Name: Esra
Goal: Variant. Has no active desire for territorial expansion as she sees no value in such a thing. An increase in raw power that is spawned from an increase in worshippers does little for the actual nuance of the power, and so with her own nature of abilities she simply views aggression as effort. That said, Esra's desires trump all else in her decision-making, so should she be incited to action or decide that, rather than a boring exertion of effort that the systematic conquering of the world could be fun, there will be no hesitation to jump into the fray.
Domain: Order.
Appearance: Powers: System, Observer, Stagnation, Void Command, Numerical Phantasm.
Artifacts: First Precept.
Territory: United States of AUO.
Symbols: Blank circles, voids, and the like. Traditional indications of Order such as the Dharmachakra. So on, and so forth. An inanely boring set of symbols, by most definitions.
System: Fundament of Order
The standard fare for a God of Order, as it is the ability to order things. A power to create systems and write rules, the premise and essence of order itself above all else. For instance, were one to possess a bag of mixed nuts, Esra would be capable of organizing them as per her own designed system (ie by the kind of nut, size, color, monetary value, etc) in the span of an instant. The ultimate OCD power, without question.
Observer: Eyes Which Surpass God
A viewing of the systems that are already in place, an understanding of the nature of reality and the right of the god of Order to oversee those systems. In other words, the top-notch scrying ability of a tyrant, who views the world as a set of systems that give rise to phenomena. Observation of what "is", "is not", "was", "was not", "could be", and "could not be", as well as the ability to fully analyze and understand all of these. In other words, the ability to see in a sense beyond sight such that reality can be overseen properly. Its greatest limit though is that while it can view what "could be", it cannot specify what "will be" definitively in its own right. In other words, it is not true precognition in itself.
Stagnation: Make This World Stop
Order is the concept of states of affairs and underlying existences existing in a "proper" state of affairs, such that there are no "errors" with the foundation of things. This is in contrast to Chaos which is based in a destruction of stagnation and deconstruction of what "is", as Chaos is the ultimate state of undoing. Thus, preservation of Order reaches a single precept from which the others follow. Stagnation. Halting, Ceasing, Ending. Order is not allowed to change, Order is not allowed to be altered as then it is not Order. Imposition of the principle of "stillness", "stagnation", or simply "not changing" upon something. An example could be paralyzing an enemy or otherwise stopping their motion, or stopping something from changing on a conceptual level. While if this ability has the consent of what it is acting upon or said thing cannot give consent it is an "absolute order" that reality cannot violate, if it is used upon a godly being who attempts to resist this ability, it is likely to fail. If that condition is not met though, the power of this order is absolute and cannot be undone. If a bullet is stopped in midair, not even a god will force it to move again. Of course, in that instance one probably has another bullet.
Void Command: Root of Algis
Nothingness is innately a fundamental part of order. A void is a state of perfect order, unchanging and static for all eternity, perfectly existent by the fact that it isn't existent. At the same time, a void is a starting point. In a void no system exists, so a void is where systems are created and order is born. In that sense, nothingness is both a representation of and a starting point for Order. Thus, this power is the manipulation of vacuums. While a true vacuum does not exist in the world, this is the altering of probability fields such as "electron clouds", which are necessarily filled with virtual particles until observation (interaction with non-quantum states) sets in. In other words, it is the ability to alter the probability waves of a "vacuum" in accordance with the user's will. Probability waves are altered and functionally infinite zones of effect are made finite in order to make this ability self consistent with reality, so in that sense it can be seen as the ability to lower the per-particle scale of a personal probability wave such that a sigma cutoff of the user's choosing is imposed upon it, rather than being infinitely large as it normally is.
Numerical Phantasm: Possibility Mechanics
Math is just shorthand for what reality does, but at the same time its an "a priori" truth that exists prior to human contextualization of it, in some sense it's a primal form of order that reality is bound to, a natural premise and system that explains phenomena. In that instance, the command over that system would be within the realms of Order's authority. This power is thus control over "numbers", as numbers are a source of order a priori to reality. To put most of the uses of the ability into simpler terms, the basic idea revolves around percentages, and always making sure the dice is favorable result when it hits the ground. An example would be a bag full of marbles; half of the marbles are white, and the other black. Her ability would be always selecting the black marble if she wanted it. While it seems like a lackluster ability, in reality is very versatile and useful.
First Precept
A specialized material created by Esra that is like a black box. It has no special ability or effect on its own, but is actually useful as a building block to Esra. As it has no ability of its own other than being a building block for greater things, nothing much can be said about it. However even if it has no special ability it's amazing as a building block and changes for the needs of what it's building seamlessly. A replication of the making of reality, the creation of things such that systems can be applied to them. The base right of the god of Order, as it is the right to place things within the natural order.
World-Bound
The term used to describe Esra's nature. Rather than a god whose powers are concerned with humans, her domain is that which attacks the "world", as a god of order sees human followers only as an underlying phenomenon creating by a given system.
This doesn't mean that Esra is necessarily more "powerful" than those with abilities that target individuals; rather, hope, oaths, concepts of that nature are all human-centric and so the gods of those domains will have a stronger connection to humanity than one whose domain considers itself "beyond" man.
She can thus be considered a "god of the world" of a "god of reality" rather than a "god of man". She is a being whose story is that of "world making". This is the narrative of the god of Order, who stands in the center of nothingness as an empty husk, seeing everything and nothing, and by viewing those possibilities of what "could be" is spurred to action, to make them occur through effort. The void is reshaped and melded, existences are created, systems are applied to those existences. Rules of the world are written in as the world itself is created, all the while the god of Order shapes it, viewing everything in terms of a possibility.
This is the core of her being.
Origin
The fragment of a fragment of a fool. In a sense, Esra can be called an "updated model" of a more primal existence, namely that which first shaped an "is" out of an "is not," the creator of the first system. In the time before the concept of time had come into play, when the first mind had yet to turn upon itself. In an endless void of naught, a self separated its essence from the void and shaped it into something that was not-void.
In some sense, this could be called a trigger condition for the creation of Roa, however a being of that omniversal scale no longer exists in the perceived world. Rather it has separated into shards, in essence becoming the fundament of the world and of the underlying systems of reality.
Esra's own existence is that of one such shard, a fragment of that primal being's essence and authority, which she herself has shaped and personalized to her own nature over the course of her existence. Standing on par with her fellow gods, she claims the right to rule from a narrative that spins back to before a "beginning".
If one treats her and the primal being as one and the same, her age in comparison to the other gods is ridiculously skewed. However, this is a nonsensical comparison due to the gap in power and scope between them, not unlike comparing an atom of iron to the sword Excalibur. If one simply regards her as being "created" when the shard was broken off and the primal being shattered though, her length of time in existence is still leagues beyond the gods who are reliant on bases such as humans to exist.
After all, without a system, the idea of "being" ceases.
A spot of gleaming white amidst the backdrop of all else. A shining beacon of perfection.
When a follower of order perishes, they are moved to a separate "world," as is conventional for followers of gods. Each individual is placed within a white room. This room is unbreakable, and they shall be trapped there forever. The light from this room shall burn their eyes, and they shall never find reprieve from its monstrous simplicity. In this room they are adrift in an endless void, a blank slate of unchanging, perfected nothingness. The essence of order itself.
And yet...they do not mind, for once they enter their ability to do so melts away. They are made to fit perfectly into the natural order. No freedom. No will. No love. No morality. No hope. This zone is a conceptual space within which all other concepts and natures which are not in perfect synchronization with Order are not permitted to enter. Even if one were to use a universe-destroying tool that could annihilate every concept, it would fail because such an attack would be "ignored" by this reality. It is not that this world is stronger than such an attack, rather it finds such an attack inconsequential. In order to affect, to enter, to be inside of this world, one must fulfill the criterion to do so.
It is a peerless zone of Order. Even for a god, entering it is tantamount to suicide, as upon entering all aspects of oneself which are not "Order" will be denied by the reality within which they operate. It is worth noting that for gods, who are necessarily composed of a conceptual form, anyone save for Esra who enters this zone will cease to be. This is also why Esra's sole domain is Order, as if she stepped inside this area with other Domains, she would cease to have authority over them as that authority would be destroyed by this world. It is worth noting that one of the only possible ways to permanently destroy the God of Chaos would be to make him enter this zone, but of course he would never do such a thing. This zone can be called an impenetrable fortress, the field of unending tranquility within which no filth can enter.
Humans who enter are stripped of their everything. Gods who enter are stripped of their existence. As the world wears on, even the stalwart march of time and death will have no place here.
This is the Realm of the ultimate tyrant. Order over Chaos, Sanity over Emotion, the apex of balance and perfection itself. An endless hell that you will not even recognize as being Hell.
Could a more perfect world be imagined?
The United States of AUO, or U.S.A. for short, is the primary zone of influence for the God of Order. While her followers are largely scattered in various zones, this is the crux.
It is an island containing some-odd 1 million people, with a relatively high population density. While called an "island", it is not naturally occurring and was in fact formed through copious use of First Precept to form stone and things of that nature. An artificial island of temperate climate and few special attributes that was created by Esra.
Mythical races do exist on the fringes of the island, though they are land-based such as grounded chimera, werewolves, and the like. Rather than being natural existences which dwell there, they were in fact created by Esra using First Precept. It's worth noting that many residents of the island were created through First Precept as well, and thus while they are indistinguishable from humans in functionally all regards, many of their origins are not technically human.
The residents of the island are not suited to combat, fattened and decadent as a general rule. Their cities are all formed from First Precept, and through use of this building block, Esra creates food and other necessities for its inhabitants. In other words, through the blessing of their god, the island has become the ultimate safe haven for NEETs.
It is an idyllic utopia in which nothing deviates from the natural order. No chaos, no suffering, no change.
In one sense, it is a peerless hell. In another it is a peerless heaven. The residents have come to recognize it as the former and understand their feelings as "happiness." Were they to not...one has to wonder if their mind could take the revelation.
Not that Esra cares, of course. If they all died, she could just whip up another one. Order won't disappear as long as something "is," after all.
Arella: Disgusting. Creativity, art, concepts that cannot be permitted to exist in the perfect world of Order. Her existence is perfectly contrary to Order, and thus she is disgusting, a miserable gnat that buzzes around the pure white room, but the effort to move her hand to kill it is more than the effort needed to simply ignore it. Besides, if nothing else, she makes the game entertaining.
Tyzitla: Analogous to a stage magician. His tricks are stale and his routine is bland, but even Esra will concede that he does said tricks well. He is entertaining to watch in the same way a magician is when you know his tricks: it's entertaining to watch them jump through hoops to reach a desired end, and you're eternally waiting for them to fail abysmally so that you can get a laugh. While she respects him more than most of the other gods, it is less true respect and more of a thumbs-up so he will keep performing for what she perceives as her entertainment.
Gilder: Entertaining, if unimportant. Esra views the God of Coin as a background character who will never amount to anything, but who is good to have around nonetheless as a source of occasional laughter. She has little overall impression on him beyond this, though.
P'kegatu: Tiresome, but ultimately appreciated. While his methods and demeanor conjure to mind childish behavior and a bland sort of irritation not dissimilar to an aggravated babysitter dealing with a troublesome kid, she views his domain as useful in comparison to those of many other gods'. Vengeance after all is a tool of balancing, of stagnation, of equalization, of Order. In that sense, such an ideal is welcomed, unless it gets in the way.
Kaba: Similar to the God of Coin as a pointless but entertaining existence. In Kaba's case, the entertainment comes from a slightly different font. Kaba is viewed as a fragile doll, an exquisite glass figurine at the center of a maelstrom. So then, Esra looks forward to seeing what happens when the eye of the storm moves.
Azreal: A decidedly useless existence in the long-term, but useful to have around in the short-term. While his demeanor is scarcely better than a certain Blood God's, in her eyes at least, he is far easier to tolerate than said god seeing as he's regarded as at least somewhat tactful. That said, in the grand scheme he's viewed as nothing more than a hindrance to be culled.
Malag: Infantile. Put simply, she views him as a god with chuunibyou, nothing more. His conquests and acts of monstrosity are viewed similarly to the temper tantrums of a child, pointless fits that will be dealt with if they ever become too irksome.
Arguis: Disappointing. This is the only word which can describe Esra's impression of the God of Chaos. He who is meant to tear her systems to the ground and serve as her rival is viewed as a brat too wrapped up in delusion and nonsense to realize his own insignificance. Something that should oppose the natural order in all respects and serve as a constant source of entertainment, but in truth is simply a speed bump. Her impression of Arguis is not unlike the feeling one would get when playing a video game, when they make it to the final boss, excited for the ultimate battle, and realize that it is as weak as a Level 5 Random Encounter.
Kun: Tiresome. Something that tries to be more than the personification of fear, aiming as the personification of the Unknown. The one thing "everyone" fears. The one thing nobody can prepare themselves for. The endless void that lurks outside of reality. And yet, for all that effort it is pointless. She is an ephemeral dream that will disappear when you reach out to touch it, veiled in eldritch words and impossible secrets that act as if they exist outside of the rules. Nothing is outside of her rules, even that which "is not". An attempt to do otherwise is an exercise in futility at its finest.
Tyrithe: A mixed bag. Fairness, Discipline, Justice, Judgment, these are aspects of the goddess that Esra views as almost perfectly acceptable. Virtue and Morality, less so. Tyrithe is certainly held in a higher regard compared to most of the gods in Esra's eyes, one more conducive to the natural order than many others, but the ethical ideals of Tyrithe work against that. Morality and virtue...such meaningless concepts, they have no place in Esra's world. Were Tyrithe to reject those two Domains, Esra's view of her would increase drastically.
Hurrian: Her view is best compared to that of a slightly disdainful parent. Due to Hurrian's domains of Discipline, Law, and Obedience, he is viewed by Esra as a subsection of Order, not unlike what would have happened if someone had tried to photocopy her pristine image of reality with too little toner and using off-white paper. In that sense, she largely prefers him to many other gods, as he is one of few who so directly operate under the basis of Order, but his ultimate deviation from Esra's definition of Order makes him irksome.