Curse:Rules/Players Guide
This page was last edited on 12 March 2026, at 16:16.
Curse of the Crimson Throne is a Pathfinder Adventure Path set in Korvosa, the largest and oldest human city in Varisia.
The city is defined by a dark legacy: no king has ever passed the Crimson Throne directly to his son, and rulers consistently die before their time — a phenomenon citizens whisper about as the "Curse of the Crimson Throne." The campaign takes place in 4708 AR, against a backdrop of political tension between the monarchy, powerful noble houses, competing military factions (the Korvosan Guard, the Sable Company, and the Hellknights), and a thriving criminal underworld dominated by the Cerulean Society.
The adventure begins with all player characters sharing a common thread: they have each been wronged in some way by Gaedren Lamm, a petty but despicable crimelord who abducts orphans and uses them as thieves, peddles dangerous drugs, and has long evaded justice.
The players come together to do what the Korvosan Guard cannot — or will not — do, and bring Lamm to account. This shared grievance serves as the hook that unites the party and launches them into what promises to be a much larger struggle for the soul of Korvosa itself.
About the city of Korvosa

Korvosa sits at the end of Conqueror's Bay where the Jeggare River meets the sea, sprawling across a spit of land, Endrin Isle, and a few outlying areas on the far shore of the Jeggare River. As the oldest human settlement in Varisia, it proudly wears its Chelaxian heritage in its architecture and culture, considering itself the founding seat of civilization in an otherwise lawless region. The city is defined by a stark divide between its wealthy elite — who populate the underfilled affluent wards — and its desperately poor, who crowd into places like Old Korvosa. Korvosans as a people admire displays of wealth and competence, love predictability and routine, are quick to judge, and operate under a strict and sometimes harsh legal code.
- It is divided into seven districts: East Shore, Gray, the Heights, Midland, North Point, Old Korvosa, and South Shore
- Three military/law enforcement groups operate in the city: the Korvosan Guard, the Sable Company (hippogriff-riding marines), and the Order of the Nail.
- The Korvosan Guard—The Korvosan Guard serves the city of Korvosa first, the city's leader second and the church of Abadar third. It maintains order in the city but turns into military operation whenever the city is threatened by external forces. The Guard is supported by the church of Abadar and works closely with both the Order of the Nail and the Sable Company. It remains tied to the Chelaxian traditions. Field Marshal Cressida Kroft leads the nearly 700 soldiers of the Korvosan Guard.
- The Sable Company—The Sable Company, or Sable Company Mercenaries, of Korvosa is an elite, hippogriff-mounted company of marines. The commandant of the Company does not answer to the ruling monarch of the city-state, instead reporting directly to the Seneschal of Castle Korvosa. While the Korvosan Guard patrols the streets of the city, the Sable Company has jurisdiction over the skies and waters around Korvosa. The two organizations work closely together and the marines rely on their ties with the Guard to further coordinate efforts with the Hellknights and the Acadamae, both of whom are not on good terms with the Sable Company.
- Order of the Nail—The Order of the Nail is an order of Hellknights based in Citadel Vraid near Korvosa. It concerns itself with quelling "savage" practices and bringing their idea of civilization to the inhabitants of the wild frontier. To certain dogmatic, rigid-minded individuals, civilization seems under siege. Beyond the bulwarks of cities and national borders lies an endless expanse of wilderness populated by those who, all too often, shun the rules of settled, lawful societies and follow their own callings. To the Order of the Nail, these beings enviously prey upon the children of the law, seeking to draw civilization into a regressive mire. The Order of the Nail stands staunchly against what it views as barbarity.
- The Cerulean Society serves as the city's officially tolerated thieves' guild
- The Acadamae is the most prestigious school of magic in all of Varisia
- The Acadamae—The Acadamae is a wizard's college in the Varisian city of Korvosa which attracts students from as far away as distant Geb. Although it teaches all eight modern schools of magic, it specializes in conjuration and requires its pupils to pass a difficult exam in conjuration in order to graduate.
- By charter, no merchant, labor, or trade guilds are permitted — most workers are self-employed or apprenticed
- The city stands atop the remains of at least two older civilizations, the ruins of which form a complex network of tunnels called the Vaults
Districts of the city
- East Shore — The only district across the Jeggare River channel, home to a handful of military-tied noble houses and the struggling Theumanexus College
- Gray — Korvosa's necropolis, populated almost entirely by the dead, with the only living residents being priests of Pharasma who maintain the cathedral there
- The Heights — Perched atop Citadel Hill with a commanding view of the city, this is where Korvosa's power players live, including the monarchy in Castle Korvosa
- Midland — The cosmopolitan heart of the city, home to both the Korvosan Guard and the Sable Company, making it the district with the fewest gangs and the most commercial activity
- North Point — The first part of the mainland settled by Chelish founders, it houses the city's oldest non-noble families as well as key civic institutions like City Hall, the courthouse, and the Bank of Abadar
- Old Korvosa — The oldest part of the city, covering Endrin Isle and dominated by Garrison Hill, Fort Korvosa, and the imposing black-marble Palace Arkona
- South Shore — The newest district, added only a quarter-century ago, home to the Pantheon of Many temple and populated largely by the city's nouveau riche seeking more space
Gods of Korvosa
Most of the deities worshiped in Golarion have a presence in Korvosa through the Pantheon of Many temple (only Gorum, Lamashtu, and Rovagug are excluded). However, a few gods are particularly prominent in city life:
- Abadar — The most powerful faith in Korvosa, as he is the god of cities, wealth, and merchants, and serves as the patron deity of the city's guards and protectors. The Archbanker Darb Tuttle leads his church in the city.
- Pharasma — Goddess of fate, death, and prophecy, her cathedral dominates the Gray district and her priests tend to all of Korvosa's dead, keeping undead presence at an all-time low.
- Sarenrae — Goddess of the sun and healing, she is the preferred patron of many of Korvosa's common citizens.
- Shelyn — Goddess of beauty, art, and music, with a strong following among the city's artists.
- Asmodeus — God of tyranny and contracts, his church operates in Korvosa but treads carefully, staying just on the legal side of the law, with sacrifices provided only on a volunteer basis — his presence causes unease among many citizens.
- Desna — Goddess of dreams and stars, notable as the longtime patron deity of the Varisian people and the origin of the iconic starknife weapon.