‡ Dwarves, Players Handbook, page 14).
Only Dwarves speak Dwarvish, and they use a separate runic alphabet different from anything or anyone else known.

‡ Think Lord of the Rings and other books by J.R.R Tolkien, my world is a mixture of Tolkien and Robert E. Howards works. Elves are not as flighty, half elves are not outcasts, halflings are not nomads. It may be simpler and easier for me to write a paragraph like this than list a lot of minute differences. I find the concept that an elf is a child for a hundred years to be rather silly. Or that elves decide to name themselves after whatever catches their fancy. Elves in this campaign are not misplaced hippies with names like Flower or Overflowing Ashtray. Instead they can proudly trace their lineage back thousands of years with complete precision.

‡ Halflings have Low-Light vision.

‡ Character Traits, Unearthed Arcana, page 87).
For now I am allowing the Character Traits into the game, as found on page 86 of the Unearth Arcana. From the book:
Traits are aspects of a character's personality, background, or physique that make him better at some activities and worse at others.

The Character Traits are:
Abrasive, Absent-minded, Aggressive, Brawler, Cautious, Detached, Dishonest, Distinctive, Easygoing, Farsighted, Focused, Hard of Hearing, Hardy, Honest, Illiterate, Inattentive, Musclebound, Nearsighted, Nightsighted, Passionate, Plucky, Polite, Quick, Reckless, Relentless, Saddleborn, Skinny, Slippery, Slow, Specialized, Spellgifted, Stout, Suspicious, Torpid, and Uncivilized.

‡ Character Flaws, Unearthed Arcana, page 92).
For now I am allowing the Character Flaws into the game, as found on page 92 of the Unearth Arcana. From the book:
Flaws are like the flip side of feats. Whereas a feat enables a character to be better than normal at performing a task (or even to do something that normal characters can't), a flaw restricts a character's capabilities or imposes a penalty of some sort.
A player may select up to two flaws when creating a character. After 1st level, a character cannot take on additional flaws unless the DM specifically allows it. Each flaw a player selects entitles his character to a bonus feat.
Unlike traits, flaws are entirely negative in their impact on a character. The Character Flaws are:
Feeble, Frail, Inattentive, Meager Fortitude, Murky-Eyed, Noncombatant, Pathetic, Poor Reflexes, Shaky, Slow, Unreactive, Vulnerable, and Weak Will.

‡ Prestige Classes: Prestige classes will be discovered in game. At this time all character classes are available from the various books. If you want to play a class from a non-WOTC source I need to see it first.

‡ Back by popular demand; the Comeliness attribute is back. Folks with existing characters can either roll a Comeliness stat or just use their Charisma score. New characters will roll a Comeliness score.

‡ Variant: Non-Magical Psionics:

To continue the original flavor and aspects of the original 1st edition campaign this rule is in use.

Under this variant rule, psionic powers aren't magical at all, but a different sort of extraordinary power altogether. Antimagic fields have no power over psionics (and likewise, most psionic abilities cannot interfere with magic.) A creature's special immunities or resistances to magic do not portect it from psionic abilities. (DMG pg 297.)

‡ I am now using the Fly skill check from the Pathfinder Core Rulebook. (pg 96)

This is a class skill for druids, sorcerers, and wizards and dexterity based. Any check penalties apply, and it does not give the ability to fly: only a control method for those that can. For my purposes it is also a racial skill for any creature that can fly naturally; say like a Raptoran.

‡ Attaining new wizard spells upon level advancement.

Player's Handbook, page 57 states, "At each new wizard, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook."

Any new spell a player wants to add to their tome must be agreed to by the DM. The spells out of the Player's Handbook are the ones most agreeable.

‡ Upon attaining enough experience points to advance a level the character can now immediately level up instead of taking the time to train. The old rule stated a person had to train for one week per level attained plus one. The new rule allows it immediately.