That's right! You are the great mage (wizard is the technical term when using your title, but you using mage instead makes it more unique) Ensert Neme, Master of Nature, Owner of the book of Soneret the Mad, and collector of rare artifacts yet for all your greatness they give you a rickety wooden tower! THE NERVE OF THOSE INSTRUCTORS, JUST THEY WAIT TILL YOU LEARN THE POWERS OF SONERET, YOU'LL TEAR THEM ... coughing wildly you reign in your temper and notice the sun beginning to sink below the horizon. Hefting your small pack into a more comfortable position you begin the last bit of your long hike to your new home, reaching the gate of the stone fence quickly you find it opens before you can even reach for the latch. Not long after you walk through you hear it click together and fill a small tingle down your spine, shaking the feeling off as nothing you make your way into the tower proper, the massive double doors at its base swinging open as you approach.
The first floor is a rather simple thing, a stone floor chiseled into tiles and what appear to be blank murals, a small well carved and lightly gilded throne sits on a raised dais on the far side of the room. The Tower Throne mages call it for every true mage is a king within his/her tower's land. Against the far wall recessed into the two far corners of the room you find two stairwells, one leading up in a spiral staircase that seems naturally grown from one of the trees, and the other a solid stone thing leading down to a heavy iron door.
Going to explore the rest of the tower you find a few interesting thing. The second floor has a fair sized library (nothing like the massive Academy archives, but it'll do), a few guest rooms for any diplomats or servants/allies you pick up, a study, and a small kitchen complete with a well stocked cupboard. The third floor is largely taken up by your rooms, a rather cavernous affair with a four poster bed carved from fine wood and fit for a king, the rest of the space is taken up by the hallway to this room, and few rooms you think to be warded store rooms for your more precious possessions. The last place you visit is the basement, pushing open the iron door to the smells of stale air you find a fair sized room, a large part of the floor taken up by what appears to be a fairly strong summoning circle, a few storerooms are also down here held behind sturdy wooden doors and a small underground stream runs through the back of the room.
With that done you spend a few minutes writing down the stocks of the tower in your study and find you have maybe an hour or two of daylight left. There is a village nearby about an hour away you could visit but there is a chance you might have to spend the night there, whether that be a good or bad thing. You could spend the time training your magical skills, recording information, or doing whatever you see fit.
Stats
HP - 8/8
MP - 10/10
Gold - 300
Possessions
- Grimoire of the Mage Ensert Neme
- Book of Soneret the Mad
- Dagger of the Dreamwalker [Allows you to enter the dreams of a nearby person so long as you sleep with this in hand.]
Spells
Encourage Life - You encourage plants and animals to grow and become stronger. [MP Cost - 2]
Lash - You summon forth a vine or root buried beneath the earth to give you enemy a good slap. [MP Cost - 4, Damage: 1d6]
Impart Life - Using all your magical powers and a small part of your life force you can bring one of the woods silent guards to life to do as you will it. [MP Cost - 10, Ritual, Required Reagents - One Elf's Tongue, Two Oak Hearts]
And we're off, glad so many posted suggestions
For actions just tell me whatever you guys want to do though note if you go to the village today you may not be able to get back to the tower so thus your stuck renting a room and wasting a few hours you could use doing stuff at your tower. Anywho lets see where you all take this :3