Ii'ville the Zefiir it is.
Ah... guiding your avatar as a child would be rather pointless... Let me just speed up time a bit here so we can get to somewhere more worthwhile. I'll let you know how it goes.
Well... the child was born to an unusually doting Zefiir couple. The male is a wizard, the female is an artist. They live in a large tower on the Zefiir island of Mallantheos. She doesn't appear to exhibit her magical talents until the age of... nine, when she...
Demolishes the entire tower, killing both her parents, in a gigantic fireball.
Miraciously, she escapes harm (that was a close one).
The Zefiir Republic takes over her care and sends her to a mage's school, where she spends the next 6 years. There she uncovers some of her potential and trains in... (choose 2)
Abjuration: Spells designed to defend oneself, prevent harm, wards.
Altering: Changing the way the world works, or is. Growing extra limbs, enhancing strength, altering the properties of a target.
Conjuration: The art of transportation, summoning, moving things around. Conjuration also dabbles in healing magic.
Divination: Magic focused on obtaining information. Scryers, telepaths, clairvoyants abound.
Enchantment: Centered on compelling and charming. Forcing people to do things, act a certain way, say certain things.
In/Evocation: Creating something from nothing, especially popular in farmland for their ability to grow plants. Mostly elemental.
Illusion: Tricking the senses, creating things that aren't really there but seem to be, hiding things that are there.
Necromancy: The art of raising and manipulating the dead, summoning demons, curses, and other things generally considered evil.