Turn 1:
That's right, you are Alara Zephyr the wind mage!
Alright fine, Zephyr isn't actually your last name but it sounds cool as well as being appropriate. You can't quite remember your old one anyway, you are pretty sure your last name started with a J though, yeah, pretty sure.
Apart from that you have all sorts of characteristics, you are an adventurous risk-take who is analytical and open-minded. You are also known to be very passionate and have a tendency to monologue. You also like the colour of Gilded Silver, sure sure it's people say it is
identical to gold but
you can tell the difference.
You channel your magic powers through writing implements. It's alright but it definitely doesn't look as badass as some of the ways you know of. In the Academy there was this guy who used gloves, he really got a hold on his powers, he was just running around shooting fire out of his hands.
But yes, writing implements, you write magic runes with your intent and then things happen pretty much. It's pretty practical but it really does require an education of longer then the week long one you got to use safely. You hardly know any of the runes and since they all look
very similar you are very likely to get things wrong. Good news is that you can still do a bit of magic without relying on runes, pushing a bit of air around and such but you aren't very good at that either since, well yeah, no real education in actually using magic.
But you can make do right?
You are in a very peaceful area at the moment. Criminals tend to stay away from the place with powerful mages who are just looking for an excuse to smack some heads together. You were told that if you go straight ahead on this road you'll reach the village of Tuan in less then half a day and if you follow it for about a week on foot you'll reach the large city of Tarnin. The road right goes into the woods and if followed further a small clump of mountains. If you go right you can get to Academy Lake. It's a large body of water that instructors use to train mages either when they need to be close to water or far away from land. Nothing lives in it near the academy since it gets repeatedly tossed around, frozen or filled with large amounts of dirt.
In your sack you currently have a piece of charcoal, 3 wrapped bread-meals, 7 copper coins and a glass flask. You were given tattered clothes and uncomfortable clay shoes as is the custom for students leaving the academy (normally once they have completed their training). Apparently it is meant to inspire you to earn your better clothes through work.
Well, time to start your adventure/life!
I went with writing since people think it is the most practical (although I was on team gloves) and I wanted to start this adventure instead of having 5~ pages of brainstorming.
On the right of the main panel you've got the little side-bar type thing. Right now all it has is faint writing of things like "You are wide awake" If you are actually tired that writing will change and get darker to show that you should deal with that. If you get cut or get cold or something similar it'll show up there. Below the words is, um, let's call it your magic window, that sounds magical enough. That will change when stuff happens with your magic power (like if you do something magical).
Below all that stuff is a little thing for your inventory(s). It's pretty self explanatory (ignore that the sack is a different colour, if anyone asks a wizard did it).