The Swallowed City (GAP)

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The Swallowed City is yet another Astral location that's come about because of the plane's way of dragging things in from other planes. This was once a city on the Prime, or a portion of a city, that was sucked in when a new conduit was formed. The inhabitants of this city were a resourceful bunch of spivs who wouldn't allow themselves to see this as the end. Instead, they adapted to the Astral and adapted their city as well.
The buildings of the Swallowed City are tied or chained together with whatever was handy at the time in order to keep the city as a cohesive whole (not enough ground was taken with the burg to hold it all together). 
1. KINNIFAR KEEP. At the center of the burg is a small castle. The rest of the town radiates outward from this castle on ropes and chains. Only an addle-cove'd be surprised that the town's high-up, Alfred Kinnifar (Pr/♂ human/F8/LG), lives here. This old berk's been in charge of the place since it was drawn here and is the primary nail that holds the whole thing together. It's said that nobody sneezes in the Swallowed City without Lord Kinnifar assuring them it's all right to do so. He doesn't necessarily like folks' utter reliance on him, but he doesn't want to abandon them, either. 
2. XARBOR'S WAYWARD TAVERN. Folks call Xarbor's the "wayward" tavern because it dislodged itself somehow from its moorings, but got caught up in the tethers which hold some other buildings together. Xarbor (Pr/♂ human/O-level/N) himself always says, "Yep, she tried to get away, but she didn't quite make it, heh heh." The tavern's frequented by a number of astral travelers who - though they don't need to - are happy to partake of Xarbor's beverages. Even though his original stock ran out long ago, the barkeep has since worked out a deal with some planar traders to keep him well supplied. 
3. ASTRAI WARRIOR'S GUILDIIOUSE. This building is used as a headquarters by a group calling itself the Astral Warriors. The guild is aimed at mercenaries who operate throughout the Great Ring and wish to utilize the Astral as their base of operations. The guild draws travelers from every plane to the Swallowed City to hire their services. There are anywhere from 50 to 100 warriors dwelling here at any given time. 
4. MAGEHALL. It's no dark that wizards love the Astral - they're stronger there, and their spells work better; it's great. The guild that utilizes this hall is an attempt to organize the mages that come to the Astral for the long haul - that is, those wizards intending on spending a great deal of time here, or never leaving at all. Calling themselves simply the Mages, these wizards are interested in every aspect of a wizard's life. The Magehall has an impressive library, rooms for the members to rest, and even a supply of various components.
The guild is also interested, as a group, on working together to solve problems a wizard could run into on the Astral. For example, if a body cheats time by spending years on the Astral, her greatest fear becomes expulsion from the plane and having those years catch up. So, the guild is focused on ways to avoid the psychic wind, banishment spells, and other threats which can force a body off the Astral. 
Membership in the guild costs 1,000 gp plus 100 gp per year (which is determined by several planewalker members from Sigil). There are over 400 members, though only about 50 are ever in the Magehall at a time. 
5. JEVBESH. This githyanki is a pariah — he's rejected the ways of his folk, and he's given them the laugh for good. Now Jevbesh (Pl/♂ githyanki/F3/N) lives among the non-githyanki as a sage, specializing in lanning folks about the ways of his people. For a pretty piece of jink, Jevbesh'll give the chant on the githyanki, telling a berk anything he wants to know. 'Course, some folks say that Jevbesh tells them anything they want to hear and isn't interested in really providing accurate information. Others go so far as to claim that he's been sent by the githyanki to spread misinformation. There's such a thing as being too peery, though.