Eldrina

Eldrina is the goddess of Time and Chaos within the Imperial Pantheon. In her own words, she describes her chaos as the rejection of fate and other divine acts that would violate the sovereignty of mortals over their own life. Her defining relationship is her fierce competition and rivalry with Qorath, God of Time and Fate.
== Biography ==
Eldrina Varmia was born to a family of Imperial aristocrats in the Imperial Colonies. Her early life was relatively unremarkable, but at some point she got infected with The Hunger and turned into a vampire. 
Eventually she sought help from the gods to cure her affliction and while some promised respite, Qorath would undo these efforts. Whenever she was cured, she conspicuously got infected again. Whenever she was presented with a cure, it was lost or destroyed. 
Driven by anger and spite, Eldrina swore her eternal life to hinder and undo Qorath's design wherever she could. She soon became an icon of rebellion, against fate and overbearing control. During the upheaval immediatly after Stormfall, her legend grew as the populace sought to reject this fate that had befallen them. In time, Eldrina grew to be a saint, then goddess.
To this day, she strives tirelessly to undo the “fixes” that Qorath imposes on the lives of mortals.
== Channel Divinity: Anachronous ==
Starting at 2nd level, you can use your Channel Divinity to shatter the chronology.
Fate and Order are overrated, the world is at heart, chaotic. This is why you may channel your divinity to show everyone the truth. Everyone, including yourself, and everything within 60 feet of you, are now anachronous for 1 minute. Reroll initiative if in combat. Memories now seem hazy, roll a wisdom check for a DC15 which cannot be redone or changed in any way. If you fail you forget where you are, and why you are there. All who fail revert back to your native tongue and speak it for the minute. All who fail also forget how to precisely cast spells, making them chaotic and wild. Every time a spell is casted the caster must roll on the Wild Magic Surge Table. If you miss a spell, you will still hit somebody, at random you will hit another anachronous creature, whether friend or foe. They will remember how to do simple things like walk, run, swim, and write, though. Any who fail the check will also not remember what happened during the minute after it is up. Those who succeed the check feel queasy but otherwise fine.