The Twenty

The words at the table. If you learn these twenty, you can play tonight; everything else is handed to you the moment you need it.

  • CarrierThe one who brought you the Flame, and the Cell they came from. It never changes.
  • CellThree to thirteen people who choose to walk together, by name, with a first Quest — a fully functioning part of the whole.
  • Circle (as gathering)A gathering of peers in a ring of trust — faces toward one another, no head of the table — and not yet a Cell.
  • CommitmentI will ___ by ___ — a person's or a Cell's word, said aloud to someone who will depend on it.
  • Heaven On EarthThe way things are when everything is in Right Relationship — here and now, progressively realized, a little more each week.
  • Home CellThe Cell that holds you — hears your season, keeps a copy of your sheets, and helps when something is wrong.
  • LIØNSBERGLion and mountain — a mythic name for the Sacred Mountain and for the way of being that climbs it: a gathering place beyond time and space, and a beacon calling All home to the ØNE.
  • ProposalA better way, written in a sentence and sent up on the Season Sheet.
  • QuestOne real thing a Cell does in one season, together, and can point to afterward.
  • SeasonAbout ninety days, from one turning of the sun to the next — the round of the Game, in which a Quest is chosen, walked week by week, and counted.
  • StoryMeaning carried in time — the form by which consciousness holds who we are, where we are, how we got here, and where we are going.
  • SupercellThree or more Cells that have become one another's home; supercells form supercells.
  • The compass questionBefore every move: does this make life a little more like Heaven?
  • The FieldEvery word LIØNSBERG plays with, defined once, in one place, and linked to every other — about a thousand concepts in three sizes: The Twenty at the table, The Two Hundred a Cell meets in its first season, and the whole Field below.
  • The FlameThe Game itself, carried by one person to another who is ready.
  • The GoalØNE · Creator's Intent · Heaven on Earth · for All · forever — the single highest aim that by definition contains within itself and orders every other aim.
  • The Great GameAll of us, together, exiting the Caves, crossing the Wilderness, and making every place we touch a little more like Heaven.
  • The Great Game of LIØNSBERGAll of us, together, exiting the Caves, journeying through the Wilderness, and making every place we touch a little more like Heaven. That is the Game. Heaven is the Goal. Everything else is a matter of how.
  • The OfferingWhat each person puts in the middle of the table, freely, each week.
  • The Story of LIØNSBERGThe Story of ØNE and All, told as faithfully as we can presently tell it — the world a player steps into, and the telling that gives ten thousand tables one language.
  • The TurnThe weekly gathering: did, gap, will, offer, ask, story, Offering, thanks.
  • The Twelve WordsTwelve words are enough to play: one meaning each, numbered so that line six is line six in every language, and each opening onto a whole page for whoever wants more.
  • The TwentyThe words at the table. If you learn these twenty, you can play tonight; everything else is handed to you the moment you need it.
  • ØNEThe eternal, universal Source and Sustainer of All — the centre around which everything else orbits, and the thirteenth that the twelve Pillars derive their power from.

Then The Two Hundred, then The Field whole.