Judgement (or judgment) is the evaluation of evidence to make a decision. The term has four distinct uses:
The Odyssey is a Magic: The Gathering expert-level block. It consists of a trio of expansion sets: Odyssey (September, 2001), Torment (February, 2002) and Judgment (May, 2002).
The storyline of Odyssey leaps forward 100 years after the events in the set Apocalypse on the remote continent Otaria. Odyssey 's protagonist is Kamahl, a formidable fighter-mage skilled in both throwing fireballs and melee combat. Kamahl has a close friend Chainer, a cabalist, and a cool-headed sister Jeska. The antagonist is Laquatus, a sly merfolk who uses trickery and mind control to bend others to his will. Other characters include the cephalid emperor Aboshan, Kamahl's centaur friend Seton, Kamahl and Jeska's dwarven trainer Balthor, the militaristic Kirtar, the mellow but dangerous Cabal Patriarch (The First), and the unpredictable sociopath Braids. Almost everyone in the story is after the Mirari, a legendary artifact of immense power with the ability to make its wielder's innermost wishes come true. The Mirari is relatively small, resembling a metallic ball mounted on a wiry helix. The Mirari notoriously drives its wielder insane, often causing death and massive destruction, wherein it awaits a new master.
In mathematical logic, a judgment can be an assertion about occurrence of a free variable in an expression of the object language, or about provability of a proposition (either as a tautology or from a given context), but judgments can be also other inductively definable assertions in the metatheory. Judgments are used for example in formalizing deduction systems: a logical axiom expresses a judgment, premises of a rule of inference are formed as a sequence of judgments, and their conclusion is a judgment as well. Also the result of a proof expresses a judgment, and the used hypotheses are formed as a sequence of judgments.
A characteristic feature of the variants of Hilbert-style deduction systems is that the context is not changed in any of their rules of inference, while both natural deduction and sequent calculus contain some context-changing rules. Thus, if we are interested only in the derivability of tautologies, not hypothetical judgments, then we can formalize the Hilbert-style deduction system in such a way that its rules of inference contain only judgments of a rather simple form. The same cannot be done with the other two deductions systems: as context is changed in some of their rules of inferences, they cannot be formalized so that hypothetical judgments could be avoided—not even if we want to use them just for proving derivability of tautologies.
A sect is a subgroup of a religious, political or philosophical belief system, usually an offshoot of a larger religious group. Although in past it was mostly used to refer to religious groups, it has since expanded and in modern culture can refer to any organization that breaks away from a larger one to follow a different set of rules and principles. The term is occasionally used in a malicious way to suggest the broken-off group follows a more negative path than the original. The historical usage of the term sect in Christendom has had pejorative connotations, referring to a group or movement with heretical beliefs or practices that deviate from those of groups considered orthodox.
A sect as used in an Indian context refers to an organized tradition.
The word sect comes from the Latin noun secta (a feminine form of a variant past participle of the verb sequi, to follow), meaning "a way, road", and figuratively a (prescribed) way, mode, or manner, and hence metonymously, a discipline or school of thought as defined by a set of methods and doctrines. The present gamut of meanings of sect has been influenced by confusion with the homonymous (but etymologically unrelated) Latin word secta (the feminine form of the past participle of the verb secare, to cut), as though sects were scissions cast aside from the mainstream religion.
Planescape is a campaign setting for the Dungeons & Dragons fantasy role-playing game, originally designed by Zeb Cook. The Planescape setting was published in 1994. As its name suggests, the setting crosses and comprises the numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as originally developed in the Manual of the Planes by Jeff Grubb. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magical portals.
Planescape is an expansion of ideas presented in the Advanced Dungeons & Dragons Dungeon Master's Guide (First Edition) and the original Manual of the Planes. When Advanced Dungeons & Dragons 2nd edition was published, a decision was made not to include angelic or demonic creatures, and so the cosmology was largely ignored, being replaced (to a certain degree) by the Spelljammer setting. However, fan demand for a 2nd Edition Manual of the Planes was strong enough to justify its expansion into a full-fledged campaign setting, and so in 1994 Planescape was released.
Sect is an ancient astrological concept in which the seven traditional "planets" (including the Sun, the Moon and the five starry planets) are assigned to two different categories: diurnal or nocturnal sect.
As can be seen by the example of Mercury, which is more obscured by being occidental, sect is a form of astrological polarity, much as the distinction between masculine and feminine planets. Since some planets were seen to be stronger in a positive or masculine environment, and others were seen to be more effective in a negative or feminine environment, whether a planet is in sect in any given chart was of particular importance to Hellenistic astrologers, who gave sect greater weight than any other astrological factor. The luminary of sect is the luminary which is said to rule each sect.
The Sun is the luminary of sect in a day chart (where the Sun is above the horizon) and the Moon is the luminary of sect in a night chart (when the Sun is below the horizon.) This distinction was crucial in determining the location of the astrological Lots--especially in Hellenistic astrology.