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Divine Journey

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Name: Faelvír
Gender: male
Age: 32
Race: half-elf (Lunarian / Selenite Empire)
Class: healer-priest
Element: water
Appearance:
Under loose linen clothes, light leather armor. Elf-shaped ears, but without sharp ends (slightly rounded). Height is approximately 1.75 meters. The rest is in the picture.


Biography:
Faelvir's father was named Anyello Sabatini. He owned the tavern "Four Leshies" in the small town of Fiel on the outskirts of the Selenite Empire. The city was quiet and peaceful, but beautiful. One day, a family of traveling Lunarians visited Fiel to see the Irdit waterfall located nearby. There was no better lodging in the city than "Four Leshies," so three elves – parents and their young daughter Dinenvel – stayed with Sabatini. It took only five minutes for Dinenvel and Anyello to fall deeply in love, as a result of which the elf decided to stay in Fiel. Her parents did not like the prospect of marrying their daughter off to a tavern keeper, but what mattered most to them was their child's happiness, so they agreed. And soon after, Faelvír appeared.

The boy grew up in a fairly favorable environment: he had kind parents, and he could get along with his peers despite racial differences. From the age of six, he became interested in religions; however, at that time it was more an interest in learning than faith. He read many books on this topic, followed various services taking place in his city, studied the main religions accepted in the Empire and other countries, and knew many lesser-known ones practiced only in certain cities. When Faelvir turned fifteen, he went to a neighboring city to live in the temple of a new religion. This was a temple dedicated to the worship of Eya, the God of Life and Fertility. The religion was open; anyone aged fifteen or older was accepted into the novices regardless of race, gender, or origin; the main thing was agreement with the general ideology. There, Faelvir received education and also learned martial arts – the teachings of the god Eya stated that one must be able to defend life. But special attention was paid to medicine, both ordinary and magical. The half-elf remained in the temple and devoted his life to worshipping this deity.

When news spread throughout the Empire about some powerful artifact, the temple did not remain indifferent. Although the high priests do not have much hope of obtaining the Grail, they believe that they should at least try. They say that the artifact hides a source of life, a philosopher's stone. One of the best servants of the temple, by that time already priest Faelvír, was chosen for this task. It was also decided to send a small combat squad consisting of several templars and the best novices shortly after.

Character:
Kind, responsive, always ready to help, but sometimes naive. He can understand a person and calm them down if they are having a hard time. Moderately sociable. Confident in himself. Tolerant towards other faiths and religions; he does not impose his faith on anyone but believes that one should believe in some God, as faith reflects a person's character. Able to control emotions when necessary. To some extent, an idealist. Tries to avoid quarrels and disputes; he may make concessions for this, but deep down rarely accepts someone else's truth. If you don't take this into account, then he doesn't lie, but he might keep something quiet. Usually calm, but cruelty and violence can upset him, enrage him. He holds grudges for a long time but does not show it, forgiving verbally and trying to forgive in actions. He can even forgive violence and cruelty, but not in case of their lawlessness. He likes to play the flute to soothe himself. Does not drink alcohol, has no bad habits. Vegetarian, but in field conditions, he can eat meat if there is nothing else available.

Possessions:
A travel bag with everything needed on the road, especially medicines. A sufficient amount of money for the journey, provided by the temple. Combat knife, temple staff (can be used in combat; with the use of magic, it can turn into a source of light). Collection of sacred texts of the religion (a kind of bible). Flute given by his mother in childhood (quite good quality, valuable, elven; his mother brought it from her homeland).

Skills:
He wields a staff well, but not perfectly. Excellent at healing with magic, knows how to prepare potions. After battle, he can heal one comrade well (there won't be enough time for others). Cooks food well. Doesn't know how to hunt. Plays the flute more or less decently, but you can't say that he plays very well. He composes melodies himself, and some were taught to him by his mother.

Combat Tactics:
Faelvir is trained to fight in such a way as to quickly disarm or otherwise incapacitate the enemy, but not kill them (this applies both to sentient beings and other animals). Tries not to maim if possible. If necessary, he will kill the enemy. Avoids encounters with strong warriors or several opponents at once. Fights with a staff; a combat knife – only as a last resort, for example, if the staff is knocked out or broken. However, in battle, he prefers not to attack the enemy but to heal allies. If there is no one to heal yet, he will choose the weakest opponent or help a comrade who is having difficulty. Healing priority: the most injured; heals a character only if their health is less than 65%. If based on characters and psychology, then he will heal anyone, even someone he strongly dislikes, but he will give preference to closer people.



Faelvír
Half-elf (Selenite Empire/Lunarian, priest, Water)
Characteristics:
Strength - 12
Dexterity - 11
Constitution - 12
Intelligence - 14
Wisdom - 6

Parameters:
Melee damage: +36%
Critical hit: 11%
Dodge: 11
Accuracy: 55
Action points: 11
Health points: 132 (145)
Damage absorption: 12%+10% physical.
Magic energy: 17 (167)
Spell effectiveness: 140%
Spirit: 12
Other:
5% chance to learn an additional random characteristic point after killing. +10% to hp
+10% to mana
Resistances:
Spells:
Healing, Resurrection, Clean Water, Neutralize Poison
Main weapon:
Combat Staff +1. Damage: 15-25 (25-35) (physical), AP - 6.
Additional weapon:
Combat knife. Damage - 4 - 7 (physical), AP - 3.
Armor:
Light leather armor. Absorbs 10% of physical damage.
Jewelry:
Condition:
Health: 145
Magic energy: 97(167)
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