You are
Crof, the
Wizard of Weather.
You are blessed with the gift of
vitality. Where most wizards are extremely fragile, you're sturdier than the average man; you can't go toe-to-toe with a dragon—heck, a handful of soldiers could probably beat you—but you're not going to get pushed off your tower by a light breeze.
Your tower. Honestly, the thought of it being
yours is still a little bit strange; for the past twenty years, you've known it as the Tower of Dron. For a while, you thought that your teacher would never die, and that you'd have to build your own tower, but he fell off a cliff while gathering herbs. (He, unlike you, was not very tough.)
Unfortunately, he had some rather severe debts. Before you could move in, the bulk of his possessions qas carried off by an assortment of debtors: merchants, nobles, and even the fey! When they were done, very little is left; outside of your own savings, all you have left is some (unenchanted) furniture that was too heavy to be worth carrying out, the mundanities of everyday life, and the
Stone of Wisdom.
Speaking of which, the Stone of Wisdom has recharged. Why not see what it has to say?
Mana: 3
Riches: 2
Tolerance: 3
Fame: 2
It seems that your lack of activity thus far has allowed you to store up a fair bit of mana, which is nice. Of course, it's also prevented you from amassing much in the way of riches or fame: you have only your meager savings, and only those who knew of your master know you. At least the local peasants don't hate you.
Spring of 342
The life of a wizard—even one so obscure as yourself—is rarely dull; any plans you lay will doubtlessly be interrupted time and time again. Even so, it would be wise to pick
something to spend your free time on.
A - Research: Learn more about magic.
B - Meditate: Recharge your mana pool.
C - Enchant: Attempt to create some sort of magical item.
D - Aid: Use your magic to assist the locals. As a mage of Weather, you can calm deadly storms and ensure frequent rains; doing so over a wide area is rather expensive, however.
E - Ensorcel: Weave a grand magic upon the area—or even the world!
F - Deal: Interact with a figure of the mundane world.
G - Wander: Leave your tower to gather information, treasure, or fame.