<!-- Author: David -->
when (me.Take<Refuge>(GOD))
    GOD.Protect(me)
    GOD.Save(me)

me.Request(GOD.Hear(me))
me.Request(GOD.Rescue(me))
me.Request(GOD.Keep<Safe>(me))

while (me.Refuge = GOD)
    GOD.Lead(me)
    GOD.Guide(me)
    GOD.Protect(me)

me.Commit<Spirit>(GOD)
me.Request(GOD.Redeem(me))

me.Hate(People.Where(ClingToIdols))
me.Trust<in>(GOD)

because (GOD.Saw(me.Pain AND me.Anguish)
 AND GOD.SaveFrom<Enemies>(me)
 AND GOD.MoveTo<SafePlace>(me))
    me.Feelings = [ Glad, Rejoicing ]

when (me.Distressed)
    GOD.Show<Mercy>(me)

me.Strength = Weak
me.Feelings.Include(Grief, Tiredness, Overwhelmed)
me.Enemies.Hate(me)
me.Neighbors.Disdain(me)
me.Friends.Avoid(me)
me.Feelings.Add(Ignored)
me.Feelings.Add(Forgotten)

People.Gossip<about>(me)
People.Conspire<Against>(me)
People.Troll(me)

me.Trust<in>(GOD)
me.Request(GOD.Keep<Safe>(me))
me.Request(GOD.Smile<at>(me))
me.Request(GOD.Save(me))
me.Request(GOD.Shame(Wicked))
me.Request(GOD.Punish(Wicked))
me.Request(GOD.Silence(Wicked))

GOD.Goodness.Size = Massive

foreach (person in People.Where(GodFearing AND Refuge.Is(GOD)))
    GOD.Give<GOD.Goodness>(person)
    GOD.Keep<Safe>(person)

Praise(GOD)

if (person.Is(Visible) OR person.Is(Hidden))
    GOD.Can<Hear>(person) => true

if (person.True<to>(GOD))
    GOD.Faithful<to>(person)

if (person.Is(Proud))
    GOD.PaysBack(person)

if (person.Hopes<in>(GOD))
    person.Be(Strong)
    person.Take(Heart)