(This looks long, but don't panic - it's mostly asses where you pick options.)
Races
Each race gives a bonus to one or more ability scores. Write in your post what score(s) you want a bonus to.
Elf
+2 Dex or Int
You get one Spell of your choice, which can be cast once per day.
Dwarf
+2 Con or Wis
You can see in the dark for ca. 60 feet.
Halfling
+2 Dex or Cha
You get +1 AC, Fort, Ref, and Will.
Human
You get +2 to two ability scores of your choice.
Classes
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.
Cleric
HD: 1d6
+1 Melee or Ranged skill
+1 Prayer skill
+2 Will
You get one Prayer of your choice, which can be cast once per day.
Fighter
HD: 1d8
+1 Melee and Ranged skill
+2 Fort
Mage
HD: 1d4
+1 Spell skill
+2 Will
You can't use armor or shields.
You get two Spells of your choice, each can be cast once per day.
Thief
HD: 1d4
+1 Backstab skill
+2 Ref
You can pick locks and pick pockets. You are better than most at sneaking, climbing and listening.
Spells
The names should be descriptive enough. I'll give more details for the spells you choose.
Charm Person
Detect Magic
Floating Disc
Hold Portal
Light
Darkness
Magic Missile
Protection from Evil
Read Languages
Read Magic
Shield
Sleep
Ventriloquism
Prayers
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
Detect Evil
Detect Magic
Light/Darkness
Protection from Evil
Purify Food and Water
Remove Fear/Cause Fear
Resist Cold
Turn Undead
Alignment
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 white 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.
Equipment
You start with 100 gold pieces, and you can spend it on the following stuff.
Weapons
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
Armor
Leather armor - +2 AC - 20 gp
Chainmail - +4 AC - 40 gp
Plate armor - +6 AC - 60 gp
Shield - +1 AC - 5 gp
Other equipment
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.