[X] The Forbidden Arts (7 galleons)
[X] Right
I flipped a coin for it.
[X] Your kindness
I thought about originality, but I think kindness as a distinguishing characteristic has more potential, especially in a great wizard. Remember that kindness can depend on perspective, and actions taken out of kindness can be the most terrible of all. America dropped the atom bombs on Japan out of a sort of kindness- faced with the alternative of fighting a conventional war in which the Japanese would almost assuredly lose to the last man, they chose a graver path.
So I definitely like the potential that kindness represents.
[X] The path by the sea
The path by the sea, to me, represents standing on the edge, between the world we know, and a world unknown to us, vast and deep as the ocean is, pure blue skies, or stormclouds on the horizons. Some might view the sea as simplistic, a 'nice' path without risk, but you know better. Storm and tide, wind and raging waves, the sea is endless, and not to be understimated. It presents strength and adaptability- new frontiers and exploration. Before man looked at the stars and wondered what lies beyond our world, he looked out at the sea and wondered what lies beyond the horizon. That drive for knowledge, to push out and explore new frontiers in the face of such terrible danger is, I think, an excellent defining characteristic.
[X} Isolation/Write-in
What does a kind explorer have to fear? Certainly not heights, nor fire, nor darkness- these are all external factors, risks that can be mitigated. Closed spaces? Emprisonment? You are clever and imaginative, kind and compassionate. Or at least that's what you tell yourself, that's the ideal you strive to live up to.
But there's a hint of something else- something that terrifies you. Something you've had nightmares about, a secret shame you've never told anyone. The dream started like any other, with imaginary friends, allies fighting a silly little war for truth or justice or some other ideal- and gradually, one by one, being taken away, dragged into the dark.
Even your family, even your sister, taken from you, gone, leaving only you alone to face whatever thing is out there, whatever monster is taking everything you care about away.
And then, finally, in the ruins of the old manor, you see it- hazy, indistinct, but there nonetheless. You chase it, down hallways, up stairways, through rooms old and unfamiliar, before finally confronting it.
And then you realize that there's noone there. No other, no enemy. It's just you in the mirror. It was you all along.
Your secret fear is losing yourself. Of what you could do. Of what you might do. Of what you might become.
[X] The old black glove
Some people might be attracted to the eye catching items. Gems and blades, scrolls and keys, items that hint and potential greatness, items that sing with promise- but your father has drilled it into you that Magic is at once both wonderous and terrible, and most importantly, it is never merely just what it seems.
Many of these items sing to you, but while you might discount the fancy items for the practical, the truth is what you're really interested in is the story behind them. A glove- the most mundane seeming of items, hidden away at the bottom of a chest of old relics. Simple, practical, functional- and old and worn. Who wore it? Why was it well kept, well loved? Why was it left behind?
You strive to look beyond the outside appearances and learn the real story. Maybe that's why you bought that book.