<!-- Author: David -->
Why(GOD.Abandon(me))
Why(GOD.Ignore(me.Cries))

if (Now.TimeOfDay = Day OR Now.TimeOfDay = Night)
    GOD.Is(Silent) => true

Israel.Praise(GOD.Throne)
Ancestors.TrustFor<Deliverance>(GOD)
Ancestors.Cry(GOD.Save(Ancestors))

me.GetType() => Worm
Everyone.Scorn(me)
Everyone.Despise(me)
Everyone.Mock(me)
Everyone.Insult(me)

Remember(GOD.With(me).Since(me.Birth))

when (me.Is(Alone) AND me.In(Trouble))
    me.Request(GOD.Come<Close>(me))

Bulls.Surround(me)
Lions.Threaten(me)
me.EmotionalLevel => Empty
me.PhysicalStrength => Exhausted
me.Heart.Status => Melted

Dogs.Surround(me)
Villains.Pierce(me.Hands, me.Feet)
me.Appearance => Skeletal
me.Enemies.Cast<Lots>(me.Clothes)

Request(GOD.Come<Close>(me))
Request(GOD.Come(Quickly))
Deliver.From<Sword>(me)
Deliver.From<Dogs>(me)
Rescue.From<Lions>(me)
Save.From<WildAnimals>(me)

me.Declare(GOD.Name)
me.Praise(GOD)

if (person.Fear(GOD)) 
    person.Praise(GOD)

Jacob.Descendants.Honor(GOD)
Israel.Descendants.Revere(GOD)

GOD.Despise(Afflicted) => false
GOD.Hear(Cries<For>(Help))

me.Praise.Source = GOD

Poor.Eat().Be(Satisfied)

if (person.Seek(GOD))
    person.Praise(GOD)

People.All.Turn<to>(GOD)
Families.All.Bow<Before>(GOD)
Dominions.Set<Owner>(GOD)
Nations.All.Set<Ruler>(GOD)

if (person.Is(Poor) OR person.Is(Rich))
    person.Worship(GOD)

FutureGenerations.Tell(GOD.Righteousness)