From System Shock to System Change- Time to Transform the Future of Sustainability

Total Page:16

File Type:pdf, Size:1020Kb

From System Shock to System Change- Time to Transform the Future of Sustainability FROM SYSTEM SHOCK TO SYSTEM CHANGE- TIME TO TRANSFORM THE FUTURE OF SUSTAINABILITY FROM SYSTEM SHOCK TO SYSTEM CHANGE - TIME TO TRANSFORM 1 Forum for the Future is a leading international sustainability non-profit with offices in London, New York, Singapore and Mumbai. We specialise in addressing critical global challenges by catalysing change in key systems. For over 20 years, we’ve been working in partnership with business, governments and civil society to accelerate the shift toward a sustainable future. Together we are reinventing the way the world works. Find out more at www.forumforthefuture.org Publication date: October 2020 © 2020 Forum for the Future WITH THANKS TO OUR PARTNERS: FROM SYSTEM SHOCK TO SYSTEM CHANGE - TIME TO TRANSFORM 2 CONTENTS WHAT NEXT: EMERGING TRAJECTORIES.................34 INTRODUCTION.................................................................4 COMPETE & RETREAT.............................................36 KEY DYNAMICS DEFINING THE 2020s.................6 DISCIPLINE..................................................................39 BIOSPHERE BREAKDOWN.............................8 TRANSFORM...............................................................42 ECONOMIC CRISIS & REFORM.................14 UNSETTLED..................................................................45 TECH & GOVERNANCE NEXUS.................19 DESIGNING FOR TRANSFORMATION.......................48 EQUITABLE TRANSITIONS..........................24 TIME TO TRANSFORM: CONCLUSION.......................49 REGENERATIVE OPENINGS........................29 APPENDIX: OUR APPROACH..........................................54 ACKNOWLEDGEMENTS......................................................55 FROM SYSTEM SHOCK TO SYSTEM CHANGE - TIME TO TRANSFORM 3 INTRODUCTION We live in times of great disruption. Indeed, COVID-19 can in many ways best be seen In this report, we explore some of the key dynamics Our lives are changing in ways we could as an early-warning sign: a symptom, not a cause, that lie at the heart of these transitions. And we not have imagined less than a year ago. of such large-scale disruption. This is in part ask how we can make active choices now that will And many of the certainties on which we because it was almost certainly triggered by human transform our future prospects by embedding, at the have built our collective response to encroachment on forests, highlighting once again the heart of our strategies and plans, the realisation that sustainability challenges, as well as the intimate relationship between planetary health and a fundamentally different model is needed. A model social and governance structures that human health. But also because it demonstrates how that puts people’s wellbeing and planetary health underpin the systems we rely on, are vulnerable our supposedly sophisticated civilisation first, as the overriding imperatives. being challenged. is to such shocks – and how much needs to change if we are to put it on a genuinely sustainable path. Planetary health is not separate to human wellbeing. Assumptions we made then about the likely The two are intricately intertwined. In order to trajectories of the coming decade towards 2020 has exposed the inequality that is deeply achieve the just, resilient and truly sustainable world sustainability have been thrown up into the air embedded in our social and economic structures, we want we advocate a regenerative approach – by the impact of COVID-19. And the pieces don’t from the institutional racism targeted by Black enhancing the underlying capacity of all individuals, look like falling back into place anytime soon. Lives Matter, to the imbalance in global supply communities and ecosystems, to be healthy, to keep chains which has seen millions of factory workers evolving, and fulfilling their potential. and informal workers in the global South lose their livelihood overnight as lockdowns arrived. The COVID-19: recession catalysed by the impacts of COVID-19 looks Early warning sign of shocks to come set to roll back decades of investment in human capital and poverty reduction. On the surface, this may seem like a bolt from the blue, unrelated to all the other pressing The 2020s could see us transition concerns that were focusing our minds – such as into a world of ever more the impact of technology and automation on A decade of transitions destabilising shocks, or business and jobs, economic models that entrench towards a reconfiguration of inequalities, and the growing threats of climate The coming decade will be one of transitions the systems we rely on based change and ecosystem collapse. – for good or ill. How we respond to COVID-19 – on goals of equity, sustainability particularly how governments spend their and resilience. Scratch the surface, though, and it’s clear that trillions – will shape our destiny going forward. the pandemic, far from being an outlier, is rather The 2020s could see us transition into a world a harbinger of the sort of shocks to the systems of ever more destabilising shocks, or towards a we rely on which we can expect in the years to come, reconfiguration of the systems we rely on based as climate change and other disruptions take hold. on goals of equity, sustainability and resilience. FROM SYSTEM SHOCK TO SYSTEM CHANGE - TIME TO TRANSFORM 4 ‘Building forward’ for a just and regenerative world This approach is particularly relevant to the ‘build back better’ response to the economic and social consequences of COVID-19. A just and regenerative approach here is not so much about ‘building back’ – that implies a return to a modified version of what went before, on a pathway to further depletion, and ever more vulnerable to the next crises. ‘Building forward’ means fundamental shifts in what we define as important, and in the goals of our systems – away from the current economic model, and towards a distributive one that has the principles of social equity and a just transition to a zero-carbon future at its heart. Central to these shifts is people working in alignment with living systems themselves and their own powers of regeneration. It is about recognising that the shocks to our systems we are experiencing are not isolated events, but part of a wider systemic breakdown across human society and the wider ecosystem. It is about seizing the opportunity for effecting real, lasting change at that systemic level, right across the board. Putting that into practice will mean making some radical changes in the way we do business, shape policy, and live our lives. That makes it our greatest challenge. But within it lies our greatest hope. FROM SYSTEM SHOCK TO SYSTEM CHANGE - TIME TO TRANSFORM 5 WHAT WE’RE SEEING NOW KEY DYNAMICS SHAPING THE 2020s For many years, Forum for the Future has mapped emerging trends across society, the economy and the natural world, and EQUITABLE explored what their implications might be TRANSITIONS for the prospects of a sustainable future. ECONOMIC CRISIS & REFORM Trends, of course, do not act in isolation; they interact, and change each other. It is a complex picture, and one which this year we have tried to capture more systemically. Rather than simply REGENERATIVE OPENINGS tracking individual trends and their interaction, we have instead sought to understand how a whole cluster of trends can combine together to produce a really dramatic impact on the world; one which can shift whole systems. We refer to these as Dynamics, and we have identified the five in this report as being critical to the transitions under way over the coming decade. They do not, of course, operate in isolation. They themselves are each part of a living, evolving system. For more detail on how we identified these Dynamics, please see Appendix: Our Approach. BIOSPHERE BREAKDOWN TECH & GOVERNANCE NEXUS FROM SYSTEM SHOCK TO SYSTEM CHANGE - TIME TO TRANSFORM 6 WHAT NEXT EMERGING TRAJECTORIES THAT WILL SHAPE OUR FUTURE The COVID-19 pandemic has resulted in an Transform: Planetary health and extraordinary moment of discontinuity that human wellbeing come first, and are will profoundly affect how these Dynamics interconnected. Deep change to reset the play out over the coming decade. system is possible, desirable and happening. We can’t go back to ‘before’. The degree of systemic change and uncertainty COVID-19 has brought is altering the deepest levels Unsettled: There might not ever be a of our assumptions, values and worldviews. From ‘new normal’. The world is now strange and our systems work, we know that the deepest changes volatile beyond all previous human experience. come from shifts at these levels, because they allow Previous ways of thinking are not helpful now. the shifting of the foundational narratives that we use to make sense of the world, to order our societies, These trajectories and their underlying mindsets and to organise collective action. help us to understand what possible futures are open to us and the role we might play in creating To help navigate this extraordinary time, and them. They are intimately connected to each of to help us understand what this might mean the Dynamics, and to the positive and negative for the Dynamics for the decade ahead, we have trends we will see emerge for the health of our identified four broad trajectories emerging out planet, the equitable transitions we are seeking of the COVID-19 discontinuity, characterised by in our societies, and the future of our economy. narratives that arise from very different basic sets of assumptions and mindsets: As you read this report we
Recommended publications
  • 2K Games and Irrational Games Announce Bioshock(R) Infinite
    2K Games and Irrational Games Announce BioShock(R) Infinite August 12, 2010 2:01 PM ET Creators of original BioShock(R) look to the sky in the next chapter of the award-winning franchise NEW YORK, Aug 12, 2010 (BUSINESS WIRE) -- 2K Games announced today that BioShock(R) Infinite, a first-person shooter, is currently in development at Irrational Games, the studio behind the original BioShock(R) which has sold over 4 million units worldwide. Set in 1912, BioShock Infinite introduces an entirely new narrative experience that lifts players out of the familiar confines of Rapture and rockets them to Columbia, an immense city in the sky. BioShock Infinite is currently planned for release during calendar 2012. Originally conceived as a floating symbol of American ideals at a time when the United States was emerging as a world power, Columbia is dispatched to distant shores with great fanfare by a captivated public. What begins as a brand new endeavor of hope turns drastically wrong as the city soon disappears into the clouds to whereabouts unknown. The player assumes the role of former Pinkerton agent Booker DeWitt, sent to the lost city to rescue Elizabeth, a young woman imprisoned there since childhood. He develops a relationship with Elizabeth, augmenting his abilities with hers so the pair may escape from a city that is literally falling from the sky. DeWitt must learn to fight foes in high-speed Sky-Line battles, engage in combat both indoors and amongst the clouds, and harness the power of dozens of new weapons and abilities. "We are excited to expand the world of BioShock, which is one of the industry's most critically acclaimed and beloved franchises," said Christoph Hartmann, president of 2K.
    [Show full text]
  • Deus Ex (2000) by Ion Storm Inc
    A zeitgeist game is reflective of its corresponding social climate. Titles that gain zeitgeist status have in some way challenged the norms of their associated era and revolutionised a pre-established genre by bending traditional conventions. Thus, zeitgeist titles are also timeless. They transcend time, remaining popular and famous due to the societal standpoints they raise and the impact their innovation has on the wider gaming communities and markets. Sci-Fi cyberpunk FPS/RPG Deus Ex (2000) by Ion Storm Inc. is an example of one such title that has built upon its sociological, artistic and technical influences to create a game that resonates innovation through its unique application of emergent gameplay; driven by character interaction and choice. Through analysis of these three fundamental influences in relation to the unique emergent gameplay construction of Deus Ex and correspondingly by comparing the game with its peers gives insight into how this game achieved zeitgeist status. Deus Ex was not the first game to challenge the norm by hybridising FPS/RPG genres. It was inspired by the gameplay of previous FPS/RPG 90’s games Ultima Underworld (1992) and System Shock (1994) by Looking Glass. (Spector, 2000). However, Spector also states he wanted to build upon the foundation laid by these games. He goes on to say his influence for the setting of the game came from his research into millennial conspiracies and his wife’s obsession with the X-Files. (2000). The game world of Deus Ex acts as a basis for the innovative success of its emergent gameplay. Without a lively game world gameplay choices would feel uninspiring.
    [Show full text]
  • Read Book Ultimo: 9 Ebook, Epub
    ULTIMO: 9 PDF, EPUB, EBOOK Hiroyuki Takei,Stan Lee | 210 pages | 21 Nov 2013 | Viz Media, Subs. of Shogakukan Inc | 9781421558844 | English | San Francisco, United States Ultimo: 9 PDF Book Download as PDF Printable version. Um die Rezensionen bei uns vorzeigbar und hilfreich zu halten, werden wir jede Rezension entfernen, die diesen Richtlinien oder unseren Nutzungsbedingungen widerspricht. Im Besitz Jetzt kaufen Jetzt vorbestellen. Many aspects of the previous plot still seemed to be present, but Britannia appeared to be a world much more firmly under the Guardian's grasp. Bleib mit Freunden in Kontakt. Archived from the original on February 28, Ultimo East is 1. Deine Freunde. Reihe Kaufen 9. Anzahl: 5 pro Seite 15 pro Seite 30 pro Seite 60 pro Seite. However, he criticized its technical issues, and docked the game one star from a perfect score until "after EA patches it up some. Yelp Sep 30, Following the Avatar 's escape from Pagan , he is transported back to Britannia for one final battle with the Guardian, who is increasingly ruining the physical and moral fabric of that land by use of eight columns. Name that government! We highly recommend purchasing from Ultimo Motors!! Keine Aktivierung oder Internetverbindung zum Spielen erforderlich. The player is able to accomplish this via an Armageddon spell cast behind a Barrier of Life, which takes the Avatar and the Guardian to a higher plane out of Britannia. Most of the game consists of traveling through the dungeons to recover the glyphs and visiting the Shrines of the Virtues to meditate and cleanse them.
    [Show full text]
  • Edge Interview
    CREATE PEOPLE, PLACES, THINGS People DORIAN HART Meet the numbers guy who helped create smarter shooters Long before he was in the industry, Dorian created games for children at holiday camps: “I just liked to make up games. I had an obsession with game rules” 118 EDG248.c_people.indd 118 11/7/12 4:06 PM CV orian Hart is the man who worked out Hart’s interests in stat-tweaking and storytelling URL www.cardhunter.com precisely how hard a Big Daddy should combine again in his current project: a browser- Selected Softography Ultima Underworld II, Thief, System Shock, Thief II, System Shock 2, be to kill. BioShock’s melancholy, based fusion of RPG dungeon crawling with Terra Nova, Flight Unlimited II, Freedom Force, lumbering beasts had health bars that trading card battle mechanics called Card Hunter. Freedom Force Vs The 3rd Reich, BioShock, Drequired an approach more tactical than a full- It’s being developed by Blue Manchu, a studio set Choice Of The Star Captain, Card Hunter frontal assault, and encounters with the diver-suited up by Irrational Games co-founder Jonathan Chey. protectors gave rise to the game’s most emergent But while Hart’s first contact with the game and interesting scenarios. Players would lure industry was an interview for a writer’s role with splicers into attacking the Daddy, or set trip mines the studio that became known as Looking Glass, and traps around corners before goading the he soon found himself working on level design monster into a suicidal charge. But one thing on Ultima Underworld II, System Shock and all the divergent approaches had in common is Thief.
    [Show full text]
  • Immersive Sims a Game Design Philosophy by Hackers
    Immersive Sims A game design philosophy by hackers and D&D nerds H.A.C.K. online meetup Whoami Game developer ■ Tech Manager at Supermassive Games @Guildford ■ Gamelab: Hungarian Indie ■ Stompy Bot: Canadian Indie Dániel Molnár Hacker -Houruck- ■ id tech lineage presentation @Lakat-LAN ■ Open Source Games & Hacking in video games talks @camp++ ■ “Homo Ludens Ludens” /stf/ Disclaimer ■ I haven’t played most of these games when they came out ⤏ Most of them didn’t click at first ⤏ I was more invested in action titles with twitch gameplay ■ It is my new favourite as a gamer ⤏ I was working on a “boomer shooter” concept ⤏ Picked elements from other titles influenced by immersive sims ⤏ And/Or I had a similar thought process to their designers ⤏ Possibly due to my IT background and interest in hacking ■ I find it intellectually challenging to design What is this talk about? Immersive Sims ■ I think it is not a genre, but rather a design direction ⤏ Form of environmental design ⤏ Common narrative trappings ⤏ Game design philosophy ■ I am currently working on my own definition ■ Guildford Interpretation of Immersive Sims ■ Researching relevant games ■ My findings so far from the lense of connections to the hacker subculture What is even a genre? ■ Movies are a bit more clear-cut ■ Video games have broad genres like action,adventure,etc. ⤏ We tend to focus on mechanics and design ⤏ Like First Person Shooter (states camera, and core mechanic) ⤏ And Real Time Strategy (so not turn based) ⤏ Or compare to other titles (Doom clone, Soulslike) ⤏ It can oversimplify or alienate newcomers (Roguelike, Metroidvania) ■ End of the day it is just a label ⤏ Allowing for marketing and meaningful conversations ⤏ For gamers and developers alike Berlin Interpretation of Roguelikes High value factors Low value factors 1.
    [Show full text]
  • GOG-API Documentation Release 0.1
    GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end.
    [Show full text]
  • John Carmack Archive - Interviews
    John Carmack Archive - Interviews http://www.team5150.com/~andrew/carmack August 2, 2008 Contents 1 John Carmack Interview5 2 John Carmack - The Boot Interview 12 2.1 Page 1............................... 13 2.2 Page 2............................... 14 2.3 Page 3............................... 16 2.4 Page 4............................... 18 2.5 Page 5............................... 21 2.6 Page 6............................... 22 2.7 Page 7............................... 24 2.8 Page 8............................... 25 3 John Carmack - The Boot Interview (Outtakes) 28 4 John Carmack (of id Software) interview 48 5 Interview with John Carmack 59 6 Carmack Q&A on Q3A changes 67 1 John Carmack Archive 2 Interviews 7 Carmack responds to FS Suggestions 70 8 Slashdot asks, John Carmack Answers 74 9 John Carmack Interview 86 9.1 The Man Behind the Phenomenon.............. 87 9.2 Carmack on Money....................... 89 9.3 Focus and Inspiration...................... 90 9.4 Epiphanies............................ 92 9.5 On Open Source......................... 94 9.6 More on Linux.......................... 95 9.7 Carmack the Student...................... 97 9.8 Quake and Simplicity...................... 98 9.9 The Next id Game........................ 100 9.10 On the Gaming Industry.................... 101 9.11 id is not a publisher....................... 103 9.12 The Trinity Thing........................ 105 9.13 Voxels and Curves........................ 106 9.14 Looking at the Competition.................. 108 9.15 Carmack’s Research......................
    [Show full text]
  • System Shock 2®
    sysshock man -eng 02/05/2000 9:11 Page 1 SYSTEM SHOCK 2¨ WARNING: TO OWNERS OF PROJECTION TELEVISIONS STILL PICTURES OR IMAGES MAY CAUSE PERMANENT PICTURE-TUBE DAMAGE OR MARK THE PHOSPHOR OF THE CRT. AVOID REPEATED OR EXTENDED USE OF VIDEO GAMES ON LARGE- SCREEN PROJECTION TELEVISIONS. EPILEPSY WARNING PLEASE READ BEFORE USING THIS GAME OR ALLOWING YOUR CHILDREN TO USE IT. Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday life. Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights, consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor. PRECAUTIONS TO TAKE DURING USE • Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows. • Preferably play the game on a small screen. • Avoid playing if you are tired or have not had much sleep. • Make sure that the room in which you are playing is well lit.
    [Show full text]
  • Bioforge™ Install Guide
    THIS BOX CONTAINS: (1) CD (your game!) Install Guide (16 pp.) with quick installation instruction , directions for creating a floppy boot di k, configuration for a variety of memory management systems and Troubleshooting answers to possible problems. Playguide (20 pp.) covering movement, fighting, interaction and so forth. This also includes a step-by-step Introductory Walkthrough. Hint Book Excerpt ( 16 pp.) giving hints, a detailed walkthrough of the first section, character stats, etc. Field Personnel File (32 pp.) that provide , through the confiscated documents of Caynan, a brief glimp e into the Mondite movement and Daedalus laboratory. Reference Card lists the keyboard commands for a single-glance reminder. Registration Card - we'd love to know who you are! BIOFORGE™ INSTALL GUIDE Welcome to BioForge. This guide includes quick installation instructions for users more familiar with the proce , and a detailed, tep-by- tep guide to in tailing the game. If you experience any difficulty, consult Troubleshooting (p. 8). To avoid compatibility or memory problems, please take a moment to confirm that your machine matches the system requirements described below. Remember, you may safely top at any time during installation and return to the previou menu by pres ing ~except when it is copying file . (To exit installation while the program is copying file , press~.) Note: BioForge has been fully tested with the Double Space/Drive Space disk compression utility that shipped with MS-DOS version 6.0 and up. We cannot guarantee the compatibility of our games with other disk compression utilities. QUICK INSTALLATION Note: If you are running a di k cache such as SMARTDrive, you need to disable it to insure a clean installation.
    [Show full text]
  • Always Already Monsters—Bioshock's (2007) 'Splicers
    ALWAYS ALREADY MONSTERS—BIOSHOCK’S (2007) ‘SPLICERS’ AS COMPUTATIONAL OTHERS Jaroslav Švelch (Charles University and University of Bergen) Abstract: The article explores the manufacturing of monsters in video games, using the case of the influential 2007 first-person shooter BioShock, and ‘splicers’—its most numerous, zombie-like enemies. I combine two methodological perspectives on the ‘manufacturing’ of splicers by analyzing [a] the title’s developer commentary and other official paratexts to trace the design of splicers, and [b] the game’s embedded narrative to reconstruct the diegetic backstory of splicers. I argue that video game enemies, including splicers, are ‘computational others’, who may appear human on the level of representation, but whose behavior is machinic, and driven by computational algorithms. To justify the paradoxical relationship between their human-like representation and machinic behavior, BioShock includes an elaborate narrative that explains how the citizens of the underwater city of Rapture were dehumanized and transformed into hostile splicers. The narrative of dehumanization, explored following Haslam’s dehumanization theory (2006), includes [a] transforming splicers into atomized creatures by depriving them of political power and social bonds, [b] creating fungible and interchangeable enemies through splicers’ masks and bodily disintegration, [c] justifying splicers’ blindness to context and their simplistic behavior by portraying them as mentally unstable addicts. The article concludes that all video game enemies are inherently monstrous, and that critique of video game representation should focus on how games fail to make monsters human, rather than how games render humans monstrous or dehumanized. Keywords: monsters; video games; first-person shooter; BioShock (2007); zombies; otherness; computational other; hauntology.
    [Show full text]
  • PDF Management Board Report on CD PROJEKT Capital Group Activities
    Disclaimer This English language translation has been prepared solely for the convenience of English speaking readers. Despite all the efforts devoted to this translation, certain discrepancies, omissions or approximations may exist. In case of any differences between the Polish and the English versions, the Polish version shall prevail. CD PROJEKT, its representatives and employees decline all responsibility in this regard. Table of contents Significant achievements of the Capital Group in 2015 ........................................................................................................................ 5 Activity profile ..................................................................................................................................................................................................... 7 Summary of CD PROJEKT Capital Group strategy for 2011 - 2016..................................................................................................... 8 CD PROJEKT Capital Group growth outlook ............................................................................................................................................ 9 Strategy of the CD PROJEKT Capital Group for the years 2016-2021 .............................................................................................. 9 CD PROJEKT S.A. on the capital market ................................................................................................................................................... 13 Market environment –
    [Show full text]
  • Come, Thief PDF Book
    COME, THIEF PDF, EPUB, EBOOK Jane Hirshfield | 104 pages | 28 Mar 2012 | BLOODAXE BOOKS LTD | 9781852249243 | English | Tyne and Wear, United Kingdom Come, Thief PDF Book Official Sites. Want to Read Currently Reading Read. But if you do not wake up, I shall come upon you as a thief, and you will not know which hour I shall come upon you. Black Girl, Call Home. It stands on the top of the mountain and looks for more mountain, steeper pitches. A few times, you held another beyond any measure. Trouble in Mind. I do like Jane Hirshfield's poems. Berean Study Bible Remember, then, what you have received and heard. I can go back to it again and again and each time find something new, whether it's a fresh way of looking at the world or just sheer admiration of her spare but expansive style and incisive eye. Not a bell, but the sound of the bell in the -bell--shape, lashing full strength with the first blow from inside the iron. Love in August White moths against the screen in August darkness. Other changes include an increase in the number of AI behaviors. If you will not wake up, I will come like a thief, and you will not know at what hour I will come against you. A gauge at the bottom of the screen called the 'Light Gem' indicates how visible the protagonist is. Whatever direction you turned toward was face to face. Unsourced material may be challenged and removed. Her poems press the experiential. Clear your history.
    [Show full text]