Laria

Laria is the Goddess of the Moon and the Night within the Imperial Pantheon. Together with her twin sister Alariashe is part of the second generation of the Chancel of the Stellar Heavens.
== Biography ==
Laria was born during the First Skybirth, arriving on Ferra via a golden asteroid. Together with her sister, she was found by Imperials.
Their horns, which are usually thought to be Beastfolk traits, at first seemed to put off the Imperials. Later, however, the clergy and scholars deemed them to be purely cosmetic and determined that pure imperial blood ran through their veins. Their horns, it was decided, were signs of the babies' divinity.
The twins were raised together in the Flarian Diarchy by its clergy and nobility and treated as saints. Though both excelled in their studies, neither excelled over the other and as they grew, so did the budding rivalry between them.
Eventually, both attained true godhood, taking their place as the goddesses of the Day and Night. Despite this, their rivalry endured, eventually culminating in the Year of the Molten Sky. Eventually, their mother, Sky Mother Thalindra got involved. What happened next isn't known by mortals but the Second Skybirth occurred and in the east, a meteorite crashed on Ferra, bringing with it Laria's daughter, Aura. Her niece Lura similarly arrived in the east, and together they kept their mothers in check, ensuring a regular cycle of day and night.
=== Moon Friends ===
After the Second Skybirth, Laria became friends with Duroth the Allfather who carved the dwarven hold of Aul-Mardoth on the moon and led the dwarven pantheon from there. It is said that the two gods often shared imperial tea and dwarven mead in the mighty halls of Aul-Mardoth.
== Channel Divinity: Night Night ==
Starting at 2nd level, you can use your Channel Divinity to shroud your enemies in darkness.
You may channel your divinity to dispel all light in a 60 foot radius for 1 minute. Nothing can illuminate the area, short of a Wish spell or the Illuminating Rays Channel Divinity. You may grant up to 5 people, including yourself, the ability to see within this area. Anyone who does not have an alternative way to see must traverse the affected area as if it was difficult terrain. Additionally, they automatically fail all dexterity saving throws, and if they were to fall prone or become lost in any way, they must roll a 1d8 to decide which way they believe they were heading, with 1 being north and going clockwise from there.