Limbo

There exists a plane where change is the only law, a realm of shifting elements and ever-colliding realities. Adventurers, welcome to Limbo. Here, the land beneath your feet may become air, fire, or water in an instant. One moment you stand on firm ground, and the next, you might find yourself adrift in an endless Void or submerged in a tempest of flame. Limbo is chaos incarnate, a place where no form or state holds true for long. It is a plane of flux, where the very essence of existence bends to the whims of thought.   But Limbo is not just a realm of random disorder. In the world of Rolara, it serves a unique role in the cycle of life and death. When a soul teeters on the edge of mortality, its Consciousness finds temporary refuge here. Suspended in a state of transition, it waits, adrift in the chaotic maelstrom until the Time comes for it to face judgment in the Afterlife.   The inhabitants of Limbo, from the disciplined Githzerai to the chaotic Slaadi, have learned to impose their will upon the unruly landscape. Where most see only madness, they carve out islands of stability, shaping the plane to their needs. But for those who are uninitiated, Limbo is a perilous place, where reality itself may shift beneath their feet, and danger may arise from any corner of this unpredictable realm.   Among these dangers, there are whispers of a long-forgotten Deity who still roams the endless chaos—Akkad, the Trickster. While his name has faded from the memory of mortals, his presence endures in Limbo, where his playful malice toys with those who wander too far into the shifting wilderness. Some say he delights in twisting thoughts into reality, warping the very fabric of the plane to lead travelers into traps of their own making. As ever in Rolara, nothing is as it seems, and in the land where change is the only constant, even gods can hide in plain sight, laughing at those who try to decipher their tricks.

Localized Phenomena

In Limbo, the plane's inherent nature of pure chaos and transitory existence manifests in unique localized phenomena that reflect its unpredictable spirit and the transience of Consciousness.  

The Elemental Chaos

One of the most striking phenomena in Limbo is the Elemental Chaos. Here, the four elements - earth, air, fire, and water - exist in a state of constant flux, colliding and merging in an endless dance of creation and destruction. One moment, a solid ground of earth might form beneath your feet, the next, it could dissolve into a sea of fire or a gust of wind. This Elemental Chaos is a testament to the plane's inherent unpredictability and the power of thought to shape reality.  

The Subjective Gravity

Another unique phenomenon in Limbo is the Subjective Gravity. In this plane, gravity is not a fixed force, but a subjective experience. Each individual can choose the direction of their personal gravity, allowing them to walk on walls, float in mid-air, or fall upwards. This Subjective Gravity is a reflection of the plane's chaotic nature and the power of will over physical laws.  

The Transitory Consciousness

Perhaps the most unique phenomenon in Limbo is the Transitory Consciousness. In the world of Rolara, when a soul is in the process of dying, its consciousness is transported to Limbo. Here, it exists in a state of transitory existence, suspended between life and death, until it faces judgment in the Afterlife. This Transitory Consciousness is a testament to the plane's role in the cycle of life and death and the transient nature of existence.  

The Islands of Stability

In the midst of the chaos, there exist Islands of Stability, areas where the chaos has been tamed and reality has been shaped according to the will of powerful beings. These islands, often the homes of Githzerai monasteries or slaadi breeding grounds, are a testament to the power of will and discipline in the face of chaos.   These localized phenomena are a testament to the ever-changing chaos and transitory consciousness of Limbo, a plane where thought shapes reality and death is but a doorway to the next stage of existence. As adventurers or Dungeon Masters, understanding these phenomena is key to navigating the plane and interacting with its inhabitants.  
Optional Rule: Power of the Mind
As an action, a creature on Limbo can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC.   A creature can also use an action to make an Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.   Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again.
Alignment
Chaotic Neutral
Type
Dimensional plane
Owner/Ruler

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