The term Players refers to the specialized individuals who exist as entities outside the Game and its rules in order to put the Game and the multiverse into motion. There are almost always four to fiveĀ players in the Game, with an occasional fifth or sixthĀ player who acts as an Observer to how the Game functions in order to record its progress, referee among Players (should squabbles and disagreements arise), and take note on how the Game reflects realities outside the multiverse and vise versa. Currently, the Game has four main Players and one Observer who have been playing the Game for as long as they could remember: Myārath (Player Chaos), Melancholy (also called Melani; Player Balance), Linduru (Player Decay), Abrayarmaa (Player Morality), and the two observers who act as one: the Oracle and the Overseer.
Players participate in the Game in order to win the right to pick the next Gameās Architect in hopes that they may favor the winning Playerās Alignment and make the new Game tipped in their favor. Other benefits of winning the Game include supreme bragging rights and the possible forced adoration of the Pieces, although most of the time Players care little for Pieces and vise versa. If that doesnāt seem convincing enough, remember that The Game is about making the multiverse functional, not about making it enjoyable. Without The Game, there would be no multiverse and everything would fall into disarray and collapse to the Nothingness. The Players are doing a ājobā as is required of them. Itās already enough that they turned the way they do their job into a so-called Game. It is a thankless and dirty job, but someone has got to do it, so the saying goes.
No one knows the origins of these Players as individuals, where they as a collective came from, why the multiverse decided it needed four or five individuals to run it, or how the long legacy of Players and the Game started, and itās likely no one ever will except the Players themselves. Seeking those answers would be like seeking how the Multiverse first came into being; it is simply unknowable, especially by those caught within the Veil. Players themselves are very secretive about their origins and their lives and often donāt share their full story, even with their Apprentices, making it almost taboo for a Player to be open about themselves. (Apprentices eventually learn to be the same way, perpetuating the cycle of silence unendingly.)
Players themselves are considered supreme cosmic entities and come from any origin, any reality, however most of them, at some point in their lives, were once Human Pieces and bore Humanity. Due to the nature of the Game, however, their Humanity is quickly sacrificed and often discarded for a better advantage at playing the Game. It is hard to win the Game if one is too close to Humans, as Humans makeup the main Pieces of the Game, and there is no way to win the Game without someone suffering due to needing to maintain fineite balance in the multiverse. It is also just a natural toll on oneās Humanity to toy with the lives of others as if they are meaningless, and it is a mental and emotional strain on one to play the Game without treating someone like they are meaningless. Thus Humanity is not very compatible for Players despite the common desire to hold onto it as long as possible (with occasional exception). Thereās an argument among Players that Humanity is vital to Players, however that is often attributed to the fact they have a close and personal look at how the Game really treats those who must deal with the Playerās consequences (as thatās their literal reality) and is dismissed by Players entirely.
Players must play the Game according to the Architectās vision in order to make it fair for all four playing, although Players are allowed - within reason - to bend the rules and find loopholes to their advantage. The Architect of the Game often oversees the Playersā first round (the first āLayerā) to ensure fair play is made, then may choose to reincarnate and become a Game Piece or simply exist as an Outlier with the fifth Observer Player.
Rumor has it that the first group of Players in the first ever Game established an unspoken rule among themselves (with the Multiverseās permission) that, should a Player wish to retire or die, they must take upon themselves an Apprentice to teach their ways in order to preserve their legacy, the Game, and their Alignment (aka their role in the Cosmic Game). Preserving oneās Alignment assures predictable outcomes for future Games and possible wins (or repeated wins) for certain Players. Despite this, it has been noted within history that Players can and will change their Alignment as they see fit, their mentor be damned. Because of this, no two Games have been the same, which only gives evidence that these rumors may not be so untrue after all.
Player Alignment (also known as Personas,Ā Player RolesĀ or just Roles) are concepts that a particular Player embodies. Alignments typically have nothing to do with morality (good/bad/chaotic/neutral/lawful, etc), but with a particular thing that the Player wants (or is forced) to embody in order to help balance the Game. There are several āsetsā of Alignments that have been established by previous Players and adopted by the Multiverse as functional and recyclable for future use. Alignments are never used twice in a row, but may skip a āgenerationā of Players and resurface sooner rather than later depending on how the future Games play out. New Players may completely invent Roles for themselves through accident or purpose depending on their backstory, or they may fall into Roles previously established by the multiverse as they learn how to play the Game as Apprentices.
In example, the current Players embody Morality, Decay, Balance, and Chaos, which are concepts or Alignments that the multiverse may save for future use with other Players so long as they are not the Players next in line (aka the Apprentices of the current Players).
Player Advantage is a certain angle/edge/āleg upā that Players have over their opponents. For instance, Chaos has the advantage of being unpredictable and aggressive, and is considered extremely friendly to Humanity, while Balance has the advantage of a steady foothold and difficulty in being thrown off their throne. Apprentices can bring Players new and unique Advantages that Players could not get otherwise, including companionship and a second set of opinions they can trust.