Turn 3: You're 16.
[X] Flee the country. You take your nobility with you, your little noblemen are highly loyal, but your family isn't exactly that powerful to begin with. You have many different options, but your ship wrecks one day on a succulent island of fertility, much game, and an abandoned town which still has a few structures standing. You scry to determine if the owners of this village will ever return, and you hear the gods themselves whisper to you. "Take it." Whatever could this mean?
You learn how to develop your lesser magics to have more strength, but you are unable to hone your best powers much. Except for animating the dead, ironically, which you have perfected. Ever since you fled the country, you feel that the gods have blessed you richly. Things seem to be going your way. Meanwhile your past lover is casting herself at your feet to be cured of her curse.
[X] Settle the island with your family and noblemen? (A more stable beginning)
[X] Settle the island with your family and noblemen? (Cure Isabela, a more stable beginning)
[X] Settle the island with your family and noblemen, immediately try to establish a more specialized settlement (Cure Isabela, a less stable beginning, more risks, more rewards and/or penalties) _____ Write in. (You want an agricultural paradise, you also have a large amount of iron, copper, tin, gold and silver on the island, although you have no clue where the gold and silver are, you have powerful herbs on the island, and a lot of magical energy there, possibly a good place to start an education establishment.)
[X] Settle the island as the previous four options, but focus your attention on your magical studies with your tutor, who came with you as a loyal friend.
[X] Write in