Limbo (PWH)

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It's one thing to have to contend with evil, malicious fiends who want to deceive or even skewer a body at the end of a lance, fiery pits that consume all who come near, and icy realms that reach into a chilling eternity. It's another thing to visit a place where hot and cold become meaningless, where the senses become unreliable, and where even a basher's body dissolves into nothingness. Energy and matter combine into a single, seething mass of everything. This is Limbo, and until a cutter learns the dark of it, its sheer chaotic randomness'll make her wish she was on the Lower Planes facing a horde of fiends instead.
Once a body figures Limbo out, it's survivable. It almost makes a sort of sense in its lack of any logic or pattern (but don't tell a Xaositect that!). A planewalker has to learn to force Limbo to be what he wants it to be. Left alone, Limbo is everything at once- flame, wave, wind, rock, life, death, noise, silence—nothing and all-encompassing. Through conscious effort, intelligent visitors can stabilize a tiny sec- tion of Limbo's maelstrom around them, forming a cocoon of sanity that travels with them through the plane. Some folks—called anarchs—are innately better at this than other sods. These bloods have even formed a guild to promote their ser- vices in stabilizing Limbo's reality.
Limbo's inhabitants have two methods of dealing with the soup: Some become adept at mastering the chaos (like the transplanted githzerai), while others reject the need for any stabilized reality at all (like the native slaadi).
The githzerai have a number of cities in Limbo, built on stabilized ground. Within one of these cities, Shra'kt'lor (the largest of the githzerai towns, with over two million inhabitants), a githyanki mage operates a black market of sorts, supplied by his thefts of githzerai military goods. This perpetually disguised wizard offers fantastic weapons and items for very little jink. He's in it more to hurt his racial enemies, the githzerai, than to get rich. Those who don't mind stolen property can obtain completely barmy bargains here—if they can find the mage.
The slaadi homeland, called the Spawning Stone by some, lies deep within the chaos-stuff. Chant is a cutter who knows the dark can use the unique properties of the place to achieve immortality here. 'Course, that just could be the screed of some addle-cove rattling his bone-box. 
As a canny cutter might suspect, Limbo's soup plays havoc with spellcasting. Bashers familiar with wild magic recognize this place as its true home—fact is, all magic is wild here. Magical effects are always unpredictable, and sometimes bizarre backlashes, or wild surges, result. It takes a brave soul to travel to Limbo, and a braver one yet to cast spells here.
Deep within Limbo, the site of Pinwheel remains fairly stable without effort from some intelligent mind. Pinwheel's named for the way it spins through the chaotic energies of the plane with strands of jumbled matter whipping about its edges. This heavily forested "island" is fiJled with dangerous and powerful beasts. Nevertheless, Pinwheel remains an important spot to planewalkers, useful when a body's tired of stabilizing the chaos on her own and needs a bit of solid ground. Also, the roots of Yggdrasil reach into Limbo here, connecting the plane to the grand pathway of the World Ash.
Tarsheva Recommends: In Shra'kt'lor, a tavern for nongithzerai called Home Away From Home, run by a priestess of Lliira, provides a stark contrast to the harsh severity of the city—it's a nice, homey place.