I was trying to come up with some good non-magical stuff for PCs to burn money on, and we came down to five things: high-end equipment, rank, land, and consumables.
I'm going to skip land because it's such a big can of worms, and because the Wizards of the Coast attempts at selling players forts and bases ended up looking like stupid versions of ewok villages.
Cask of Pitch (100gp, 200 lb) - A smaller-sized barrel of flammable plant tar. Heating it to a liquid state requires ten minutes over a steady heat of at least campfire size. Pouring out a cask of burning pitch covers a ten foot square area, and inflicts 3d6 fire damage to everything in it. It will remain burning in that area for twenty minutes if outdoors or five minutes in a cave with poor ventilation.
Cask of Whale Oil (800gp, 240 lb) - A smaller-sized barrel of flammable whale oil. It is liquid under normal temperatures, and extremely flammable. Pouring out a cask of burning whale oil covers a ten foot square area, and inflicts 5d6 fire damage to everything in it. It will remain burning in that area for three minutes if outdoors or one minute in a cave with poor ventilation.
Iron Strongbox (400gp, 200 lb) - A large iron chest with a difficult lock incorporated into its design. It can hold three cubic feet of goods. It is hermetically sealed when shut, admitting neither gas nor liquid, and can withstand most energy attacks without difficulty.
Windlass (700gp, 40 lb) - A very heavy crossbow that requires ten rounds to reload. It inflicts 3d6 damage, range 12/20, two-handed. It is as large and bulky a crossbow one can get,without being considered a ballista. Carrying more than one of these unwieldy objects is improbable for most humans.
Though ranks are usually meted out because of worthy deeds or noble extraction, in more pragmatic societies a certain stipend (legal or otherwise) may be required. Suggested bribe-costs are included in parenthesis, and the circumstances required to earn these ranks are left as an exercise to the reader. These assume a fairly standard feudal system of governance.
You are invested as a conservator of the peace, specifically as a Reeve (or Sheriff, if you prefer). This means that you are tasked with preserving the peace within the borders of the frontiers and townships of the kingdom meting out this rank. You may arrest a non-noble for disturbing the peace, and carry arms within townships. You may add +1 to an ability score of your choice. If you are ever stripped of your title, you lose this benefit.
Baron (4000 gp)
You are granted a minor "life peer" title. This means that you are invested as a lesser member of the nobility (the lowest, in fact) and that this title does not pass along to your descendants. You are entitled to bear arms and armor anywhere save in the presence of the highest government personages, and may demand that others (even the king) refer to you as "Lord" and so forth. You can also add +1 to an ability score of your choice. If you are ever stripped of your title, you lose this benefit.
Hereditary Title (6000 gp)
Your Baron title now passes onto your descendants, and you are entitled to add a coronet to your coat of arms. You may add +1 to an ability score of your choice. If you are ever stripped of your title, you lose this benefit.
The idea here is that players may spend money over time on temporary benefits as a money sink.
Exotic spices are consumed or used over the course of a week with one's food, to gain some benefit during that time. One may only benefit from one exotic spice benefit at a time. A weeks worth of a given spice weighs about one pound.
Myrrh, oil of (80 gp)
You cannot be animated as undead while using myrrh.
Pepper, imported black (100 gp)
+1 alchemical bonus to saves against spells
Pepper, imported red (100 gp)
You heal +1 hp when cured or treated for damage.
Pearl, powdered (100 gp)
You enjoy a +1 alchemical bonus to Willpower saves.
Tea, imported desert (120 gp)
+2 alchemical bonus to initiative checks
Charms are worn in the amulet slot and absorb some small amount of energy damage before becoming inert and useless.
Weak charms cost 60 gp and do not weigh a significant amount.
Weak Ember Charm
Absorbs a total of 5 fire damage, then shatters.
Weak Frost Charm
Absorbs a total of 5 cold damage, then shatters.
Weak Storm Charm
Absorbs a total of 5 electricity damage, then shatters.
Strong charms cost 110 gp and weigh 1 lb.
Strong Ember Charm
Absorbs a total of 10 fire damage, then shatters.
Strong Frost Charm
Absorbs a total of 10 cold damage, then shatters.
Strong Storm Charm
Absorbs a total of 10 electricity damage, then shatters.