The MANY various races of URSA
Below are the different races in URSA. **PLEASE NOTE** That I have changed some of the 'well known' characters abilities. If you are picking a character native to URSA, then you get the below traits.
D W A R F

There are 5 subraces to dwarves. Hill Dwarf, Mountain Dwarf, Deep Dwarf, Duergar and then the Gully Dwarves.

All Dwarves in URSA have a high...disbelief to magic. Upon birth the receive a 2 to save throws for Illusion, Alteration and Charm-like spells. This is simple "Not believing" in the magic. For every 3 and half points of constitution score, a dwarf gets a bonus +1 to save v. Wands-Staves-Rods and Spells, and poisons. When a dwarf reaches level 5, they get a Magic Resistance to these spells of 2%. This raises at 2% per level.

When a dwarf reaches the age of 25, they go off to school, what is called an Apprenticeship. The spend the next 25 years traveling from home to 'school', learning to be a dwarf. They spend 5 years in each of the fields:
Mining
Smelting
Smithing
Religion
Warrior

To determine if a trait is learned, an appropriate Ability check is made. This is nice for a completely rolled character. If you have an idea of what kind of character you want...then you can pick and choose. Though a dwarf can not know more than 2 or 3 traits. (Unless and above average INT...13) Also, the proficiencies are bonus proficiencies and do not count towards the class/level numbers.

Upon graduation, the dwarf has the option to return back to his family/clan doing the family business or his new trait. All dwarves are level 2 at this point. If a dwarf excelled in the Religion or Warrior, they go off for further training. This only last for another 5 years and are level 3 or 4 upon graduating.

Dwarves get: +1 Constitution, -1 Charisma.
Warrior dwarves also get: +1 strength
Priestly(Cleric and Priests) types get +1 Wisdom.

Dwarves also have what is pointed out in the Players Handbook--race enemy bonus, Underground abilities and Infravision of 60'
Elf
Touel'alfar
For simplicity, the Ancient History of the Elves is the same in the Complete Book of Elves. If an elf has the Ancient History Proficiency, then I will work with him/her for more information.

There are 5 subraces of the elven race, Silvanosti(grey elf), Qualinosti(high elf), Kagnosit(sylvan elf), Nen'osti(aquatic elf) and the
Drow.

The elves in URSA live on the continent of Silvanost. To learn more about the Touel'alfar, please go the page about
Silvanost.

The Elves in URSA have a natural ease with magic. From birth, they live in it. Scrolls and magical items can be used by any elf, as well as the spell cantrip. This is such an easy spell, that young elves will play games with cantrips.

Many of the traits pointed out in the Elven Handbook is used in URSA. As in: The Communion, Manifestation, Reverie, Resistance to Heat/Cold and so on.

Drow:
+2 Dexterity, +1 Intelligence, -1 Constitution, -2 Charisma (-4 when dealing with elves) but get the Magic Resistance of 50% ( 2% per level) All the innate abilities are the same as well.

Kagnosti:
+1 Strength, +1 Dexterity, -1 Constitution, -1 Charisma(-4 when dealing with non-elves)
They do not get the elven +1 for the sword but do get Tracking and Animal Lore as Bonus Proficiencies

Nen'osti:
+2 Dexterity, +1 Wisdom, -1 Intelligence, -1 Strength.
Swimming, Endurance and Navigation as bonus Proficiencies

Silvanosti:
+2 Intelligence, +1 Dexterity, -1 Constitution, -1 Strength, (-2 Charisma when dealing with Non-elves)
Only Silvanosti can be Bladesingers and Spellfilchers. Mages also get 12 Spell Points. (Including Multi-Class), and they can not be wizards.(Specialist mage) Bonus Proficiency: Spellcraft

Qualinosti:
+1 Dexterity, -1 Constitution, -1 Strength, +1 Wisdom.
Because of their high interaction with other races, wisdom score is upped and no charisma penalty. Bonus Proficiency: Survival(have to pick the type though)

Unless stated, all elves get a +1 sword and bow. They also have the 90% resistance to Sleep-and all charm related spells. As well as the rest of the abilities in the Players Handbook.

Minotaur
Minotaurs are originally from the land of Arbis. I only have 1 character minotaur, so we are developing the Minotaur race on weekly.

The Minotaur race was divided after The War. Half fought on the side of Traz and the other half stood beside Sir Browen...well IlL'ese're was in charge of them.

Minotaurs have a natural armor class of 6 and strength above 16...17 more often. Minotaurs get a +1 with any large type weapon and +2 damage(not including strength). They get a +2 surprise rolls(scent) and Bonus Tracking, Running, and Endurance Proficiency.
Humans
There are many different types of Humans or sub-races. I model the human race after the real world...to give URSA more diversity.

At
Dnaleri:
Caladon--is like Scotland
Falconhand-England
Noirune-Spain
Strongarm-France
Swiney-Ireland
Northern Nomadic tribes-Germany

At
Notirb:
America--Northern is LIKE northern America and Canada
Southern-The South(Texas-Georgia-Mississippi)
Western- unique to itself.

There are others types of humans...but URSA is not developed that far.

Other races...

I would prefer if you talked to me first you wish to be one of these races. These have special backgrounds and requires a bit more on the Background
.
Gnomes-Halflings-Kenders-Hobbits are in URSA...but no active players.

Saurial:
Type of Lizardman...(Well to call them a lizardman is like calling IlL'ese're a centaur!)
Bladeback: +1 Wisdom, +1 Charisma, -2 Dexterity
Finhead: none
Flyer: +2 Dexterity, -1 Strength, -1 Consititution
Hornhead: +1 Strength, +1 Intelligence, -2 Dexterity


Githyanki:
Planars, Evil, 6 feet tall

Githzerai:
Planars, CN, 6 feet tall, MR: 50%

Tiefling:
Planars, N or Evil, +1 Intelligence, +1 Charisma -1 Strength, -1 Wisdom. Infravision 60 feet. Can summon Darkness 15feet. +2 save v. fire, electricity, and poison.

Aasimar:
Planar, Nonevil, + 1 Strength, +1 Wisdom, -2 Constitution, +1 Suprise, +2 Save v. charm. 1/2 damage fire-cold MR:10%
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