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Plane (Dungeons & Dragons)

The planes of the Dungeons & Dragons roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various official cosmologies over the course of the different editions of the game; these cosmologies describe the structure of the standard Dungeons & Dragons multiverse.

The concept of the Inner, Ethereal, Prime Material, Astral, and Outer Planes was introduced in the earliest versions of Dungeons & Dragons; at the time there were only four Inner Planes and no set number of Outer Planes. This later evolved into what became known as the Great Wheel cosmology. The 4th Edition of the game shifted to the World Axis cosmology. The 5th Edition brought back a new version of the Great Wheel cosmology which includes aspects of World Axis model.

In addition, some Dungeons & Dragons settings have cosmologies that are very different from the "standard" ones discussed here. For example, the Eberron setting has only thirteen planes, all of which are unique to Eberron.

Publication history
The cosmology of the planes was presented for the first time, as part of the Great Wheel of Planes, in Volume 1, Number 8 of The Dragon, released July 1977. In the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", Gary Gygax mentions that there are 16 Outer Planes. The "Basic edition" of D&D had a separate, though similar, cosmology from that of its contemporary AD&D game, which is a more open planar system that is less regulated than that of its counterpart.

The planes were further "refined in the Players Handbook (1978) and Deities & Demigods (1980)". The appendix of the Player's Handbook included an abstract diagram of the planes, and mentioned the same 16 Outer Planes. Shannon Appelcline, the author of Designers & Dragons, highlighted that throughout the early 1980s Dragon magazine would continue to detail "some of the planes in more depth", however, "there was no overarching plan for the planes of D&D other than a few increasingly old drawings". The multiverse of the Basic D&D game was expanded with the D&D Immortals Rules (1986) set. The Astral Plane runs through and links the rest of the Multiverse. Plane can range in size from the tiniest Attoplane (1/3 inch long), to the Standard Plane (.085 light-years long), up to the Terraplane (851 billion light years long), with stars and planets scaled to match the size of the plane.

Both Appelcline and Curtis D. Carbonell, in his book the Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic, highlighted that information on the planes and the shared cosmology was codified in the Manual of the Planes (1987) and Tales of the Outer Planes (1988). Carbonell wrote that project leader and designer Jeff Grubb detailed "the schematization of the planes' requisite five area: the Prime Material, the Ethereal, the Astral, the Inner, and the Outer planes. This basic structure is still used in 5e, with some changes that provide minor rearrangements and clarifications [...]. Grubb's approach demonstrated a need to codify, while still remaining flexible, that has remained as a primary aim of the latest edition".

Carbonell also highlighted that the 1989 Spelljammer campaign setting added cosmology that "allowed travel between the different settings" such as Dragonlance, Greyhawk, and the Forgotten Realms. However, campaign settings such as Dark Sun and Ravenloft were inaccessible in this cosmology. Then in 1993, TSR wanted to do a series of books about the Outer Planes which Zeb Cook said led to the creation of the Planescape campaign setting released in 1994. This campaign setting provided a framework to create adventures across the planes with the city of Sigil acting as a hometown and starting point for players. Carbonell called this setting "the most complex example of the multiverse created during the varieties of 2e's AD&D settings" and wrote: "A more nuanced and sophisticated attempt at harmonization, Planescape provided an alternate way to travel between the planes than Spelljammer's science-fantasy-oriented approach". The 3rd edition Manual of the Planes (2001) detailed both the inner and outer planes. Kevin Kulp, for DMs Guild, wrote that "the authors used an approach that said 'here's how it's been done in the past, and here are other ways you can do it,' which allowed the book to avoid setting planar mechanics in stone. Instead it gave DMs a modular approach by presenting Options, a flexible strategy that pleased both 1e and Planescape fans. Vast amounts of new ideas and new locations were presented, dovetailing nicely with canon from earlier editions".

The 4th edition shifted the locations of the various planes to fit the new World Axis cosmology and added the Parallel Planes of the Feywild and the Shadowfell to the game; many of the changes were detailed in that edition's Manual of the Planes (2008). However, the 5th edition Player's Handbook (2014) and Dungeon Master's Guide (2014) shifted most of the cosmology of the planes back to the Great Wheel model with some aspects of the World Axis model retained in the descriptions of the inner planes.

Great Wheel cosmology

The cosmology outlined in the Great Wheel model contains sixteen Outer Planes which are arranged in a ring of sixteen planes with the Good-aligned planes (or Upper Planes) at the top, and the Evil-aligned planes (or Lower Planes) at the bottom. Depictions usually display the Lawful planes (or Planes of Law) to the left, and the Chaotic planes (or Planes of Chaos) to the right. Between all of these sit the Neutral planes, or the Planes of Conflict. The center contains the Inner and Material Planes.

One further plane sits in the center of the ring, the Outlands, being neutral in alignment. At the center of the Outlands is a Spire of infinite height; the city of Sigil floats above the Spire's pinnacle.

Many Outer Planes were renamed in Advanced Dungeons & Dragons 2nd Edition in the Planescape campaign setting, released in 1994. In the 3rd Edition Manual of the Planes (2001), the old and new names were combined, the Demiplane of Shadow was promoted to the Plane of Shadow, the Prime Material Plane was shortened to the Material Plane, and it was stated that each Material Plane is connected to its own unique Ethereal Plane.

The cosmology is usually presented as a series of concentric circles, with alternating spatial and transitive planes; from the center outwards, they are ordered as follows: Inner, Ethereal, Material, Astral, Outer Planes, and the Far Realm. The Shadow Plane and the Dimension of Time, if they are included, are separate from the others, and usually represented as being connected to the Material Plane. Demiplanes, although most commonly connected to the Ethereal Plane, can be found attached to any plane. All planes, save the demiplanes, are infinite in extent.

Planes may border (be coterminous) or may be coexistent. In particular, the Ethereal and Shadow planes are coexistent with the Material Plane. In effect, the "boundary" between the two extends through all of space. Thus a ghost in Dungeons & Dragons, which is an ethereal creature, has a location on the Material Plane when it is near the border of the Material and Ethereal planes. It can "manifest" itself into the Material, and force attacks launched from the Material can hit it.

Inner Planes
The Inner Planes are made up of elemental matter and forces. They consist of the Elemental Planes of air, earth, fire and water, and the Energy Planes. Some descriptions also contain the Para-elemental (magma, ice, etc.) and Quasi-elemental planes (lightning, dust, etc.) linking them. The energy planes are the Positive Material Plane and Negative Material Plane.

In his review of the Planescape Campaign Setting boxed set, Gene Alloway felt that the set would provide players with a good sense of "the sheer force of nature that drives all the Inner Planes. The Inner Planes don't have anything against you—they're hard on everyone." Backstab magazine reviewers Lord Winfield and Kaneda found the Inner Planes among the places in the Planescape setting least visited by player characters, which do not lend themselves to a prolonged stay.

While the 5th Edition returned to the Great Wheel model, the Inner Planes detailed in that edition "retain aspects" of the 4th Edition World Axis model: "The four elemental planes are back, but they remain tightly integrated with the material plane as its creative foundation. The paraelemental planes have also returned for the first time since Planescape, but they have more evocative names. The Plane of Ash is known as the Great Conflagration, the Plane of Ice is the Frostfell, the Plane of Magma is the Fountains of Creation, and the Plane of Ooze is the Swamp of Oblivion. Additionally, the Elemental Chaos is the churning realm within which the Inner Planes are held". Screen Rant highlighted that the parts of the Inner Planes closest to the Material Plane will seem the most familiar to adventurers with features such as humanoid inhabitants and cities. However, the further adventurers venture "out into the Inner Planes, things become less familiar. Each plane starts to resemble its purest form, making it harder to travel without powerful magical spells that protect the party from the environment. If a traveler goes far enough, they will reach the Elemental Chaos, where the boundaries of the Inner Planes start to break down – and where some truly alien monsters exist".

Material Planes
The Material Planes are worlds that balance between the philosophical forces of the Outer Planes and the physical forces of the Inner Planes—these are the standard worlds of fantasy RPG campaigns. The Prime Material Plane is where the more 'normal' worlds exist, many of which resemble Earth. The 2nd edition Dungeon Master's Guide states there are several Prime Material Planes, but several other 2nd edition products say there is only one Prime Material Plane rather than several.

Introduced in the Spelljammer setting, the Phlogiston is a part of the Material plane. It is a highly flammable gaseous medium in which crystal spheres holding various Prime Material solar systems float, traversable by Spelljammer ships.

The Feywild and the Shadowfell, the Parallel Planes introduced in the 4th Edition World Axis model, were incorporated into the 5th Edition version of the Great Wheel model. In 2015, D&D Creative Director Chris Perkins stated that 4th Edition sourcebooks on these planes were the best source of information for the 5th Edition. The adventure module The Wild Beyond the Witchlight (2021) is the first in-depth 5th Edition exploration of the Feywild and builds on the description included in the 5th Edition Dungeon Master's Guide (2014).

Outer Planes
Alignment-based planes. The home of gods, dead souls, and raw philosophy and belief.

Transitive planes
The transitive planes connect the other planes and generally contain little, if any, solid matter or native life.

Astral Plane
The Astral Plane is the plane of thought, memory, and psychic energy; it is where gods go when they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid matter. The Astral Plane is unique in that it is infinitesimal instead of infinite; there is no space or time here, though both catch up with beings when they leave. The souls of the newly dead from the Prime Material Plane pass through here on their way to the afterlife or Outer Planes.

The most common feature of the Astral Plane is the silver cords of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin.

A god-isle is the immense petrified remains of a dead god that float on the Astral Plane, where githyanki and others often mine them for minerals and build communities on their stony surfaces. Tu'narath, the capital city of the githyanki, is built on the petrified corpse of a dead god known only as "The One in the Void". God-isles often have unusual effects on those nearby, including causing strange dreams of things that happened to the god when it was alive. God-isles are also the only locations on the Astral Plane that are known to possess gravity or normal time flows.

Part of Baldur's Gate II: Shadows of Amn takes place on the Astral Plane.

Trenton Webb for Arcane magazine comments that A Guide to the Astral Plane "breathes life into what had hitherto been little more than a planar motorway. Essentially infinite and filled with few 'solid locations' or indigenous species, the Astral Plane should by rights be a dull place. Yet with some deft imaginative touches and sleight of logic, the guide transforms this dead zone into a wonderfully different 'world'." He adds that "By expanding the accepted 'physics' of the Astral plane and applying classic Planescape thinking, the Silver Void is made solid and comprehensible."

Ethereal Plane
The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and the Deep Ethereal plane which acts as the incubator to many potential demiplanes and other proto-magical realms. From a Border Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane. Many demiplanes, such as that which houses the Ravenloft setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here. Unlike the Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane.

In the 3rd Edition, each Material Plane is attached to its own unique Ethereal Plane; use of the Deep Ethereal connecting these Ethereal Planes together is an optional rule.

Plane of Shadow
A fictional plane of existence in Dungeons & Dragons, under the standard planar cosmology. A dimly lit dimension that is both conterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also conterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities. It is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. The Plane of Shadow is replaced by the Shadowfell in the 5th Edition.

In first edition AD&D, the Plane of Shadow was the largest Demi-Plane of the Ethereal Plane.

Mirror planes
Mirror planes were introduced in the Third Edition Manual of the Planes as an optional group of transitive planes. They are small planes that each connect to a group of mirrors that can be located in any other planes throughout the multiverse. A mirror plane takes the form of a long, winding corridor with the mirrors it attaches to hanging like windows along the walls. Mirror planes allow quick travel between the various mirrors that are linked to each, but each plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay their real self to take their place. All mirrors connect to a mirror plane, though each mirror plane usually has only five to twenty mirrors connecting to it.

Temporal Plane
The Plane of Time was known as the Temporal Prime in the 1995 book Chronomancer. It is a plane where physical travel can result in time travel.

In 3rd edition products, some of the detail of Temporal Prime became incorporated into the "Temporal Energy Plane" mentioned in the 3rd edition Manual of the Planes. Dragon Magazine No. 353 associates it also with the "Demiplane of Time" that has appeared in various forms since 1st edition.

Demiplanes
Demiplanes are minor planes, most of which are artificial. They are commonly created by demigods and extremely powerful wizards and psions. Naturally-occurring demiplanes are rare; most such demiplanes are actually fragments of other planes that have somehow split off from their parent plane. Demiplanes are often constructed to resemble the Material Plane, though a few—mostly those created by non-humans—are quite alien. Genesis, a 9th level arcane spell or psionic power, and the 9th-level arcane spell Demiplane Seed are among the few printed methods for a player character to create a demiplane.

Among the most notable of demiplanes is the Demiplane of Dread, the setting of Ravenloft.

Neth
Neth, the Demiplane That Lives, was first presented in A Guide to the Ethereal Plane, a sourcebook for the Planescape setting of AD&D Second Edition. It is a living, sentient plane of finite size that has an immense curiosity. The only access Neth has to the rest of the multiverse is through a single metallic, peach-colored pool on the Astral Plane. Those who look into the pool from the Astral Plane might notice a huge eye flash into focus on its surface, which quickly fades. The only thing native to Neth is the plane itself. Neth creates humanoid subunits of itself called Neth's Children, sometimes for specific short-term purposes before reabsorbing them. At Neth's center is a thick knot of membrane at least a mile across where all the folds come together. This serves as Neth's brain. Other parts of the membrane also serve specific functions, which include areas where the membrane can be easily deformed for communication, encapsulation, and budding Neth's Children.

The Visage Wall is an area of Neth's membrane where Neth communicates with visitors. It contains thousands of head-shaped bumps that resemble the likenesses of those previously absorbed by Neth. Neth speaks to its visitors from about five or six of the heads simultaneously, questioning them to learn more of the outside universe. Sometimes, Neth will choose to encapsulate its visitors. Two folds of membrane will come together and ensnare and seal off the victims. Neth will then flood the compartment with either preservative or absorptive fluid. The preservative fluid will put the victim in temporal stasis, and the victim can be revived if the fluid is drained away. If the compartment is flooded with absorptive fluid, the victim will dissolve and be absorbed into Neth itself, including the victim's memories.

Gravity on Neth is the same strength as that on the material world; however, Neth chooses the direction of gravity's pull and may change it at will. Time is normal on Neth. Neth can move its interior membrane at will, creating or destroying fluid-filled spaces.

Far Realm
The Far Realm is an alien dimension of cosmic horror. It is the home plane for many aberrations and strange monsters.

The Far Realm's mix of horror, madness, and strange geometries was largely inspired by the work of American writer H. P. Lovecraft. It is particularly inspired by Lovecraft stories like "Through the Gates of the Silver Key". It was created by Bruce Cordell, and introduced in the Second Edition Advanced Dungeons & Dragons adventure module The Gates of Firestorm Peak (1996). James Jacobs later called Cordell's work an "adventure with a distinctly Lovecraftian feel", noting that "Deep inside Firestorm Peak lies a portal to an insidious region beyond sanity and light known only as the Far Realm, and the unknowable but hostile entities of this hideous region prepare to pass through into the world." The adventure featured a magical portal that produced creatures and energies from the Far Realm.

In Third Edition, the Far Realm was incorporated into the Realm of Xoriat in the Eberron campaign setting. In Fourth Edition, the Far Realms were included in the new cosmology design of Dungeons & Dragons. In this edition, members of the Warlock class can forge a pact (called the Starpact) with the entities from or near the Far Realm to gain power. The Far Realm's association with the new setting has been detailed in various supplements. The Far Realm contains an infinite number of layers, these layers range from inches thick to miles, and it is often possible to perceive multiple layers simultaneously. These layers can grow, spawn further layers, breathe and possibly die. The Far Realm is home to many powerful and unspeakable beings ripped from the nightmares of the darkest minds of the waking world, beings so unfathomable that their very existence is a perversion of reality itself. These beings are governed by lords of unimaginable power and knowledge completely alien. The Far Realm is a plane far outside the others and often not included in the standard cosmology. It is sometimes referred to simply as "Outside", because in many cosmologies it is literally outside reality as mortals understand it.

Plane of Dreams
The Plane of Dreams is a plane far outside the others and often not included in the standard cosmology. As its name suggests, all true dreams take place on the Plane of Dreams.

The World Axis cosmology
4th edition uses a simplified default cosmology with only six major planes, each of which has a corresponding creature origin. The Astral Sea, Elemental Chaos, Feywild and Shadowfell are covered extensively in the Manual of the Planes, while the Far Realm and Sigil are covered briefly. Supplemental sourcebooks relating to the Elemental Chaos (The Plane Below) and the Astral Sea (The Plane Above) were released in 2009 and 2010, respectively. The Ethereal Plane has been removed entirely.

Fundamental Planes
The fundamental planes are two vast expanses from which the other planes were formed. It was the conflict between the inhabitants of each fundamental plane that constituted the Dawn War. The two Fundamental Planes are theoretically infinite; it is implied that if one departs the world of one campaign setting and sets out through either the Astral Sea or the Elemental Chaos, they will eventually reach the worlds of other campaign settings.

The Astral Sea
The Astral Sea corresponds to the Astral Plane of earlier editions. The Astral Dominions, counterparts to the Outer Planes of earlier editions, are planes which float within the Astral Sea. The majority of the gods dwell in Astral Dominions. The Astral Sea itself is spacially infinite, but the Astral Dominions are all finite. Creatures native to or connected with the Astral Sea (such as angels and devils) generally have the immortal origin. The plane is described in The Plane Above: Secrets of the Astral Sea, released in 2010. In the Forgotten Realms setting, the Astral Sea was formed from the collapse of the Outer Planes into the Astral Plane after Mystra's murder, while in Eberron, the Astral Sea is equated with Siberys, the Dragon Above.

 * Astral Dominions in the Points of Light setting
 * Arvandor, the Verdant Isles: A realm of nature, beauty and magic similar to the Feywild. Home to Corellon and (sometimes) Sehanine.
 * Baator, the Nine Hells: A place of sin and tyranny, a world of continent-sized caverns. Home to Asmodeus.
 * Celestia, the Radiant Throne: A great mountain that drifts in a world of silver mists. Home to Bahamut, Moradin and, sometimes, Kord.
 * Chernoggar, the Iron Fortress: The rust-pitted iron castle, where mighty warriors fight and die endlessly. Home to Bane and Gruumsh.
 * Hestavar, the Bright City: a luminous metropolis which floats above sandy beaches and crystal-clear lagoons, the center of astral civilization. Home to Erathis, Ioun and Pelor.
 * Kalandurren, the Darkened Pillars: A dominion that plays host to demons. It belonged to the god Amoth before he was killed by the demon lords Orcus and Demogorgon.
 * Pandemonium: The former dominion of Tharizdun. The tower of the lich god Vecna is said to be hidden within it.
 * Shom, the White Desert: The former dominion of the mysterious God of the Word. Astral giants loyal to the goddess Erathis fight for control of it.
 * Tytherion, the Endless Night: A dark, arid wilderness where serpents and dragons lurk. Home to Zehir and Tiamat.

The Elemental Chaos
The Elemental Chaos corresponds to the Inner Planes of earlier editions (excluding the Positive and Negative Energy Planes), also containing some aspects of Limbo. The Elemental Chaos contains Elemental Realms, which are themselves planes; the Abyss is one such realm. The only god who dwells in the Elemental Chaos is Lolth, who resides on the 66th layer of the Abyss. The Elemental Chaos is spacially infinite, the Elemental Realms are not. Creatures native to or connected with the Elemental Chaos (including demons) generally have the elemental origin. The plane is described in The Plane Below: Secrets of the Elemental Chaos, released in 2010. In the Forgotten Realms setting, the Elemental Chaos was formed from the collapse of the Inner Planes after Mystra's murder, while in Eberron, the Elemental Chaos is equated with Khyber, the Dragon Below.

 * Locations within the Elemental Chaos
 * The Abyss: A place of utter evil and corruption, the result of a mad god's attempt to control the whole cosmos. Lolth's home, the Demonweb Pits, can also be found here.
 * The City of Brass: The efreeti capital and a major hub of planar trade and travel, the "infamous", "fabled", and "ominous" "geometrical City of Brass" was featured on the cover of the 1st edition Advanced Dungeons & Dragons Dungeon Master's Guide (1979) and "finally laid out in detail" for the Al-Qadim setting in 1993, both depictions by David Sutherland.
 * The Keening Delve
 * The Ninth Bastion
 * Zerthadlun

The World
The equivalent to the Prime Material Plane or Material Plane of earlier editions. This plane lacks a formal name and is most often referred to as the World, although titles such as the Middle World and the First Work were also presented in Manual of the Planes. Creatures native to the world generally have the natural origin. The gods Avandra, Melora and Torog have their homes in the World. The god Vecna wanders the whole cosmos (Sehanine is prone to doing this as well). In the Forgotten Realms setting, the world is named Toril (there is another, inaccessible world called Abeir), while in Eberron, the world is equated with Eberron, the Dragon Between.

The Feywild
One of the two parallel planes, the Feywild is a more extreme and magical reflection of the world with some thematic links to the Positive Energy Plane and the Plane of Faerie of earlier editions and settings. Creatures native to or connected with the Feywild (such as elves and gnomes) generally have the fey origin. According to the 4th edition Manual of the Planes, this plane has some sort of unspecified connection to Arvandor, and is suspected that the Dominion of Corellon can be reached by here. Important locales within the Feywild are known as Fey Demesnes. Additional details on the Feywild were included in the 4th edition supplement Heroes of the Feywild (2011) which added storytelling and mechanics themed around the Feywild. The Feywild was next explored in-depth in the 5th adventure module The Wild Beyond the Witchlight (2021) and the corresponding Domains of Delight (2021) supplement (an official PDF by Wizards of the Coast released on the Dungeon Masters Guild). The 5th edition added the concept of Domains of Delight similar to Ravenloft's Domains of Dread; each domain is ruled by an Archfey who can shape their region via their will. Chris Perkins, Dungeons & Dragons Principal Story Designer, explained that "the Feywild is described in the fifth edition Dungeon Master’s Guide, which builds on material from earlier editions. The Wild Beyond the Witchlight used the DMG’s description as a starting point and expanded from there. The concept of archfey – powerful Fey creatures who carve out domains for themselves – dates back to earlier editions, but this is the first time we’ve given these domains a name".

In the Forgotten Realms setting, the Feywild is also known as the Plane of Faerie and has come into alignment with Toril after countless millennia of drifting away, while in Eberron, the Feywild is equated with Thelanis, formerly known as the Faerie Court.

SyFy Wire highlighted that "traditionally, the Feywild is an alternate plane of existence that mirrors and overlaps the material world. It's a place of perpetual twilight that's full of both enticing beauty and terrible dangers. Time works differently inside the Feywild, and those who leave may find what they thought was a brief venture instead lasted years — assuming they're even able to leave at all. In short, it's a good place for a magical and eerie adventure".

• Astrazalian, the City of Starlight
 * Locations within the Feywild

• Brokenstone Vale

• Cendriane

• The Feydark (Underdark of the Feywild)

• Harrowhame

• The Isle of Dread

• Mag Tureah

• Maze of Fathaghn

• Mithrendain, the Autumn City

• The Murkendraw

• Nachtur, the Goblin Kingdom

• Senaliesse

• Shinaelestra, the Fading City

• Vor Thomil

The Shadowfell
The Shadowfell is a type of underworld, and the thematic successor to the Negative Energy Plane and Plane of Shadow from earlier editions. The Raven Queen makes her home here rather than the Astral Sea. It also incorporates the Domains of Dread, areas created by the shadows cast by great tragedies in the world. CBR highlighted that "if the Feywild is the Prime Material's dream reflection, the Shadowfell is a mirror of its darkness, drawing from the shadows and gloom in a way that makes it impossible to forget that, where there is light and life, there is also darkness and decay. [...] Home to numerous species, the most prominent entities who dwell in the Shadowfell are mysterious undead beings called shadows. Shadow dragons and shadow mastiffs can also be found there, along with a host of dark, terrifying creatures like wraiths, spectres, darkweavers and shadow demons. There are also a number of humanoid natives, including gnomes, humans, halflings and beings known as Shadar-Kai".

The plane is described in the boxed set The Shadowfell: Gloomwrought and Beyond, released in 2011. In the Forgotten Realms setting, the Shadowfell was formed from what was left of the Plane of Shadow after Mystra's murder, while in Eberron, the Shadowfell is equated with Dolurrh, the realm of the dead. • Gloomwrought, the City of Midnight
 * Locations within the Shadowfell

• Letherna, Realm of the Raven Queen

• The House of Black Lanterns

• Moil, the City That Waits

• Nightwyrm Fortress

• The Plain of Sighing Stones

• The Shadowdark (Underdark of the Shadowfell)

Demiplanes
Demiplanes are relatively small planes which are not part of larger planes. The most prominent demiplane is Sigil, the City of Doors, which is largely unchanged from earlier editions.

Anomalous planes
Anomalous planes are planes which do not fit into other categories. The most prominent of these planes are the Realm of Dreams, which can be reached via the Astral Sea, and the Far Realm, which breaks through into the remote parts of the Astral and the world.

The Far Realm
An anomalous plane, the Far Realm is a bizarre, maddening plane said to be composed of thin layers filled with strange liquids – at least, that is what the most coherent descriptions say, for though some escape the Far Realm with their lives, most do not do so with their sanity. Visitors to the Far Realm can only exist in one layer at a time, but large Far Realm natives can exist in multiple layers at once. Creatures native to or connected with the Far Realm generally have the aberrant origin. The Far Realm was originally sealed off from reality by a crystalline structure known as the Living Gate, which lay at the top of the Astral Sea. The Living Gate awoke and opened during the Dawn War between the gods and primordials, and was destroyed in the same war, thus enabling freer transit between the planes than should be allowed. Classic creatures such as aboleths, beholders, and mind flayers originate in the Far Realm. Distant stars have been driven mad by proximity to the Far Realm, resulting in the abominations known as starspawn. Natural humanoids tainted by the Far Realm are known as foulspawn. The Far Realm is occasionally referred to as "Outside", because it seems to exist outside of reality as defined by the world, the fundamental planes and the parallel planes.

In Eberron, the Far Realm is equated with Xoriat, the Realm of Madness.

Other fictional interpretations
Within the context of the game, there are many theories of the organization of the planes. For instance, in some lands it is believed that there are multiple Prime Material planes, rather than one containing all the worlds or planets. In these lands the Ethereal planes are believed to surround each Prime Material plane.

Additionally, other Dungeons & Dragons cosmologies were developed after Greyhawk for various other campaign settings, however, "they would be subsumed under 5e's umbrella concept of the multiverse".

Dark Sun cosmology
One of the hallmarks of the Dark Sun setting was Athas' cosmological isolation, something that broke with the rest of the canonical Dungeons & Dragon's universe. Many of Dark Sun 's AD&D contemporaries are accessible via planar travel or spelljamming, but Athas, with very few exceptions, is entirely cut off from the rest of the universe. While it retains its connections to the Inner Planes, access to the Transitive Planes and Outer Planes is nearly impossible. The reason for the cosmological isolation is never fully explained.

Eberron cosmology
The Eberron cosmology, used in the original Eberron campaign setting, contained thirteen Outer Planes in 3rd edition, and gained at least two for 4th edition under the new cosmology. They exhibit traits similar to those of the standard D&D cosmology but also some (Irian, Mabar, Fernia, and Risia) appear more like Inner Planes. The cosmology was unique in that the Outer Planes orbited around Eberron through the Astral plane. As they orbited, their overlap with the material plane changed and access to those planes became easier or restricted.

Forgotten Realms cosmology
The Forgotten Realms cosmology was originally the same as that of a standard Dungeons & Dragons campaign. The cosmology for the 3rd edition of D&D was altered substantially so that it contained twenty-six Outer Planes, arranged in a tree-like structure around the central 'trunk' of the material plane of Toril. Unlike the Outer Planes of the standard D&D cosmology which were heavily alignment-based, the Outer Planes of the Forgotten Realms cosmology were faith-based.

The planes of the Forgotten Realms were retooled in the 4th Edition to match the new default cosmology, with many of the planes or realms being relocated to the Astral Sea, and a handful now located in the Elemental Chaos. Appelcline highlighted that the 4th Edition World Axis model "had actually originated with the Forgotten Realms, which was planning a view of the heavens as early as 2005 or 2006. It was then co-opted by the SCRAMJET world design team for D&D 4e".

Fictional planar travel
Portals, conduits and gates are all openings leading from one location to another; some lead to locations in the same plane, others to different planes entirely. Although the three terms are often used interchangeably, there are notable distinctions:

 * Portals are bounded by pre-existing openings (usually doors and arches); the portal is destroyed when the opening is. Portals also require portal keys to open; a key is usually a physical object, but it can also be an action or a state of being. Naturally occurring portals will often appear at random (a common occurrence in the city of Sigil, "City of Doors", in the Planescape campaign setting); some portals only exist for a brief period of time, or shift from one location to another.
 * Conduits are also naturally occurring, but they are natural phenomena, the planar equivalent of whirlpools and tornadoes. Conduits are only known to occur in the Astral and Ethereal Planes. A type of conduit known as a color pool is a common gateway from the Astral Plane to the Outer Planes. A vortex is a link from a Prime Material world to the Inner Planes, which begin in areas of intense concentration of some element (e.g., the heart of a volcano might be a vortex to the Plane of Fire). There also used to be living vortices which the sorcerer-monarchs of Athas have managed to maintain, like syphoning water through a hose, and use to empower their "priests," the Templars.
 * Gates are portals that are not bounded by physical apertures; gates are rare, and usually appear as a result of magical spells and rare planar phenomena. Lastly, planar bleeding occurs when regions of two planes coexist; such phenomena are usually short-lived, and disastrous for their environments.

Planar pathways
Planar pathways are special landscape features appearing in multiple planes or layers of a plane. Travel along a planar pathway results in travel along the planes. Pathways are crucial tactically, because they are very stable compared to portals or gates, and do not require magic spells or portal keys. One notable planar pathway in the Planescape campaign setting is the River Styx, which flows across the Lower Planes and parts of the Astral Plane. Another is the River Oceanus, which flows through the Upper Planes.

River Oceanus
The first edition Manual of the Planes describes the River Oceanus as one of the features of the Outer Planes, which "links the planes of Elysium, Happy Hunting Grounds, and Olympus in much the same way that the Styx links the lower planes". The river disappears and reappears a number of times in different layers of the planes, but it seems to follow a course that begins in Thalasia, the third layer of Elysium, flows through the second and first layers of that plane, then across the topmost layer of the Happy Hunting Grounds, then into the topmost layer of Olympus to its final rest in the second layer of that plane, Ossa. The Oceanus is a more natural river than the Styx, and no harm comes to those who drink of it. The Oceanus does still pose all the normal dangers of a large river, and does not have the supernatural boatmen of the Styx.

The book goes on to describe how Oceanus appears on specific Outer Planes. The first four layers of the plane of Elysium "are dominated by the River Oceanus, which begins in the fourth (outermost) layer of this plane and flows down to the innermost layer (the layer nearest the Astral). From there Oceanus meanders into the Happy Hunting Grounds and then into the innermost layer of Olympus." These three good planes are linked by the Oceanus in the same manner as the lower planes are linked by the River Styx. By contrast, the Oceanus is a slow, peaceful flow, navigable by mere mortals (though its peaceful flow is often broken by rapids, cascades, waterfalls, and occasional fallen trees). The river separates and recombines many times in its passage, so travelers often find themselves journeying down side channels that soon rejoin the main stream. A traveler on the Oceanus can usually reach another layer by traveling downstream (or upstream, for the flow doubles back several times). The Egyptian goddess Isis holds sway over a large realm of the layer of Amoria, including several paths of the Oceanus. The god Seker and his moveable realm Ro Stau spend most of their times adjacent to Isis's realm on the Oceanus. The Sumerian moon god Nanna-Sin travels the Oceanus in a great barque that is shaped like a crescent moon; in passing he provides a moon-like radiance to all on the banks of the river. Krigala is the first layer of the plane of the Happy Hunting Grounds, closest to the Astral, and through it the Oceanus flows in a relatively straight course (compared to its winding through Elysium) into Olympus. Ossa, the second layer of the plane of Olympus, is the outflow of the river Oceanus. There are often reports of huge, funnel-like maelstroms that lead directly back to Thalasia in an unending circle.

River Styx
The first edition Monster Manual II mentions that the River Styx "links the topmost layers of the Lower Planes, and its branches can be found anywhere from the Nine Hells to the Abyss". The river is a deep, swift, and unfordable torrent. Creatures coming into contact with the waters of the Styx instantly forget their entire past lives. The safest passage is by the skiff of Charon, boatman of the Lower Planes. Charon may be summoned only on the banks of the Styx, and he will appear with a large black skiff, and if requested he will ferry travelers to the topmost layer of any Lower Plane for a price. The charonadaemons are the servants of Charon, and pilot small skiffs along the Styx. Charonadaemons are normally found anywhere on the Styx and charge travelers a price to pilot their craft through the Astral and Ethereal planes as well as the Lower Planes. The first edition Manual of the Planes describes the River Styx as a means to travel from one Outer Plane to another, noting that "it flows through many portals in the lower planes and provides a regularly-used highway through these planes." The River Styx reappears in sourcebooks such as the Planescape Campaign Setting (1994), Planes of Chaos (1994), Planes of Law (1995), and the 3rd Edition Manual of the Planes (2001).

Yggdrasil
The first edition Manual of the Planes describes Yggdrasil as an astral landmark, noting that it is normally encountered by travelers from worlds that worship the Norse mythoi, but travelers from other Prime Material worlds can encounter the tree. It is a long-standing conduit from the Outer Planes to alternate prime worlds that was created by a group of deities and worshippers in the Prime Material plane. Yggdrasil is the "World Ash" that links several outer planes to the Prime Material plane, in the Norse mythos. It runs from Gladsheim, home of most of the Norse mythos, to Nifflheim, the center layer of the three Glooms of Hades and the dwelling place of the goddess of the same name. Roots and branches of Yggdrasil wind through most of the Prime worlds where these deities are recognized. The tree is a solid and permanent conduit that weathers the waxing and waning of faiths in the Prime Material and the fortunes of gods in the outer planes. The traveler is confronted with a huge tree rising from the mist of the Astral and disappearing far into the distance. The traveler can then climb the tree to the appropriate outer plane, descend to the reachable lower planes, or explore the alternate Prime worlds that the conduits touch upon. At the true terminus, the tree ends in a color pool similar to that of a fixed portal. The traveler can then pass into the outer plane as if moving into an alternate Prime Material or the Astral plane. Yggdrasil and Mount Olympus are the best-known of the permanent conduits that link the outer planes with the Prime and with other nonlinear outer planes. Magical interplanar portals generally only appear in the top layer of the outer planes, although some free-standing portals that pass through the Astral, like the Yggdrasil, pierce the lower reaches of some planes. The apertures that the Yggdrasil causes in the Prime worlds are fixed and limited to those places where the Norse gods are known.

title: Plane (Dungeons & Dragons)


text:
Night Force

Night Force is the name of three comic book series published by American company DC Comics. The first series, written by Marv Wolfman and illustrated by Gene Colan, debuted in a special insert in The New Teen Titans #21 (July 1982). The second series began in 1996 was one of four books that made up DC's Weirdoverse group of titles. The third series began in 2012 as a seven-issue miniseries. It was again written by Marv Wolfman, this time with artist Tom Mandrake.

The main character of all three series is Baron Winters, a sorcerer who would assemble a team of chosen individuals to fight supernatural threats. The Baron himself did not participate in the missions and would manipulate, sometimes unethically, others to do so for him. This was because, for reasons not revealed, he could not leave Wintersgate Manor, the labyrinthine mansion in Washington, D.C., where he lived. The mansion was located in a special juncture of time and space, allowing him to send his team to different places and times.

Publication history
The first Night Force series was launched in August 1982 in the midst of a collapse in the horror comics market, with most titles in the genre being either cancelled or on the verge of cancellation. Despite this, writer Marv Wolfman felt (and publisher DC Comics agreed) that Night Force could be a success: "Night Force was my idea, as I was looking for another book to do and felt I’d like to create my own horror title and push the boundaries a bit more than I had with Tomb of Dracula. I really wanted to try something different and thought I had solved the problem of doing an anthology series by doing it with continued characters. The idea was to write for the older audience, with darker and more realistic stories than had been done at that point."

Night Force was the first collaboration between Wolfman and Tomb of Dracula penciler Gene Colan since Wolfman convinced him to join the staff at DC. Both Wolfman and Colan did extensive creative design work for Night Force before working on the actual issues, with Wolfman charting out the characters' astrology and Colan doing multiple drafts of each character's visual design.

After only 14 issues, Night Force was cancelled due to an underestimating of the series's sales. Wolfman explained, "... DC wanted to have Night Force be one of the first direct-sales books, where I believed it should be newsstand only. I felt the comic shops appealed primarily to the superhero fans while Night Force would appeal more to the casual mainstream reader, who might not have bought comics otherwise. We got the comic-book shops' sales early and it was canceled based on those, but when the newsstand sales finally dribbled in we actually sold pretty well".

Thirteen years later, Night Force was revived as part of the Weirdoverse line. The creative team included Wolfman but not Colan, and did not carry over the plot threads from the original series.

Characters
The team had a rotating membership, but notable members included:
 * Vanessa Van Helsing – granddaughter of Abraham Van Helsing and a powerful psychic.
 * Jack Gold – Vanessa's husband, a reporter.
 * Donovan Caine – a professor of parapsychology who lost an arm and a leg on one of the missions.
 * Zadok Grimm – apparently, an ancient warrior in the time of King David. He has an unexplained connection to Baron Winters.

Other versions
In issue three of the Tangent: Superman's Reign series, a version of Night Force is featured. This group is a mystically-powered branch of the Nightwing organization, and its members are Hex, Black Orchid, and Wildcat.

In other media

 * The character of Jasper Winters, mentioned in several episodes of Constantine, was loosely based on Baron Winters, although the look is modernized.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Night Force


text:
Wikipedia:Articles for deletion/Pseudologia

Pseudologia was proposed for deletion. This page is an archive of the discussion about the proposed deletion. This page is no longer live. Further comments should be made on the article's talk page rather than here so that this page is preserved as an historic record. The result of the debate was delete

 * an essay, not an article delete - Mattingly23 02:02, 13 Aug 2004 (UTC)

This page is now preserved as an archive of the debate and, like other '/delete' pages is no longer 'live'. Subsequent comments on the issue, the deletion or on the decision-making process should be placed on the relevant 'live' pages. Please do not edit this page.
 * A self-congratulatory filibuster of an essay, not an article. Delete. Fire Star 06:32, 13 Aug 2004 (UTC)
 * The author might want to read No_original_research. Delete. --Ianb 20:32, 13 Aug 2004 (UTC)
 * Who are you?
 * whoops, forgot to sign. --Ianb 20:32, 13 Aug 2004 (UTC)
 * Delete: Original research, and I find it terribly aggravating. Are there not blogs? Geogre 13:20, 13 Aug 2004 (UTC)
 * Weak keep, although not with the current content. Pseudologia (a.k.a. pathological lying) is a valid subject. The current article, though, is an incomprehensible, unwikified, offtopic mess of an essay (and possible copyvio? My copypaste sense is tingling) and needs to be replaced with something that actually talks about the topic.   — Gwalla | Talk 19:37, 13 Aug 2004 (UTC)
 * Delete: original research. An article on pseudologia is possible, but this isn't it. Wile E. Heresiarch 20:23, 13 Aug 2004 (UTC)
 * Delete. No useful content. Valid topic, certainly, but that's no reason for keeping this. Andrewa 22:03, 13 Aug 2004 (UTC)
 * Delete unparsable essay. -Sean Curtin 04:40, 14 Aug 2004 (UTC)
 * Delete original research essay. -- Cyrius|✎ 06:15, 16 Aug 2004 (UTC)
 * Delete essay. Valid subject; but the article is a rambling incoherent tangle of Gnosticism, opinion, and the kitchen sink. Author should find another venue for his philosphy. Possible blog content. KillerChihuahua 19:51, 17 Aug 2004 (UTC)


text:
Talk:The Tonight Show Band

The Tonight Show Band
Something should be said about this being the last show of the Tonight Show band. —Preceding unsigned comment added by 209.244.30.253 (talk) 03:55, 29 May 2010 (UTC)

Bellson
Louie Bellson's first name is Luigi, not Louis. I changed Louis back to louie because that's how he was billed. John FitzGerald

Kenny Kirkland
I do not believe that Kenny Kirkland was ever the keyboard player for Conan O'Brien. —Preceding unsigned comment added by 12.42.114.202 (talk) 06:21, 21 October 2010 (UTC)

NBC Orchestra
This article errs by omitting the earlier NBC orchestras under Toscanini and Stokowski. --Dystopos (talk) 20:13, 16 October 2008 (UTC)
 * I fixed the redirect from "NBC Orchestra", pointing it to NBC Symphony Orchestra. That probably takes care of the biggest shortcoming. --Dystopos (talk) 20:16, 16 October 2008 (UTC)

Other pages

 * See The Tonight Show Band (disambiguation), which is early edits that I split off from page The Tonight Show Band. What is the situation with these bands? Should page Max Weinberg and The Tonight Show Band be merged with page The Tonight Show Band? Or what? Anthony Appleyard (talk) 07:15, 30 December 2009 (UTC)

Branford Marsalis Tonight Show Band personnel
This article omits a personnel list for the Branford Marsalis version of the Tonight Show Band. This list was verified against the personnel listing for the joint composition "Shuffle Boy Blues" shown at http://www.faqs.org/copyright/the-tonight-show-theme-by-branford-marsalis-larrys-tunes/.

Branford Marsalis: bandleader, tenor and soprano saxophone

Robert Hurst: bass

Kenny Kirkland: keyboards

Vicki Randle: percussion

Matt Finders: trombone

Kevin Eubanks: guitar

Jeff "Tain" Watts: drums

Sal Marquez: trumpet

--Typothetical (talk) 21:55, 7 April 2010 (UTC)

title: Talk:The Tonight Show Band


text:
Mouse Trap (board game)

Mouse Trap (originally Mouse Trap Game) is a board game first published by Ideal in 1963 for two to four players. It is one of the first mass-produced three-dimensional board games. Players at first cooperate to build a working mouse trap in the style of a Rube Goldberg machine. Then, players turn against each other to trap opponents' mouse-shaped game pieces.

Original version
The basic premise of Mouse Trap has been consistent over time, but the turn-based gameplay has changed. Its concept was first invented by Marvin Glass and designer Gordon Barlow from Marvin's company, Marvin Glass and Associates, who were later granted a US patent in 1967. The original published version of the game in 1963 was then designed by Hank Kramer of Ideal Toy Company, filling in the details Glass had left open, and allows the players almost no decision-making, in keeping with other games for very young children such as Candyland or Chutes and Ladders (Snakes and Ladders). Players take turns rolling a die to advance their mouse piece along a path around the game board, from the start space to a continuous loop at the end. The Rube Goldberg-like mouse trap is assembled in the center of the board, with players adding one or more of its pieces when they land on specified "build" spaces. The trap is always assembled in a specified order, and is attached to the board by inserting tabs into holes and locking them into place.

Along the ending loop are additional "build" spaces (in case the trap is still not completed), a "cheese" space positioned directly underneath the trap's cage, and a "turn crank" space. If a player lands on the "turn crank" space when an opponent is on the "cheese" space, the crank can be turned on the machine to launch it; if the machine works properly and the cage falls on the "cheese" space, that opponent is eliminated from the game. The winner is then the last one remaining after all the other players are captured.

Revised versions
In 1975, the board game surrounding the trap was redesigned by Sid Sackson, adding the cheese pieces and allowing the player to maneuver opponents onto the trap space. Players collect cheese-shaped tokens during the game, and if the trap space is vacant when they land on the "turn crank" space, the tokens can be redeemed for a die roll to move an opponent.

A modified version was released in the United Kingdom in 2004, featuring three mousetraps (with a specialized trigger working at random) and a completely different board and plastic components. Among the changed trap components in this version is the inclusion of a model toilet (which serves as the random trigger) instead of a model bathtub.

A version of the game featuring characters from the Elefun and Friends universe was introduced in 2014. Among the changes in this version, the trap is built before the start of the game, a spin wheel is used instead of dice, and the cheese pieces and their relevant rules are not included. Also, there are three mice named Sneakers, Nacho and Pepper.

Also in the 2010s, Hasbro introduced Classic Mousetrap with several major changes from the previous versions. The object in this game is to collect six cheese pieces. Instead of being eliminated from the game when caught by the trap, a player only forfeits a cheese piece to the opponent. The trap machine was modified, such as with the elimination of crank gears in favor of launching the trap by directly pulling the lever with the plastic stop sign.

Similar games
Game designer Marvin Glass (and his company, Marvin Glass and Associates) acknowledged that Mouse Trap had obviously been greatly influenced by Rube Goldberg's illustrations, though they refused to pay licensing or royalty fees. Glass later developed two lesser-known games based on Goldberg designs, Crazy Clock Game (Crazy Clock) (1964) and Fish Bait Game (Fish Bait) (1965), neither of which credit Goldberg's influence. Elderly and near retirement, Goldberg declined to take legal action against Glass, primarily because inspiration and ideas are not intellectual property that can be protected with a copyright, trademark, or patent. He instead chose to sell licensing rights for his drawings to another toy company, Model Products, to help secure the rights to specific intellectual property that he could own and receive royalties from.

In Crazy Clock Game, players race to build a Rube Goldberg machine. The game comes with a pack of cards, each illustrating how one piece of the machine fits in. The deck is dealt out to the players. The player starts with the first card, card 1; players then play as many cards (install as many machine components) as they can, then pass to the next player. After fully assembling, they take turns trying to operate the machine, starting with the player who installed the last component; the winner is the one who first succeeds.

Fish Bait Game is simpler than Mouse Trap. Players play as fishermen and build a contraption to catch a man-eating fish. Each time a player lands on an empty white space, the player must build a part of the contraption. Other spaces can either give the player an extra turn, take a turn, or go back a space. The game keeps going until the contraption is fully built and a player lands on the "FISH BAIT" space, when the player must take their piece on the plastic dock and hook the rubber band inside of the fish's mouth around the legs. Players keep moving until someone lands on the "CATCH FISH" space and starts the contraption to catch the other player's piece. Once caught, the player is out of the game (although if the trap fails, the one getting caught and the one catching the fish have to switch places until there is a successful catch) and the game continues; the winner is the last one standing.

Legacy
In the 1990s, Mouse Trap was adapted into a game show within the British children's television show Motormouth. Child contestants take the place of the mice in a life-size board game.

Mouse Trap has been lampooned by Mark Perez of San Francisco in the form of a giant traveling spectacle called Life Size Mouse Trap. KRON4 described it at Maker Faire of 2014 as "a fantastically hand crafted, 16 piece, 50,000-lb. interactive kinetic sculpture set atop a 6,500-square-foot game board ... complete with a Vaudevillian style show, original musical score by the one woman band Esmerelda Strange, Sexy Mice can-can dancers, clown workers, acrobatic hijinks, and other spectacular scenes dedicated to the pursuit of spectacle-laden fun!" It is hauled to fairs and events by 25 tons of cranes and equipment in a semi truck, it has a bowling ball instead of a ball bearing, and it ends in the destruction of a real automobile. The Mercury News said in 2016 "instead of trapping a rodent — they drop a huge old bank safe on a car. Sweet. ... It's all very awesome, a masterpiece of engineering. But kind of a bummer you can't actually play on it — as the ball." Smithsonian Magazine reported the exhibit's merit in teaching physics and simple machines.

title: Mouse Trap (board game)


text: User talk:68.237.64.146

title: User talk:68.237.64.146


text:
Talk:Louis Bellson

Mr. Bellson is called Louis on some pages here, but he was billed as Louie. His first name is Luigi. John FitzGerald

title: Talk:Louis Bellson


text: Category:In Flames

title: Category:In Flames


text:
Category:Doctor Who races

This page is a listing of articles' about fictional races in the long-running British science fiction television series Doctor Who and its extended universe.

title: Category:Doctor Who races


text:
Talk:Humanism

New addition, undue weight?

 * Addition
 * revert
 * re-revert

Hi, I believe that the information you have added does not warrant inclusion as it appears to violate Wikipedia's policy on undue weight (WP:UNDUE). I can not see how this addition contributes to a deeper understanding of the concept of Humanism. It seems indicative of being undue, particularly because the absence of contemporary secondary reliable sources on humanism, discussing this issue.

I kindly request that you review the guidelines outlined in the Consensus policy. I look forward to your response, Cinadon36 12:40, 13 September 2023 (UTC)

 * Hi @Cinadon36
 * I appreciate your comment but I genuinely feel it's an important, if minor, addition. Note, the Harper Etymology reference that is cited gives "the (mere) humanity of Christ" as one of the origins of the word. This hadn't been addressed under the Etymology section, but now it is. Manbooferie (talk) 12:47, 13 September 2023 (UTC)
 * With regard specifically to etymology, I would also add that The Oxford Dictionary of English Etymology (currently not cited in the article), gives the following origins:
 * "humanism. belief in the mere human nature of Christ XIX (Coleridge 1812); devotion to human interests or the humanities (c. 1830); after hu.man.ist one devoted to the humanities XVI...". As I recall, Coleridge's use of the term is actually another reference back to Priestley. Manbooferie (talk) 13:21, 13 September 2023 (UTC)
 * @Manbooferie I have noticed that no secondary source links the etymology of the world to Howes. Also, the second reference (Harper) does not back the claim of the sentence. Hopefully, other editors will jump in to give their input. Cinadon36 13:48, 13 September 2023 (UTC)

Etymology
Hi, I feel that this edit too, just adds trivial info to the article. Etymology does not mean "history of usage". You are citing a primary source, a book published more than three centuries ago. This looks to me as Original Research. Maybe I am wrong and suffering from "article ownership". I dont know. So, if you insist on the edit, I will request a comment from another editor or add a note at Wikipedia:No original research/Noticeboard, whatever you wish. Maybe other editors can help us navigate this.Cinadon36 15:07, 19 September 2023 (UTC)

 * Hi @Cinadon36. Again, I disagree that it's trivial. As for citing a book published more than three centuries ago, what's the problem? The whole article is about tracing humanism back to the Greeks. As for OR, Johnson's book is cited by Davies (1997): "According to Johnson's dictionary, a humanist is a grammarian; a philologer'... " (p. 3), to which I added it was derived from the French word. Hardly deep research. As you say, maybe a bit of 'article ownership' behaviour here. I feel my edit is relevant, but consult another editor if you must. Manbooferie (talk) 15:33, 19 September 2023 (UTC)
 * Johnson's dictionary is also mentioned by Copson in his "What is Humanism?" Handbook chapter (Note 2). Manbooferie (talk) 16:02, 19 September 2023 (UTC)
 * FWIW, I really don't think we need a full RfC for one single line. Alyo  (chat·edits) 16:03, 19 September 2023 (UTC)
 * @Alyo, Agree. Maybe WP:3O (third opinion) would be better. Cinadon36 16:27, 19 September 2023 (UTC)
 * That would make more sense, I agree. Alyo  (chat·edits) 16:29, 19 September 2023 (UTC)
 * So @Manbooferie, Johnson's Dictionary is used as a footnote in a long chapter of a long book. Here, at WP, we have to summarize all these chapters, not add bites from here and there. This is what I am trying to convey. Your addition is not a summary. Actually, Copson's book uses less words than WP's article to explain the same thing. Here is note2 pg 28, for those interested: " In Samuel Johnson’s dictionary of 1755, for example, ‘humanist’ was defined narrowly  as,  ‘a  philologer;  a  grammarian’.  (Samuel  Johnson,  A  Dictionary  of  the  English Language [London, 1755])" Cinadon36 16:38, 19 September 2023 (UTC)

 * Thanks for your input @Rublamb, I really appreciate it. I know it is not an easy job. Just a few points, dictionaries are per definition tertiary sources, when used as a source of knowledge. But in this case, it was not used in such a manner. It was used as a historical fact. Anyways, I think there are 100s of dictionaries around the world, some of them being very old. Should we include them all? What is our criterion? Again, thanks for jumping in. Cinadon36 20:14, 21 September 2023 (UTC)
 * Good questions. What kind of dictionariy to use depends on whether the topic is specialized or general, as well as whether you are reviewing the lexicon of a term used by the general public, scholars, or want a mixture of both..Another consideration is English dictionaries vs. those of other language--again the topic dictates what is most appropriate. Each editor has the authority to use their best judgement in selecting a source. As long as ithe selcted source meets Wikipedia standard for reliability, it is fine to use. When writing an historical overview, a dictionary or encyclopedia that was popular when it was published reflects contemporary viewpoint and/or helped shape a word's meaning in its era--thus, it is correct to say that a word was defined as xyz in the 19th century when using a 19th century source (although it is always best to mention the name of the dictionary in the text). Wikipedia has articles about the most common ad most popular dictionaries; many can easily be found through Category:English dictionaries. This is a great resource when determining whether or not a given dictionary is mainstream. How many sources to include really depends on the topic, specifically whether or not the term (such as humanism) has few changes vs. many changes in meaning. If someone adds three obscue dictionaries to support one meaning, it would probably fall under undue weight. If they add three different definitions that represent change over time, from three different sources that were popular in their era, it would be correct. Of course, another option is to find a reliable source that sumarizes an overview of this topic, meaning that dictionaries would not be needed. Rublamb (talk) 23:13, 21 September 2023 (UTC)
 * @Rublamb " Of course, another option is to find a reliable source that sumarizes an overview of this topic, meaning that dictionaries would not be needed." That was the case before adding info based on dictionaries. Cinadon36 10:31, 23 September 2023 (UTC)

Semi-protected edit request on 27 December 2023
I would like to add the below text to the "Varieties of Humanism" section:

Secular Humanistic Judaism prioritizes human values, ethics, and cultural identity over religious dogma. It embraces a secular perspective, encouraging personal autonomy, inclusivity, while celebrating life's milestones with Jewish ritual. Aligned with social justice, it reflects a commitment to reason and individual responsibility, and defines Jewish identity as a rich cultural heritage rather than solely a religious affiliation.

Source: Michaelwitkin (talk) 18:11, 27 December 2023 (UTC)

 * Source fails WP:RS. Cinadon36 18:20, 27 December 2023 (UTC)

 * Red information icon with gradient background.svg Not done: The content you provided has a promotional tone which goes against a neutral-style policy and, as Cinadon36 said, the source you provided can't be considered reliable.  Delta  space 42  (talk • contribs) 19:41, 27 December 2023 (UTC)

Lede
Cinadon, can you help me understand this part of the lede. It says the meaning of humanism has changed I've read the paragraph a few times and I don't quite understand - I think it is referring to the current meaning of humanism, and the modern organizations dedicated to humanism, have moved away from its original context. Humanism and the very idea of a human agency were, of course, a huge deal in the Renaissance, and this meaning is still the same through the Age of Enlightenment. The first sentence uses this definition, so the newer meaning - is it postmodern or something? I have only done brief reading on this, you have obviously done a lot more reading about this. Do you have any input? Ben Azura (talk) 03:31, 6 January 2024 (UTC)

 * Hi @Ben Azura. This is a valid point you are raising. Humanism has held varying meanings throughout history, as evident in the History section. However, I found it challenging to elaborate on these differences in the lede, which I prefer to keep concise and brief. So, the new meaning can be deduct by this sentence: "Starting in the 20th century, humanist movements are typically non-religious and aligned with secularism. Most frequently, humanism refers to a non-theistic view centered on human agency, and a reliance on science and reason rather than revelation from a supernatural source to understand the world". If you have a better suggestion, pls drop it! I acknowledge the issue you are pointing to! Cinadon36 09:53, 6 January 2024 (UTC)

 * The lede is ok, but could be better. Currently, it doesn't adequately reflect the topics that are covered in the article below. With regard to the meaning of the term changing, I agree it could do with more explanation. Also, the opening sentence didn't sound right (and was unsourced) which I've now replaced.Manbooferie (talk) 11:50, 6 January 2024 (UTC)
 * @Manbooferie Thank you for your input. I have reviewed your edit, and I have a couple of comments. Firstly, it appears that this edit attributes the authority to define humanism primarily to humanists.international. While they certainly have influence in the field, it's important to note that humanism encompasses a broader range of perspectives and interpretations. Therefore, it might be more appropriate to provide a more inclusive definition in the lead section, avoiding potential bias and over-specification as outlined in MOS:LEADREL.
 * I'm aware that humanism has many definitions and precisely for that reason the IHEU's "minimum statement" seems an appropriate place to start. In fact, your words, "(It) encompasses a broader range of perspectives and interpretations" could be the next sentence. :-) Manbooferie (talk) 14:17, 6 January 2024 (UTC)
 * Secondly, the lede should accurately reflect the content of the article without the need for references in the lede itself. If citations are necessary, they should be in sfn style within the main body of the article.
 * As it says in the MoS, "The necessity for citations in a lead should be determined on a case-by-case basis by editorial consensus. Complex, current, or controversial subjects may require many citations; others, few or none. The presence of citations in the introduction is neither required in every article nor prohibited in any article. In my view, given that humanism is indeed complex and controversial, a few references would seem necessary and should help overall. Manbooferie (talk) 14:17, 6 January 2024 (UTC)
 * Collaborative efforts involving multiple editors can lead to further improvements, ensuring a balanced and comprehensive representation of the topic Cinadon36 13:29, 6 January 2024 (UTC)
 * I agree. Manbooferie (talk) 14:17, 6 January 2024 (UTC)
 * This article is godawful and it has been for years. That editor is not fluent in English and doesn't understand the topics he babbles about. Palm Puree (talk) 10:17, 13 July 2024 (UTC)

title: Talk:Humanism


text:
Outfoxed

Outfoxed: Rupert Murdoch's War on Journalism is a 2004 documentary film by filmmaker Robert Greenwald about Fox News Channel's and its owner's, Rupert Murdoch, promotion of conservative views. The film says this bias belies the channel's motto of being "Fair and Balanced".

The documentary had a limited theatrical release, was distributed in DVD format by the political action committee MoveOn.org, and was sold online through Internet retailers such as Amazon.com. MoveOn.org had helped promote the DVD release by taking out a full-page advertisement in The New York Times.

Following the release of Outfoxed, Greenwald and Brave New Films produced a related series of anti-Fox viral videos, collectively entitled Fox Attacks. In an interview, Greenwald stated his goal in making the film: "What we set out to do was to show that, in fact, the entire Fox News was not a news organization. The goal was not just to change that narrative but to change the impact that Fox News often had on legitimate journalists." Fox News criticized the film, saying that it constituted "illegal copyright infringement" for using clips of its shows and said that the film misrepresented the employment of four people identified as former Fox News employees.

Synopsis
The film examines the global growth of Murdoch's media enterprise in the context of concentration of media ownership considerations, and evaluates the effect of having one person in control of a large media conglomerate on freedom of the press.

Some of Outfoxed's coverage includes:
 * Review of Fox News's coverage during the lead-up to, and the aftermath of, the 2003 invasion of Iraq.
 * Interviews with former Fox News journalists, discussing incidents where Fox News allegedly pressured journalists to slant their reports towards support for the Republican Party.
 * Instances where Fox News commentators such as Bill O'Reilly intimidate guests with whom they disagree, such as author and activist Jeremy Glick.
 * Studies which claim more airtime and coverage is consistently given to Republican politicians, particularly those in the George W. Bush administration, than to Democrats.
 * Examination of whether Fox News' premature result-calling of the 2000 presidential election contributed to George W. Bush officially being elected.
 * Scrutiny of Fox News management, including Murdoch and president Roger Ailes, both conservatives, in allegedly controlling the network's content, and editorial control from Murdoch on down allegedly ensuring which stories and issues are covered and the strongly conservative perspective of such coverage.

Former Fox News journalists appear in the film critiquing the methods and perceived integrity of their former employer. Jon Du Pre, a former reporter for Fox News's West Coast bureau, said that he had been suspended by Fox News management because his live shots from the Ronald Reagan Presidential Library on Ronald Reagan's birthday — which Du Pre described was like a "holy day" to Fox News's hierarchy — were not "celebratory enough." A former Fox News military contributor, Larry C. Johnson, said that he was in high demand to give on-air analysis on the "War on Terrorism", until he called into question on Hannity & Colmes whether or not the United States could fight two wars (in Afghanistan and Iraq) simultaneously, an incident after which Johnson says he was ignored as a potential Fox News contributor.

Participants

 * Eric Alterman
 * David Brock
 * Richard A. Clarke
 * Jeff Cohen
 * Walter Cronkite
 * Al Franken
 * John Nichols
 * Bernie Sanders

Reception
Outfoxed received positive reviews from critics. On Rotten Tomatoes the film has a score of 85% based on reviews from 60 critics.

Variety reviewer David Rooney wrote that the film "provides stimulating evidence of how thoroughly news can be skewed, political agendas served and a climate of fear created by a news net selling itself as an objective information service." He compares it favorably to Michael Moore's documentary Fahrenheit 9/11, adding that without the "media spotlight" that surrounded Moore's film, Outfoxed "appears unlikely to reach beyond a liberal audience with an already vehement aversion to Fox News' partisan coverage."

Howard Kurtz of The Washington Post praised Greenwald's uncovering of "...a handful of memos from a top Fox executive", which he argued suggested network bias over the war in Iraq and the investigation of the September 11 attacks. Kurtz was critical of how Greenwald's allegations relied on "orders, or attitudes, of an unnamed 'they'...", and was critical of the filmmaker for making "...no effort at fairness or balance himself."

In the New York Post, a newspaper owned by Rupert Murdoch's News Corporation, Megan Lehmann called the film a "narrowly focused, unapologetically partisan documentary" that "is so one-sided, it undermines its own integrity."

Fox News' response
Fox News called the film "illegal copyright infringement" for its use of clips from Fox News Channel programs.

Fox News also said that the film misrepresented the employment of four people identified as former Fox News employees. Fox News said Alexander Kippen and Frank O'Donnell had actually been employees of WTTG, the Fox owned-and-operated station in Washington, D.C., and not employees of Fox News Channel. It said that Jon Du Pre, identified as a former anchor in the film, had actually been a reporter, and that his contract had not been renewed because he was "a weak field correspondent and could not do live shots." It said that Clara Frenk, identified as a former producer in the film, had actually been a "pool booker" who "expressed no concern about the editorial process" while employed there. Fox also pointed out that Frenk had been a volunteer for Bill Clinton's 1992 Presidential campaign.

Fox News challenged any news organization that thought this was a major story to "put out 100 percent of their editorial directions and internal memos [and] Fox News Channel will publish 100 percent of our editorial directions and internal memos, and let the public decide who is fair."

title: Outfoxed


text: Category:In Flames albums

title: Category:In Flames albums


text:
Harold Parker (sculptor)

Harold Parker (27 August 1873 – 23 April 1962) was a British-born sculptor, raised in Queensland, Australia, and subsequently worked in the United Kingdom.

Early life
Harold Parker was born in 1873 in Aylesbury, Buckinghamshire, England. His family moved to Brisbane, Australia in 1876.

Artistic career
He studied at the Brisbane Technical College under John A Clarke and Godfrey Rivers, then in 1896 left for London where he studied under William Silver Frith, then worked as assistant to Thomas Brock, Hamo Thornycroft and Goscombe John.

He rented a studio near that of fellow sculptor John Tweed, and from 1903 to 1929 regularly exhibited at the Royal Academy of Arts, London, and occasionally at the Old Salon, Paris. He was commissioned to portray Queensland expatriates and became a rival of Bertram Mackennal. In 1906 he was elected a member of the Royal Society of British Sculptors. The triumph of his career came in 1908 when for £1000 the Chantrey Bequest purchased his 'Ariadne' for the Tate Gallery. In 1910 his 'Prometheus Bound' received a 'mention' at the Salon.

In March 1911, at St James' Church Sussex Gardens in Paddington, London, he was married to Janet Robinson, the daughter of Major Sir Thomas B. Robinson, then the Agent-General for Queensland in London. In 1911 the newly married Harold Parker visited Brisbane and was received enthusiastically, but apart from his First Breath of Spring to the Queensland National Art Gallery, sold none of his work. Back in London he received a major commission, two groups of figures outside Australia House: The Prosperity of Australia and The Awakening of Australia.

In 1929, his work was being shown at Paris Salon, the Royal Academy, and the Royal Scottish Academy.

In 1930, he and his wife settled in Brisbane where, overlooked for major commissions, he withdrew from public life, virtually abandoning sculpture for painting. He did, however, submit a number of designs for the reverses of the proposed coinage of Edward VIII in 1936. His image of a wren was selected for the farthing, where it remained for the rest of the coin's existence, becoming a firm and recognised favourite in Britain.

In 1937, Parker became a foundation member of, and exhibited with, Robert Menzies' anti-modernist organisation, the Australian Academy of Art.

In 1993, a retrospective of his work entitled Harold Parker, Sculptor, was held at the Queensland Art Gallery, Brisbane. Artworks by Harold Parker are held at the Queensland Art Gallery.

Later life
Parker died in Brisbane on 23 April 1962. He was buried in South Brisbane Cemetery.

Legacy
A circa 1907 portrait of Parker by James Peter Quinn hangs in the National Library of Australia.

His personal papers, sketchbooks, photographs and other items are held by the Fryer Library at the University of Queensland.

title: Harold Parker (sculptor)


text:
Programming domain

The term programming domain is mostly used when referring to domain-specific programming languages. It refers to a set of programming languages or programming environments that were written specifically for a particular domain, where domain means a broad subject for end users such as accounting or finance, or a category of program usage such as artificial intelligence or email. Languages and systems within a single programming domain would have functions common to the domain and may omit functions that are irrelevant to a domain.

Some examples of programming domains are:

 * Expert systems, computer systems that emulate the decision-making ability of a human expert and are designed to solve complex problems by reasoning through bodies of knowledge.
 * Natural-language processing, handling interactions between computers and human (natural) languages such as speech recognition, natural-language understanding, and natural-language generation.
 * Computer vision, dealing with how computers can understand and automate tasks that the human visual system can do and extracting data from the real world.

Other programming domains would include:
 * Application scripting
 * Array programming
 * Artificial-intelligence reasoning
 * Cloud computing
 * Computational statistics
 * Contact Management Software
 * E-commerce
 * Financial time-series analysis
 * General-purpose applications
 * Image processing
 * Internet
 * Numerical mathematics
 * Programming education
 * Relational database querying
 * Software prototyping
 * Symbolic mathematics
 * Systems design and implementation
 * Text processing
 * Theorem proving
 * Video game programming and development
 * Video processing

title: Programming domain


text:
Talk:War of the Worlds (2005 film)

External links modified
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External links modified (January 2018)
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Requested move 8 January 2021

 * The following is a closed discussion of a requested move. Please do not modify it. Subsequent comments should be made in a new section on the talk page. Editors desiring to contest the closing decision should consider a move review after discussing it on the closer's talk page. No further edits should be made to this discussion.

The result of the move request was: No consensus (closed by non-admin page mover) BegbertBiggs (talk) 15:06, 16 January 2021 (UTC)

– There is only one "War of the Worlds (film)" and "The War of the Worlds (film)", so what other links are there to disambiguate? The move request back in July 2016 did not provide a valid reason for the moves.  Seventyfiveyears (talk) 17:14, 8 January 2021 (UTC)
 * War of the Worlds (2005 film) → War of the Worlds (film)
 * The War of the Worlds (1953 film) → The War of the Worlds (film)
 * Support. Although they could get confused, they have distinct titles. kennethaw88 • talk 23:07, 8 January 2021 (UTC)
 * Support with a hatnote on each article directing to the other one. —El Millo (talk) 00:24, 9 January 2021 (UTC)
 * Oppose. As pointed out in the 2016 discussion, 2005's H.G. Wells' War of the Worlds (The Asylum film) has also been referenced as simply War of the Worlds. Moreover, still another 2005 film version, H. G. Wells' The War of the Worlds (Pendragon Pictures film) has likewise been referenced as simply The War of the Worlds (per our own File:PendragonWotWposter.jpg). With four films bearing what are nearly the same titles, it seems that users would be most helped and least confused if we were to retain the years. —Roman Spinner (talk • contribs) 03:13, 9 January 2021 (UTC)
 * Oppose - "The" is not enough to clearly disambiguate among all these similar titles. -- Netoholic @ 04:05, 9 January 2021 (UTC)
 * Support The title should be as close to the name of the subject as technically possible. 5440orSleep (talk) 15:01, 9 January 2021 (UTC)
 * Support per nom.  Some Dude From North Carolina  (talk) 00:46, 10 January 2021 (UTC)
 * Support per nom. Chompy Ace 00:49, 10 January 2021 (UTC)
 * Oppose per Roman Spinner. Also, "The" is in general rarely a helpful disambiguator; year is better and clearer.  SnowFire (talk) 00:49, 11 January 2021 (UTC)
 * Oppose per Netoholic. 162.208.168.92 (talk) 20:45, 11 January 2021 (UTC)
 * Oppose per Roman Spinner. Absolutely no point in adding confusion. And clearly either film can be commonly referred to with or without the definite article. -- Necrothesp (talk) 12:19, 14 January 2021 (UTC)

"The War of The Worlds (2005 film)" listed at Redirects for discussion
A discussion is taking place to address the redirect The War of The Worlds (2005 film). The discussion will occur at Redirects for discussion/Log/2021 January 10 until a consensus is reached, and readers of this page are welcome to contribute to the discussion.  Seventyfiveyears (talk) 20:30, 10 January 2021 (UTC)

Reference of wayback machine appears bare
the link to the marketing campaign isn't compressed into a [number] like it should. 2601:445:601:82E0:C0E8:E037:5913:C036 (talk) 03:54, 21 October 2023 (UTC)

Deleted scene?
There's a deleted scene called "camelot", in this scene Ray, Robbie and Rachel hides behind a parked car to witness a tripod abducting a person out of the building with its tentacles. Should this be mentioned?

Source: https://www.reddit.com/r/WarofTheWorlds/comments/it04ss/war_of_the_worlds_2005_camelot_deleted_scene/

ColorfulSmoke (talk) 11:02, 18 January 2024 (UTC)

title: Talk:War of the Worlds (2005 film)