It has been almost 12 years since the release of one of the highest grossing films of all time – that being 2009’s Avatar, James Cameron’s sci-fi epic.
There has been a running meme for the last couple years that despite the first Avatar film’s wild success in the box office, it isn’t a memorable film. The characters aren’t memorable, the storyline is a copy and paste of 1990’s Dances With Wolves, and that its success hinged on the technological breakthroughs in CGI and 3D film that were a staple feature of the film.
In retrospect, the running joke isn’t far from the truth. Avatar is a film that hasn’t held up for casual viewers on its own merits, but rather through nostalgia of a time that has long passed – a time before the insanity of the last 10 years in the social and political scene, where most people were more concerned about the film’s core messages; that being a deeply environmentalist film, a critique on colonialism, and the insatiable appetite of human discovery wreaking havoc on innocent and more noble creatures.
While there are aspects of the original film I enjoy, such as the detailed world-building that Cameron is known for, and the cutting edge visual effects, it still failed to resonate with me the way it has with many other viewers.
The preaching was exhausting when I watched it the first time in 2009, and it is still exhausting today. I get it. Humans are bad, save the trees, the military industrial complex is so evil, etc, etc.While the second installment Avatar: The Way of Water certainly delves a little deeper into the lore and ups the stakes for the protagonists, it still carries the same bare-bones environmentalist sermon that has become all too exhausting in this day and age, especially when we have Extinction Rebellion and Just Stop Oil cronies ruining fine art and causing general inconvenience to all those around them in our current reality.

This is an excerpt from “Provenance”. To continue reading, visit The Mallard’s Shopify.
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The ‘Lines in the Sand’ Myth
The idea that European colonialism is the original cause of modern day political strife in the Middle East is a popular one both in academia and amongst large sections of the general public. It originated in political science literature in the 20th century but has been ham-fistedly revived in the 21st, particularly in the context of the Syrian Civil War.
The narrative goes that the region was greedily carved up by the British and French empires following their victory over the Ottomans in the Great War. Bumbling colonial administrators drew straight lines in the sand, bounding territory arbitrarily and mixing peoples with arrogant disregard for differences in culture, ethnicity or religion. The resultant states were thus internally divided, unstable and weak – and it’s our fault. While it might be funny to point out the worrying implications this might have for our own enthusiastically multi-cultural society, it’s easier and more effective just to point out that it’s false. In actual fact, the states created by the much-maligned Sykes-Picot agreement have their roots in the pre-war Middle East and were starting to take shape in the 19th century as a result of various Ottoman attempts at reform.
Ironically, most who blame colonialism and Sykes-Picot for strife in the modern Middle East are doing a ‘Eurocentrism’ (a term you’ve certainly heard if you’ve spent any time as a humanities student) by exaggerating the impact of European empires and downplaying the importance of the Ottoman Empire. It’s high time we decolonise our thinking and give deserved credit to the Ottoman Empire for sowing the seeds of destruction in the fields of Iraq and Syria.
Syria, or ‘Suriyya’ as it was then known, began to take shape as a political entity in the mid-19th century as a result of a series of infrastructure improvements that connected previously isolated highlands with the cities of the coastal area of Bilad al-Sham. The creation of the Beirut-Damascus highway by French entrepreneurs encouraged more European commercial activity in the region as Beirut became the link between a significant portion of the Ottoman empire and the industrial economies of Europe.
Prior to the creation of the highway, Syria’s dismal transportation infrastructure left the region fractured and much of its population isolated. Improvements connected people in isolated hinterlands to participate in the economies of the wider region, uniting diverse and divided peoples together and forging a regional (and later national) identity. This infrastructural development occurred parallel with the aforementioned intellectual development that created ‘Suriyya’ out of Bilad al-Sham and the surrounding area. In 1863 local administrative boundaries were redrawn and the province of Suriyya was made concrete for the first time.
Syria was not the only state with a formation that predates Sykes-Picot, either – Iraq developed similarly. Iraq in the early 19th century was even more of an infrastructural backwater than rural Syria. While the main artery of 19th century Syria was the road, in Iraq it was the canal. Steamships in the 1860s cut the journey time from Baghdad to Basra down to just ten days while before it had been four weeks. Just as the Beirut-Damascus highway connected Syria to the world and to European trade, canal routes through the Persian gulf were what connected Iraq.
Although Iraq was never unified as a single province under the Ottomans like Syria was, the group of territories it comprised were referred to commonly by Ottoman administrators as ‘Iraq’ from as early as the sixteenth century. The skeleton of an Iraqi state can be seen also in the actions of the army, which was often organised in Iraq as a separate unit of its own with a headquarters in Baghdad, irrespective of the boundaries of local government. Despite the existence of religious and ethnic differences in both of these nascent states, importantly, all Iraqis rose up against British rule in 1920 as Iraqis and all Syrians rose against the French in 1925 as Syrians.
So we’ve established that Syria and Iraq, at least, were not entities made up by imperialists for their own convenience but rather nations that had formed organically out of a period of upheaval and transformation. However, the 19th century created a lot of disunity as well as unity in the region.
From the seventeenth to nineteenth centuries, poor infrastructure, low literacy rates and the relative remoteness of much of the Middle East meant that religious doctrine could not exert as commanding an influence as it could elsewhere and there was significant blurring and admixture of local communities. In the most isolated areas, lines between Christian and Muslim, and Shia and Sunni communities were blurred such that it was difficult to distinguish between them.
However, Ottoman constitutional reforms – known collectively as the ‘Tanzimat’ (‘reorganisation’) – crystallised this distinction by granting non-Muslims full legal equality with Muslims. The removal of the privileged position of Muslims in the Ottoman empire came at a crucial time of increasing European commercial dominance and penetration. Some Muslim textile workers thus began to resent Christian counterparts who, they felt, were gaining the upper hand on them thanks to connections with Europe and the preference of European merchants to do business with Christians. Local elite, who sought to preserve their power by opposing the Tanzimat were then able to use this to their advantage by framing their opposition to reforms in ethnoreligious terms, fanning the flames of sectarianism. The starkest example of this phenomenon reaching boiling point is the 1860 Damascus riots in which between 5,500 and 8,000 Christians were killed.
In this we can see clearly patterns of sectarianism and a political landscape that is very similar to what we have today. The only thing preventing large-scale violence from occurring up until the 20th century was the existence of the Ottoman state and the authority of the Sultan. However, the Ottoman Empire had territorially been in slow retreat since 1683 and modernisation – attempts to create a Western-style Weberian state – had repeatedly failed or achieved only partial success. The truth is that the importance of the Sykes-Picot agreement and the post-WW1 colonial settlement in the Middle East is massively overstated in comparison to the events of the mid-to-late 19th century, which are massively understated.
The problem isn’t so much that a common misconception exists – history is full of them and this is by no means one of the most egregious – it’s that this falsehood is used in bad faith as a political weapon. It’s a narrative that fits nicely into a far-Left view of the world wherein the shadow of colonialism still lies over the whole world and is responsible for all evil and conflict. It is used to bash British people over the head with guilt so they take responsibility for all that goes wrong in the Middle East, particularly with regard to contentious topics such as asylum seekers, foreign aid and military intervention. ‘It’s our fault, you know,’ they say. It’s pernicious and ultimately ahistorical.
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A Plague Tale: A Post-apocalyptic Light Held Aloft
Respectively released by Asobo Studio in May 2019 and October 2022, A Plague Tale: Innocence and A Plague Tale: Requiem follow siblings Amicia and Hugo de Rune through a 14th-century France being torn apart by the Hundred-Years-War, the French Inquisition, and the Black Plague. Through the stories of both games, Amicia and Hugo must try to stay alive while maintaining hope in the things worth living for, all while searching for a way to save Hugo from a yet unknown sickness, the ‘macula.’
Having in my twenties platinum ranked several Metal Gear Solid games and The Last of Us, I felt right at home in A Plague Tale. However, inspired by, in addition to other post-apocalyptic games like TLOU, titles like ICO and even a Studio Ghibli film, the games’ stealth, buddy tactics, and progression of unlockables mesh the elements of several genres into an excellent gaming experience that goes far beyond formulaic stealth-action. Indeed, when not sneaking around guards, players must puzzle their way through swarms of rats with torches held aloft in what becomes the central motif of the franchise.
The two games form a unified whole, in my opinion, with the denouement of Innocence leading directly into Requiem; thus, if not explicitly specifying one or the other, when referencing A Plague Tale I will henceforth mean both games together. While an outstanding work on its own, with few areas that really stretch the player outside of the higher difficulties and character revelations too significant for merely the last third of a single game, Innocence is clearly a preparation for something larger in both gameplay and story. Fulfilling the expectation, Requiem increases the franchise’s breadth in length, map layouts, tools accessible to players, and the dynamic roles of side characters in both plot and puzzle. And yet, while changes are, of course, made between the two games (not all positive, in my opinion), the core narrative elements are consistent through both.
How the games tell the story is their best attribute, and one that was a major focus of Asobo Studio: they incorporate most of the plot-driving dialogue and characterization in the midst of the stealth and puzzle scenes. In previous-generation stealth games, one sneaks through a certain area and is rewarded with a cutscene or discovery that advances the story. This could often cause the stealth sections to become a bit utilitarian, with the back-and-forth between action and narration feeling like switching between two halves of the brain—not the best for maintaining story immersion or emotional investment.
However, with its use of furtive commentary and context-specific actions from side characters, A Plague Tale incorporates the narrative into the gameplay so seamlessly that the tension of the sneaking and action enhances the tension of the story conflicts, both external and internal, thus maintaining story immersion and blending all into a level of aesthetic experience I had rarely experienced. The tension as Amicia protects but also relies on Hugo and others with different sources of light as they traverse fields of dark, writhing rat swarms builds the sense not just of fear of failure, but of connection among and investment in the characters. This narrative aspect, alone—this integration of action and narrative—is enough reason to play the games, in that they show how modern games can tell a story in a new, verisimilar way that invests one in the increasingly layered characters more than just passive watching or trophy-focused strategizing might.
Leaving more thorough gameplay reviews to others (or, better, to players who will experience the games for themselves), I will focus below on the stories of each game. Each game has elements one doesn’t always encounter in today’s media and which make their plots deeper and more dynamic than are many other current post-apocalyptic, female-centric games. (Also, needless to say, spoilers ahead).
Innocence: ‘You can run…but no one can escape their own blood.’
A Plague Tale: Innocence’s opening chapter, titled ‘The De Rune Legacy,’ immediately places the game in terms of both aristocracy and historical context, motifs that thread throughout both games. Through the initial tutorial scenes of main deuteragonist Amicia walking the De Rune estate with her father, we learn that, a noble family in fourteenth-century France, the De Runes are beset by the wars afield with Plantagenet England and the steady growth of a new plague at home. We also learn that, due to the boy’s strange sickness, the macula, Amicia’s five-year-old brother, Hugo, has been kept separate from his fifteen-year-old sister for most of his life, with Amicia being closer to their father due to their mother’s being focused on healing the cloistered Hugo.
In the same sequence, Amicia and her father discover an obscure underground menace plaguing the forest, and the family estate is raided by the Inquisition in search of Hugo. Soon separated from both parents, the two estranged children must make their way to the boy’s doctor, secretly an alchemist, discovering along the way that the menace beneath the ground are actually floods of rats that literally pop up whenever the two children—specifically Hugo—undergo stress.
From the start it is apparent that Innocence is a story of children of good aristocrats thrust into a world falling apart. As often happens with such stories of upending times, the changes necessarily involve and are bound up with the aristocrats, themselves, their being the holders and maintainers of their culture’s values. Foreshadowed by the heightened rat activity whenever Hugo has his debilitating headaches, it is revealed that the plague of rats destroying France is somehow connected to the macula inherited through Hugo’s family line.
Thus, threaded through this story of siblings trying to survive is the subtext that the conflict involves their bloodline—the children’s aristocracy. Like countless other stories of chosen children of unique birth thrust from comfort into a world of flux, Innocence becomes a bildungsroman of learning to survive in a world that, because of their bloodline, is suddenly suspicious of and antagonistic towards them, and which may be falling apart because of them. Implicit in the story is how much blame they should assume for the heritage they did not choose and know little about.
Besides the ubiquitous rats, Amicia and Hugo’s major antagonist is the Inquisition. While the trope of ‘ackshually, big church bad’ is tired, at best (and usually unbelievable for anyone with a working knowledge of history), in the game’s fantasy world the Inquisition works excellently, without breaking immersion with an anti-church bias too common in modern works. A quasi-official sect focused not on pursuing heretics but, rather, on harnessing and using the plague, the Inquisition actually serves to illuminate Hugo’s condition for the children and players.
The Grand Inquisitor Vitalis Benevent—ironically named, his being a decrepid old man of failing health—is a typical but no less excellent character, and his Captain of the Guard, Nicholas, has easily one of the best character designs I’ve seen in a while. Together they concretise an archetypal threat to young nobles: those who would use them and their blood to amass power. This is only made more insidious when the innocent and naive Hugo comes to the forefront for a section of the game.
Thus, as is common to such stories of a time of shifting values and structures, the question of who is friend and who is foe is foremost, and Amicia and Hugo must learn to be circumspect about whom they trust, a theme that will continue into the next game. Yet, at the same time, Amicia must balance exposing Hugo to the world’s dangers with maintaining his innocence; one of game’s most charming yet unnerving dynamics is the double layer of Amicia’s vigilance for possible threats and Hugo’s playful ignorance of their danger—as well as Amicia’s suggesting such things to distract Hugo (and herself) from their plight. It is through this interplay—the need to maintain innocence as a resistance against the darkness around them while facing and surviving it—that the siblings get to know each other and the story is told.
Added to the moderating effect Hugo’s youth has on the usual nihilistic brutality of such games, the world of Innocence, as well as of its sequel, does not come off as a standard postapocalyptic setting. The greatest reason for this is the studio’s choice of its historical place, which lends it a paradoxical undertone of familiarity. Whether or not players have a ready knowledge of the Justinian Plague which serves as the background for the game’s sickness, we’ve all heard of the medieval Black Death. We know it was horrible. We also know it was survived—and served as the threshold of the Renaissance.
Placed in this context not of annihilation but of survival, the games implicitly lend themselves to a conservative undertone. Horrible times have happened, and horrible people have made them worse, but so long as one can keep a localized light burning, the seeds of civilization will survive even in the smallest communities. Exactly this happens in one of the game’s many poignant images, that of the De Rune children and their by-then found family of vagrants living, growing, and learning to thrive in a broken down castle.
Furthermore, the growing relationship between Amicia and Hugo hinges on the implicitly conservative principle of personal responsibility and moral agency—especially regarding the exigencies of circumstance and one’s relationship to power, especially over those closest to us. A theme not uncommon in post-apocalyptic stories is whether or not a rupture of society justifies a full abandonment of morality and regard for life. Throughout the story, Innocence’s answer is ‘No.’ Amicia’s killing to protect Hugo is suffused with hesitancy, sorrow, and apology—a motif established in Innocence and explored much more fully in Requiem. Hugo’s parallel relationship with violence—with the possible loss of innocence it entails—has the added complexity of his being a child, but the impetus to control himself is no less present and upheld.
Indeed, unlike other post-apocalyptic characters who grow increasingly solipsistic and nihilistic (*cough* Joel *cough*), it is Amicia and Hugo’s task to maintain moral responsibility and innocence in their respective ways when all others around them seem intent on dispensing with such things out of ambition or expediency. Virtue does not change, howevermuch the world around us seems to, nor does change relieve us of our basic nature as individual moral agents whose choices have real effects.
Although not an explicitly named theme, it is only by superceding their circumstances and instead placing themselves within a broader historical context of their aristocratic family line, while drawing closer to each other—that is, by accepting their aristocratic heritage and actively manifesting it in the present through corresponding behavior—that Amicia and Hugo are able to overcome the game’s conflicts. And, in the end, what remains is the very image that started the story: that of a family, native and found, drawing together to keep lit and held aloft sundry moments of innocent joy in order to humbly produce a better future.
Requiem: ‘Stop trying to be so tough. You might learn something.’
Picking up roughly six months after Innocence leaves off, A Plague Tale: Requiem finds the De Runes and their alchemist companion Lucas continuing their journey to heal Hugo of his macula. As signaled by the game’s opening chapter, ‘Under a New Sun,’ the sequel’s problems will seem different from its predecessor’s, but only on the surface. The Inquisition is behind them, but the deeper conflict remains—the need to treat Hugo’s macula before it reaches the next ‘threshold’ and further overtakes the boy while also avoiding pursuit from those who might try to stop or manipulate them.
After the game’s tutorial and introduction, the group visits a town in Provence to meet Magister Vaudin, another alchemist who might be able to help heal Hugo. However, Vaudin soon becomes a wedge in the relationship built through the previous game between Amicia (and the player) and Hugo. Foreshadowed previously by the minor dialogue of the tutorial, this and other events bring to the fore the question of whether or not the deuteragonists should trust potential allies.
In Innocence the core conflict was simply to protect Hugo, which, considering the siblings’ shaky relationship, was rightly not undercut by a serious questioning of motives and methods. However, in Requiem Amicia becomes so focused on protecting Hugo that she ends up pushing away potential help, not only the questionable alchemical order but even their mother and companion, Lucas. Amicia’s arguable overprotectiveness shows itself in two ways, a growing comfortability with violence and an inability to judge friend from foe (or visa versa).
In the game’s best element of complexity, the suspicion of allies is eventually turned on the increasingly violent Amicia, herself, who sees her growing willingness to kill yet cannot seem to mitigate it. The theme of protecting Hugo becomes, in a game about a pathogen, a psychological pathology in Amicia—her own sublimated macula that, like Hugo’s literal one, can just as easily be misused to disasterous effect should she blindly give herself over to its prejudices.
This type of storyline—that of the strong female suspicious of all purported help, especially from men, and whose toughness is altogether good and an end in itself—is, by now, nothing new. Those sympathetic to it will find many things to admire in Amicia, and can probably play the game without sharing my interpretation (a mark of a good work of narrative art in any medium). However, Requiem is, thankfully, not merely a story of a girlboss teenager giving the proverbial middle finger to allies who seem to hinder her in protecting Hugo. To be sure, despite admonitions from friends and family, Amicia does follow this arc—until the siblings fall in with Arnaud.
A mercenary whose soldiers have previously been thinned out by Amicia, the mercenary Arnaud pursues the De Runes at different portions of the game. However, Arnaud eventually saves the siblings from the uncontrollable effects of their own actions. Whereas the still childlike Hugo trusts Arnaud relatively quickly (Arnaud’s role as father figure for the siblings is a layer I don’t have time to examine here), Amicia remains skeptical—understandable, considering the concussion and remaining scar on her forehead he’d previously given her. However, implicit in the interactions between Amicia, Hugo, and Arnaud is the irony that by too bluntly rejecting Arnaud’s help in order to protect Hugo, Amicia might ruin the very innocence she has tried to preserve—a theme that has been there from the game’s beginning.
Perhaps more significant, the game thus reverses the ‘male allies = implicit enemies’ trajectory of many recent female-driven plots, instead arguably justifying Hugo’s trust rather than Amicia’s distrust. The game dares to introduce the complexity of an enemy actually turning out to be an ally—not unheard of in today’s stories, but rarely involving an older male.
Arnaud’s place in the story is by no means clear-cut, nor is Requiem a mere reactionary tale of an overweening teenage girl being cut down to size (which would, itself, be formulaic, simplistic, and boring). Nonetheless, the fact that he is allowed to add complexity to Amicia’s development—in a way that highlights her shortsightedness—is refreshing in that it keeps Amicia from falling into the prescribed tropes and, by now, chauvinistic stereotypes of recent heroines. Rather, through his similarities and differences with her, Arnaud serves to highlight the capacity of the untutored, rash Amicia to go overboard.
While, like the other side characters, he remains in the background for long portions of the game, the mercenary nonetheless continues to shift the story’s moral center away from Amicia, thus paradoxically allowing her to grow in how she responds to her own impulses. Inn my opinion the story could have used more of an explicit admission on Amicia’s part that Arnaud might have been right about a few things. Nonetheless, the mercenary adds a welcome complexity in that his presence—and the themes he concretises—keeps the story from falling into the simple formulae of other current media—something I, and many others, have been asking for for our female characters.
The De Rune Legacy
By layering the themes of its predecessor with a variety of new elements and subsequent possible interpretations, Requiem more than fulfills the setup of Innocence, and it secures both parts of A Plague Tale at the top of the post-apocalyptic genre. Both show what games are capable of and are well worth playing by both stealth veterans and those looking for a unique and involved aesthetic experience.
Furthermore, as with Innocence, Requiem expands the tropes it employs. Added to the recurrence of civilization’s rise and fall (which could have just as easily been the topic of my commentary on the game) is the localization of such vicissitudes in the individual Amicia, herself. Parallelling Hugo’s literal macula, Amicia’s choice of whether or not to give over to her wrathful passion and lose perspective and self control—really, the classical virtues of Prudence and Temperance—is that upon which the future will hinge.
Thus, whether intentional or not, for those willing to see it the games offer an implicitly conservative iteration of the post-apocalyptic setting. Considering that conservatism’s basic function involves, to paraphrase Mahler, the protection and preservation not of ashes but of flame—of that which we have and love, especially things like innocence, historical humility, and family connection, this is a fitting and timely nuance. The games are by no means simply ‘based cons do the apocalypse,’ but the inclusion of such elements does show how stepping from the path of prescribed ethos and character alignments can create an enriching work of art that will satisfy players of many stripes. With such diverse and complex elements—and, more importantly, the depth of immersion with which Asobo pulls them off—the franchise, itself, instantiates the very light that forms its central image, offering an implicitly brighter experience amidst a genre usually plagued and darkened by cosmic ambivalence and moral nihilism.
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Against the Traditionalists
A Premise:
Deep, and yet deeper down, below the marsh slime and the swamp rot, even underneath poppy roots and the granite rows, Old England’s Foundations lie. While thinned and turned soils are cold and damp, the fiery Mantle warms and pulses, twisting round and circling on itself; the Core sees into itself and ponders on its shadows; to reach out into the cold and dark, hope perchance to find new wheels to turn, or perhaps not. Content, in the underworld, dreaming of the pictures of its marble face, Old England’s Foundations are buried the deepest, overwritten by thin and beaten sheets of plaster and tissue paper.
Yet, this is a fantasy: circumstantial myths of Old England, and its Foundations. Those marshes were sealed, and the swamps became roads, and the shapes and the names of the trees do not matter anymore. Accumulated plays turned in on themselves and became a meaningless fresco; the hand-me-down uniform, hoarded in poverty, with no weavers to craft anew. That Core is no form but a feeling, fleeting and shallow, giving only the image of warmth. Gawp at the statues and the towers and the gold on the wall. They were never yours.
Intermission, The Alchemists’ Folly:
Higher, and yet higher so, far reaching beyond the sea and above the clouds, up and up Nature’s Ladder, climbs a Champion. For all its power and glory. He soon received the ravenous attention of The Crow, the most cunning of all the birds. It said: “I have seen many climb, and their plans dissolved away, but wear my feather, and sing my song, and Nature’s sure to play”. The Crow put a feather on The Champion’s shoulder, and The Champion cawed until he had near reached the clouds. He looked down to measure his climb, and one cheek was slashed by The Crow’s feather; he saw many other smaller birds with more beautiful sounds and colours than The Crow, hiding fearfully away in their nests.
Higher and higher, between the feathers and the stars, up The Ladder, climbed The Champion. The clouds from below were sunlit pillars in the sky yet seemed smoke and fog inside. At once, the guiding stars were blotted out, and The Champion was frozen in the dark. He begged it clear, and The Cloud said: “Truly, Nature loves to hide, and seems at first a chaos sight, but learn its ways, obey and pay, by water’s path will light”. The Champion’s waterskin was plucked by a gale, and The Cloud gave in credit due a magic hailstone, and it magnified the light of the stars. His fingers were cold and heavy, his water was lost, and the constellations seemed more twisted than ever before; but, with the dim path seen by magic divined, The Champion waged on.
An earthquake struck, and The Ladder path fell; weathered wood, by many footsteps heeled, shattered with the turning of a generation. His bearing steers all amiss under the dizzying constellations, for the old way is no more; and The Champion loses their footing, curses the folly, and plummets into brine under the bottommost rungs; championing, no more. The Fool who works with wood and nail, at the bottom of The Ladder, did not build houses that day, for another ladder was built by him; and The Fool then propped it, already to seize the opportunity, to climb the path again. But The Cloud and The Crow remain in their Nature, as they wait between the salt and the stars.
Their Conclusion:
Hailing practice and ritual, making nothing new, and the new, ugly; what comes from a fool’s history? Yesterday’s legislation becomes today’s tradition, and old and common habits are preserved by kitsch committee. To justify what happened, because it happened, accounting to stacked sediments of past scoresheets? If that is good, then good is evil; bored eyes make nothing beautiful around our empty hands, so we make eternities of nothing, and are compassed about by our enduring appetites. With Nature as your sentimental measure, you pay tribute to accidental shadows on the wall. Where is The True, The Good, The Beautiful? God have mercy on your windswept souls.
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