Alright, I'm going through and making the finishing touches to my character.
Invisible Castle Wealth Roll: 2d6*10/2+70 → 105
When using Invisible Castle, please link to the rolls. That’s kind of the point of the service.

Traits: Diabolist Raised (not from Cheliax, but knows devil customs) and...
I’m not allowing the traits from CoTPG to be modified or tweaked, so someone with Diabolist Raised
must be from Cheliax because the purpose of these traits is to help characters fit in with the expectations and assumptions of the AP. If you want, I can comment more on this particular one once I have access to my copy of CoTPG.
I'm gonna have to go with Fast Talker. There's a dozen traits that could work, and getting a +2 to initiative or concentration would be lovely, but Fast Talker gets me a social class skill, which I have a feeling I will want.
Keep in mind that there are also traits in the Cheliax regional supplement. Another thing I would like to note is that there will be a Q&A session of sorts before the game actually begins to help people flesh out their backgrounds. Expect to be able to talk about how a particular trait defines your character. If people have problems answering these questions, I hope that everyone (including me and the other players) will be able to offer suggestions. However, a player who cannot or will not answer them is unwelcome to play. I hate to go there, but I don’t think any of us wants another Wrathgar incident.
You’ve said before that you were LG, so I’ll give you this important question to consider: “Why would a Lawful character act against the government?” An adequate answer to this question is all but mandatory for PCs to be Lawful. The AP provides suggestions for Lawful characters, so it is possible to be Lawful and participate.
While I wrap up my background (I swear I am going to finish writing this over the weekend), I've got a couple questions.
A detailed background is less important than understanding your character’s motivations and how his traits define his identity. This should drive how you roleplay the character.
A) currently living in the city, with a possible long term residence established?
I expect most PCs to live in the city. Players will be assessed a fee every month of game time based on the type of lifestyle they maintain. This generally provides an appropriate level home and access to common goods below a certain value.
B) recently arrived in the city, with intent on stay there but no real roots?
C) just walked through the gate / still traveling?
These can work, but I expect such characters to be coming to the city for the expressed purpose of dealing with the government.
A) be formally organized as an official adventuring party, complete with charter?
There are no such things as adventuring parties, so no charter. The Pathfinder Society location in Westcrown is closed and has been for a while, so there will definitely be no official adventuring party in this AP. I don’t know how the Society fits into the big picture for this campaign setting, so I’ll refrain from commenting on how and if adventuring parties are regulated.
B) know each other / someone else in the party, and willing to work with said person?
It would be nice if some of the PCs had an existing relationship (e.g. childhood friends, neighbors, etc), but I’m not going to require it.
C) have no idea who any of these fools are or what they are all doing in this mysterious tavern?
I expect most of them not to know each other ahead of time. Obviously, this means they might not agree on how to accomplish a particular goal, which makes for more interesting roleplaying.
Edit: Clarified my comments on adventuring parties.