(This looks long, but don't panic - it's mostly lists where you pick options.)
Each race gives a bonus to one or more ability scores. Write in your post what score(s) you want a bonus to.
+2 Dex or Int
You get one Spell of your choice, which can be cast once per day.
+2 Con or Wis
You can see in the dark for ca. 60 feet.
+2 Dex or Cha
You get +1 AC, Fort, Ref, and Will.
You get +2 to two ability scores of your choice.
Each class has a Hit Die (HD). This determines your HP. You start with as many HP as the maximum result on this die, possibly modified by your Con.
If your class has choices for you to make (like what spell you want, what skill you want to improve) be sure to write your choice in your post.
+1 Melee or Ranged skill
+1 Prayer skill
You get one Prayer of your choice, which can be cast once per day.
+1 Melee and Ranged skill
+1 Spell skill
You can't use armor or shields.
You get two Spells of your choice, each can be cast once per day.
+1 Backstab skill
You can pick locks and pick pockets. You are better than most at sneaking, climbing and listening.
The names should be descriptive enough. I'll give more details for the spells you choose.
Protection from Evil
When two different prayers are given, separated by a /, it means that the first prayer is for Lawful clerics and the second is for Chaotic clerics. See Alignment, below.
Cure Light Wounds/Cause Light Wounds
Protection from Evil
Purify Food and Water
Remove Fear/Cause Fear
You worship a god of either the Lawful or the Chaotic alignment. All characters have a god, not just clerics! The local god of this campaign is Päkkaan, a Lawful bad mammoth god of cold and wilderness. You can worship Päkkaan or make up a god on your own. If you do, write the god's name, alignment, and its areas of influence.
You start with 100 gold pieces, and you can spend it on the following stuff.
Club/Staff - Dam 1d4 - 3 gp
Dagger - Dam 1d4 - Can be thrown and used to backstab - 4 gp
Mace - Dam 1d6 - 5 gp
Short sword - Dam 1d6 - Can be used to backstab - 6 gp
Spear - Dam 1d6 - Can be thrown - 6 gp
Hand axe - Dam 1d6 - Can be thrown - 6 gp
Battle axe - Dam 1d8 - Two-handed - 7 gp
Warhammer - Dam 1d8 - 8 gp
Sword - Dam 1d8 - 8 gp
Longsword - Dam 1d10 - Two-handed - 10 gp
Sling - Dam 1d4 - 8 gp
Shortbow - Dam 1d6 - 12 gp
Longbow - Dam 1d8 - 16 gp
Crossbow - Dam 1d10 - 20 gp
Leather armor - +2 AC - 20 gp
Chainmail - +4 AC - 40 gp
Plate armor - +6 AC - 60 gp
Shield - +1 AC - 5 gp
The following things cost 1 gp each:
Torches (6), small hammer, jug of oil, rope (50'), nails (12), sack, wooden pole (10'), waterskin.
5 gp each:
Crowbar, lantern, food rations (1 week), backpack, small mirror, tinderbox.
25 gp each:
Lockpick kit, holy symbol, vial of holy water, grappling hook.