I'm not gonna set a definite deadline for production of char sheets. Take your time, make something awesome. Ideally it would be nice to have them in by the weekend if not before.
I have a vague story outline but would rather tailor the over-arching idea to your character backgrounds so make the bios decent. The more you give me to work with, the more likely stuff will happen involving your backstory.
As I need somewhere to start before working stuff from your bio into the game I have a fairly self-contained opening "bit" so in your backstory please include the reason why you have booked passage on a ship heading to Talon's Reach, a city on the southern tip of the northernmost continent. Your reason can be as specific or vague as you wish, maybe it's simply a stop on your way elsewhere, who knows. Either way, it'll help by giving a definite destination while the party gets to know each other in the opening bit.
We'll be starting at level 2 so there's minor ECL to work with if you really want to play something non-core. No drow (mainly because I'm reserving the right to potentially use them as antagonists). No evil alignments. I have an idea for an evil campaign and maybe I'll run it at some point but this is not that game.
If you're playing a non-core race, please check with me first.
You have 900gp to spend on starting equipment. Due to the way we'll be starting the game you will begin with only your weapon(s), ammo, armour, shield, money pouch, potions, scrolls, a waterskin and any class specific necessities (thieves kit, spell components, focuses etc). Any other equipment would have been lost during the opening events. If unsure, check with me. You can also have any minor plot related trinkets you would start with (a ring with the family sigil, your dead mother's necklace, etc...)
Most books are available, I'll drop a list of books I own in the next post. Just copy/pasting from a text file so ignore any obviously 3e stuff.
As far as the world goes I'm not gonna dump a load of lore on you. You'll discover info about the world as we play suffice to say there was an event roughly 2500 years ago known as the Cataclysm. History is a bit fuzzy on the details but it involved the disappearance of the dragons and the death of the vast majority of magic users. The surface races recovered with time and magic slowly returned to the world. As such, low level magic, especially things such as Cure Light Wounds, is fairly common. The first focuses on the recovery of magic were around these things. Mid-level magic is uncommon, high level magic is rare. Many secrets were lost along the way and are only now being re-uncovered so things like planar travel for example are fairly unknown. Minor magical items are fairly common. Higher level magic items tend to be relics of the past found in long forgotten places rather than just picking up a +5 flaming vorpal longsword from your local arcane dealer.
Couple of house rules.
Firstly, not using death from massive damage. I hate it.
Secondly, "Attunement". Basically if you find a magic item you can identify it with the spell, or pay for such a service, or alternatively you can try to attune with it. Magic items are created to be used after all and people are good at figuring things out. To try identify an item through attunement you spend an hour of your day with the item, studying it, focusing on it, meditating, whatever. Attunement check is a wisdom check with a DC modified by the item's level and method of activation. If you fail, you can try again the next day, gaining a cumulative reduction to the DC. You can only attempt to attune to one item per day and the cumulative bonus is lost if you then switch to another item. There are no other benefits to attunement other than as a means of identifying an item's properties. Once identified, you can then pass the item to someone else who can use it. Hope that's straight forward enough. Ask if you're unsure what I'm getting at here.
I think that's everything but I'm bound to have missed something. Any questions, ask away.

