Notes

Crafting Materials
 * 1) Ceramic - Kiln forged to steel-like. Easier to craft, immune to rusting, low durability.
 * 2) Copper - Forged with tin to create bronze
 * 3) Iron - Harder to work with, slower production, more durability, hold sharper edge (damage increase), can hold more enchantments
 * 4) Crystal
 * 5) Chert
 * 6) Flint
 * 7) Glass
 * 8) Obsidian
 * 9) Bone

Humans
Level 1: Skills gained start at +2 rather than +1 Level 3: Permanent 5% experience bonus. Level 6: Ability to create minor personalized enchanted item, even if normally it would be limited by class or race. Level 9: One skill of the player’s choice is advanced to the next tier.
 * +1 Endurance, +1 Charisma, +1 Constitution
 * Medium Size
 * Human Ingenuity (Evolving Ability)

Elves
Born with an increased connection to the heavens above, elves often pull magic down from the cosmos.
 * +2 Agility, +1 Charisma
 * Medium Size
 * +3 Enchanting
 * Star Born (Evolving Ability)
 * 1) At level one, they gain radiance resistance +(level/3) (Maximum 3)
 * 2) At level three, you begin to move with the natural grace of the elves. Movement impairments only have a 75% chance of affecting you.
 * 3) At level six, elves gain increased mana of (Level/3 + 2) (Maximum 5)
 * 4) At level nine, elves can use their inner magic to create a wave of radiance to blind or harm their foes (level/3) times per day. (Maximum 3)

Dwarves
You may brew a beverage Level/3 (Minimum 1) times per day. This beverage can give a +1 morale bonus, +1 armor or +1 fast recovery per day. At level 3, add +1 Damage type Resist as one of your brewing options. At level 6, your bonuses increase to +2. Add temporary hit points +2 to your brewing options. At level 9, your bonuses increase to +3, add Luck at +2 to your brewing options.
 * +1 Endurance, +1 Constitution, +1 Strength
 * Medium Size,
 * +3 Mining
 * Brewmaster

Pixie
Overland flight – Can fly half as successfully as you can walk. (1st Level) Overland flight – Can fly as successfully as you can walk. (3rd level) Overland flight – Can fly double as well as you can walk. (6th level) Overland flight – Can fly triple as well as you can walk. (9th level)
 * +1 Focus, +1 Agility, +1 Intelligence
 * Small Size
 * Pixie Bombs (Su) 1d3 Force Dmg
 * Flight (Evolving Ability)

Kitsune
1. Foxkin 2. Fox (+3 Stealth) Faery Lights Ghost Sound Prestidigitation Ventriloquism Open/Close Blurred Movement Spark Guardian Mote Celestial Healing
 * +3 Agility
 * Shape Change (Su)
 * Small Size
 * Tails Per Level (Evolving Ability)

Northman
Your skin begins to toughen as if frozen, it grows harder to feel. At level one you gain DR (Level/3)+2 (Minimum 2) At level three, your experience in the frozen North sharpens your senses. You can tell where a being’s blood pumps most strongly through one of your five senses. Your ability to land criticals increases by (Level/3)+1 (Minimum 1%) At level six, your skin toughens further. Your DR increases to (Level/2)+2 rounded down (Maximum 6) At level nine, you can perceive weakpoints better. Your critical rate increases by (Level/3) +2 (Maximum 5%)
 * +2 Constitution, +1 Strength
 * Cold Resistance +3
 * Large Size (Su)
 * Elemental Hide (Evolving Ability)