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While the distances between them vary, numerous locations in the Feywilde remain stable in their composition, held by the will of a powerful being, ancient magic, or other unknowable means. Below are the  sites most familiar to travelers from Golarion. 

Anophaeus, the First City: Often calling themselves the Children of the Twins, the citizens who make their homes within the telepathic cocoon of Imbrex’s cyclopean thoughts exult in the powers of their lord, building their modest towers and streets right over the feet and legs of their god-rulers. Imbrex doesn’t show any objection to this practice, or any concern at all for the ants that live and die in its shadow, save for the strange and pleasantly addictive dreams that it chooses to share with Anophaeus’s residents, as well as the occasional booming, telepathic command that brings all intelligent beings within range to their knees. 

The Crumbling Tower: Usually found far from the domains of the other Eldest, this jet-black tower is the domain of the Lost Prince. As befits its master’s mood, the tall, gothic spire pours forth a steady stream of detritus from its crumbling battlements, sometimes losing room-sized chunks of masonry, yet never quite managing to fall. This constant destruction is ameliorated to some extent by the efforts of the Lost Prince’s menagerie of minions, who show their fervent love and loyalty by keeping up the place as best they can. Of course, the magical nature of the tower itself causes the structure to discreetly regenerate at the same rate that it crumbles, making the servants’ efforts purely symbolic, but the residents of the Crumbling Tower have long since made peace with their strange home. 

The Evergrove: A pastoral forest hundreds of miles wide, the Evergrove is a fairy tale made life. Here fey of all sorts cavort between enormous trees, hedge-mazes of topiary animals, and the deep loam tunnels of the Blind Land, home to the fungus fey and entrance to vast networks of subterranean caverns. 

Godsarm: While it’s common knowledge that the living gods have long since abandoned the   Feywilde, the same can’t be said for dead ones, and the corpses of long-forgotten deities still dot the face of the   Feywilde, infusing the terrain around them with their magic and even traces of consciousness. The quaint gnome village of Godsarm is a prime example. Nestled in the valley between the immense corpse’s arm and torso, the gnomes believe their unidentified patron to have been a god of creativity who continues to grant strokes of genius to his residents even in death. Though many of the gnomes live in modest cottages ascending the slopes of stony flesh, others bore deep into the chest cavity, creating grand halls and circumspectly searching for the legendary heartstone. 

The Hanging Bower: Located deep within the Silkwood, the Hanging Bower is precisely what its name implies: a sensual palace of boudoirs and feast halls, all hanging from the forest canopy on ropes of silk woven by the forest’s monstrous spiders. Even the floors of these floating chambers are made of silk stretched taut enough to support the weight of dozens of courtesans, and in this diaphanous strength lies a metaphor for the Green Mother herself. Within the curtained and lantern-lit twilight of her forest home, the Mother calls the dance as she sees fit, and any of the revelers and lovers foolish enough to question her purred desires are likely to end up consumed by her attendants. 

Hollow Hall: This gargantuan tree stump has been hollowed out and now hosts one of the biggest parties in the   Feywilde. Walkways corkscrew up the sides of the stump’s caldera, offering balconies with views of the festivities below. Tunnels into the root network provide even more rooms, but the central floor of the hollow is the primary attraction, for here satyrs and their admirers dance and feast in a never-ending orgy of music and wine. 

The House of Eternity: High in the mountains rises the lonely fortress of Shyka the Many. A conglomeration of impossibly narrow spires, Shyka’s mountain castle is accessible only from the air or via a narrow, winding staircase. Like Shyka himself, the House of Eternity has a set position in space, but none in time, and its architecture shifts constantly to reflect its various incarnations. Karaphas the Drowned: All the seas of the   Feywilde may belong to Ragadahn, but Karaphas is his capital. A sunken city of soaring bridges and domes, Karaphas predates even Ragadahn himself, its original, non-humanoid inhabitants long since departed. The city gleams like a jewel in its dark ocean trench, lit by globes of eerie light. Though the ocean has reclaimed much of sleeping Karaphas, and its chambers are filled with scuttling crab-things larger than men, Ragadahn permits no visitors to enter its buildings, and those who know the linnorm best whisper that he still searches for something within the flooded chambers. 

The Palace of Seasons: In the middle of a trackless desert, this onion-domed structure rises like a mirage out of the sand, with no path leading to its golden gate. Here Ng the Hooded watches over the carefully bottled labels and samples of all those seasons that never saw implementation on the Material Plane, such as the Season of Growth and Death, the Season of Mist, the Season of Dreams and Ancestors, and the Season of Carnivorous Light. Palenhyr, City of Faith: Palenhyr is a bazaar of tents, shanties, and most of all churches. Shrines big and small, some magnificent and others built out of trash, all clog the nexus of the   Feywilde’s few faithful. Dozens of cults of gods both real and imagined mix and war in the narrow alleys of the city, seeking expansion of their marginalized cults. Of late, several of the more powerful sects have secretly begun work on the Apostolic Engine, a magical item designed to draw a deity back into the   Feywilde and bind it there, forcing it to embrace the fey faithful. 

The Quickening: If the   Feywilde represents change, than the Quickening is its defining location. Creatures that pass within its rippling boundary find themselves in nature’s crucible, evolving in unexpected directions at a furious rate. Limbs and tails sprout and wither, heads enlarge and split, and feet grow roots. Even when protected by strong magic, most visitors can only manage a few hours without changing permanently beyond all recognition. Young fey sometimes dare each other beyond the barrier, sporting the unpredictable modifications like badges of honor, but wiser heads give the region a wide berth, lest they become the plantlike mounds or fell beasts seen wandering through the landscape, seemingly worshiping the mysterious pillar barely visible at the region’s center. 

The Riddled Sphere: Just as powerful individuals can warp the landscape of the   Feywilde, so can powerful artifacts. The dungeon complex called the Riddled Sphere is rumored to have formed around an artifact known as the Archetype like a pearl around a grain of sand. A mile in diameter, this sphere of black stone sits lightly on the ground, barely bending the grass beneath it, its surface broken by dozens of doors, archways, and fissures. Within the sphere, a three-dimensional network of rooms and passageways honeycombs the rock, constantly shifting and guarding the item at its center. Exactly what the Archetype is remains anyone’s guess—some say it’s a small-scale model of the Material Plane, through which the bearer can bend or shape that realm, others that it’s a key to Abadar’s First Vault. Regardless, countless treasure-hunters have ventured into the sphere, returning in frustration or disappearing altogether when the door through which they entered closes. In the meantime, the Riddled Sphere continues to wander slowly on its own errands. 

Riftwood: Also known as The Bottomless Grove, The Forest Well, or simply The Deep Woods, this forest appears strangely uniform from beyond its borders, with all treetops coming to roughly the same level. As travelers move farther into the woods from any side, they find the ground sloping downward, and the trees getting steadily thicker and taller. Before long the slope becomes exponential, and all creatures making their homes in the deep Riftwood do so in the canopy, brachiating, gliding, or creating villages of ropes and bridges. Those explorers who dare seek ground in the forest’s heart are forced to descend carefully down trunks hundreds of feet thick, some of which bear ancient carved steps. Ulas, the Mountain That Walks: Though many mountains shift positions with the warping of the   Feywilde, Great Ulas takes an active role. Massing as much as any Material Plane volcano, the bulk of Great Ulas lifts itself just inches off the ground on an uncountable number of tiny, writhing green tentacles, propelling itself across the landscape with the speed of a walking man and crushing all in its path. Worshiped by primitive tribes of brownies, redcaps, and warrior nymphs that reside on its slopes, Ulas might be counted as one of the Tane save for the fact that its wanderings don’t appear malicious, and its residents see it as both a parent to be obeyed and a child to be comforted. Those who’ve cut through the rocks and trees that cover Ulas report that its flesh bleeds gray, and the mountain itself keens with despair—at least until its “children” descend on the attackers. 

Witchmarket: The Witchmarket is a roving caravan of merchants and hucksters that migrates between breaches and portals to the Material Plane, setting up shop nearby in hopes of peddling its wares to foreigners. While much of the business is legitimate, the currency of the   Feywilde is strange, and a warrior seeking magic arms might pay a year of his life, a kiss, a drop of blood, all his childhood memories—or just the shiny buttons off of his coat. The wares offered are equally varied, and range from love potions and magic beans to an entire shop of items pulled from the buyer’s memory (such as perfect replicas of childhood toys or lost magic items). The Witchmarket is run by Aggys, the Crone in the Cart, an impossibly old woman with the ability to look into the future and provide customers with what they need most—at dangerously steep prices.

Goblin Market

The Labrynth

Aundair/ Shinaelestra Court of Summer and Fairhaven 

Shadow Marches Court of Goblins


Elden Reaches Court of Spring and Greenheart

Mithrendain, Home of the Autumn Court  and Galythspire




Karrnath Court of Winter and Rekkenmark

Mror Holds Court of Earth


Eldeen Court of Water

Talenta Plains Court of Centaurs


Shadow Lands Court of the Unseelie

Astrazalian, the City of Starlight 

Brokenstone Vale 



Mag Tureah 

Maze of Fathaghn 

The Murkendraw 

Nachtur, the Goblin Kingdom

Senaliesse, the Fading City 

Vor Thomil