


If you're rolling up a new character, give yourself 4500 XP and 2700 GP.
Standard Possessions
Use your GP to purchase:
If you have chosen a weapon proficiency as a feat, you do not need to start the game with that weapon. For instance, your character could be a Diluvian skilled in the use of the spiked chain who joined a failed rebellion against the Emperor Flavius and was subsequently sold to Masovian slave traders at the port of Pretium. Or you could be a Goblin who learned the use of the Orcish double axe from his grandfather using a wooden model. Both of those weapons would be prohibitively expensive to own at the outset of the game, despite plausible backstories explaining the special feat.
Special Goodies
In a dead magic zone, magical items may circulate as old trinkets, curios, or family heirlooms, and since their magical properties would not work (and without the ability readily to cast "detect magic" or "read magic"), they would be very difficult to distinguish from similar non-magical items. To represent this, you get to gamble for magical items. One in three out of the items in the following list are magical. If you really want to gamble, four of the twelve items in the "miscellaneous" category are magical items that are a great bargain for the piddling 50 GP price, but one of the twelve items is cursed! (The other seven items are just ordinary items, if a bit eccentric.) You may purchase two of the following items for the GP amount listed for the category the item is under.* Choose no more than one item from each category.
I've indicated items other players have bid on by putting that player's name in red after the item. If two or more select the same item, we'll roll off and the loser(s) get to try again.
Rings (500 GP)
Talismans, pendants or amulets (500 GP)
Masterwork Weapons (300 GP)
Old manuscripts/scrolls (50 GP)
Miscellaneous (50 GP)
* This gives you approximately an 11% chance of picking two magical items and a 56% chance of picking at least one magical item.