Alaria

Alaria is the Goddess of the Sun and the Day within the Imperial Pantheon. Together with her twin sister Laria she is part of the second generation of the Chancel of the Stellar Heavens.
== Biography ==
Alaria 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 west, a meteorite crashed on Ferra, bringing with it Alaria's daughter, Lura. Her niece Aura similarly arrived in the east, and together they kept their mothers in check, ensuring a regular cycle of day and night.
== Channel Divinity: Illuminating Rays ==
Starting at 2nd level, you can use your Channel Divinity to shine brighter than ever before.
You can channel your divinity to make yourself shine and light up an area within 60 feet of you for 1 hour. While the Channel Divinity is active, you can supercharge, focusing your light into a very bright 60-foot cone for 1 minute, after which the light is extinguished and the Channel Divinity ends. Creatures in that cone are blinded and have disadvantage against dexterity saving throws, unless they have an alternative way to see. As an action, you may rotate the cone up to 90 degrees. 
After 8 turns, the light becomes painfully hot, and any creature that begins their turn in the beam must succeed a constitution saving throw or take 2d8 fire damage. They roll with disadvantage if they are in armor or heavy clothing,