There are many expressions of the metaverse. In WIZARDscape, it takes the form of a wheel that turns on an axis. The following text describes the Wheel-Axis cosmology in broad terms, and it expands on the descriptions of the cosmic planes from the D&D 4th Edition Dungeon Master's Guide (Wyatt, p. 160).
Wheel
The Wheel is what it is. It is the creation of gods and primordials. Above its surface, hanging at the utter ends of threads of dream stuff, are worlds, universes, and demi-planes. Of those who aware that such things exist, dreamlings refer to these dream bubbles as dreamlets, reveries, and chimeras. Upon the surface of the Wheel, vast expanses of hazardous terrain called the dreamlands are interspersed by regions of pure nightmare. This is the home plane of all creatures who are aware that they and the entire metaverse are merely the product of a supernal dream. Pockets of civilization spring up and die out all around the Wheel, but the size of the Wheel is such that great distances separate them.
Axis
The Axis protrudes invisibly from the center of the Wheel on both sides. The turning of the Wheel on its Axis is the sole source of oneiric power. This is the power which turns the Wheel, thus driving the metaverse itself. The location of the Axis is marked by the Obelisphere on one face of the Wheel and the Axispire on the other. These two cyclopean landmarks are discussed in a separate article.
Chaos (Elemental Chaos)
The primordials shaped the metaverse from the base elements into the form of the Wheel. The stuff of dream is most easily fashioned into earth, water, air, and fire. It is these elements that churn in Chaos on the opposite side of the Wheel. The Axispire rises high above the turbulent surface of Chaos.
The resolution of the following image is not adequate, but imagine the scene viewed from a closer vantage point: Roiling fires flare up and burn themselves out or flash over enormous swaths of a desolate surface. Crushing glaciers crawl across the landscape, erasing elements in their path and leaving, alternatively, floods and arctic desert in their wake. Enormous swaths of earth lurch in unrecognized patterns. Dune deserts of dust and sand and crumbling rock are pushed by steady winds of desication from constantly varying direction. Swifter currents of air, violent and unseen, swirl around the underside of the Wheel. Even on Satellite 6, whilst relaxing with a tall glass of Innerkeep beer on the terrace of the Blue Moon Space Tavern, patrons sometimes hear the faint or louder whoosh of a storm coming into existence or going out of it.
Innersea (Astral Sea)
Innersea surrounds the Axis. It shores upon the inside rim of the Wheel. The so-called sea manifests as a flat and brilliantly reflective plane that surrounds the Obelisphere. The surface of Innersea reflects the obelight and tells the current month of the eternis*. On the reverse side, the thin membrane is perfectly translucide to all light save the direct rays of the Obelisphere.
* Eternis is a synonym of ephemeris as eternal is an antonym of ephemeral.
Sea Around (Abyss)
The Sea Around is a sea of nothingness, a void that surrounds the Wheel. Only the turning of the Wheel prevents the Sea Around from engulfing the Wheel.
Faery (Feywild) & Loreshade (Shadowfell)
Faery is not only a bright reflection of the Wheel, it is also a reflection of the past. Loreshade is the shadow of the Wheel and a reflection of its final destruction following the End of Turns. Knowledge to prevent this nihilistic fate is thought to be hidden in this gloomy realm.In legends and myths, Faery was rather more closely aligned with the Wheel before the Dreamfall. Though they are rare, one may sometimes hear a grim tale of modern times that indicates otherwise. Since the Dreamfall, however, dreamlings are convinced that Loreshade has moved into dominance. Oneirologists study the history of contemporary stories and tales to determine the veracity of the conviction. Other than anecdotal, though, there is so far no compelling evidence either way.
Ether
Sometimes refered to as the Ethereal plane, this substance surrounds all other planes save the Abyss which it borders. Ether is what lies between the planes. A magical conduit wends its way throughout the Ether. This conduit is called the Tween and it is the principal means of travel across the vast expanses of the Wheel and between worlds. Tween travelers and masters of teleportation are wary not slip into the Ether during their voyages.
Edge (Far Realm)
The outer rim of the Wheel is called the Edge. It is generally assumed that the metaverse ends here. The Edge is the origin of aberrant creatures.
A cross-section of the Wheel showing the dreamlands, the planes of existence, and metaphysical landmarks.
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