► 
  Details on what roles each character race and class can 
  expect to fill in Curse of the Crimson Throne.
  ► 
  Deity domains, calendars, and more for the Pathfinder 
  Chronicles Campaign Setting™.
  ► 
  New weapons, armor, and equipment.
  ► 
  New feats to give your PCs a Korvosan feel.
  ► 
  Full-color maps of Varisia and Korvosa.
  paizo.com/pathfinder
  Printed in China
  Welcome to Korvosa!
  PZO9000-2
  
SOURCE: textdata/thevault/Pathfinder/Adventure Paths/Curse of the Crimson Throne/Players Guide.pdf