Humans - The most populous race living in Teyvat, their origins date back so far that it’s impossible to truly figure out when they began. Naturally being the most populous race has its share of benefits, such as status and being more free from being discriminated against, though they are also known as a rather dextrous and innovative race. Many of the rich and noble families of Teyvat, particularly in Averton and Lascuta are humans. Humans also vary from region to region, with the hotter, sandier areas having more dark skin, while colder areas have lighter skin, as a generalization.
Professional - When executing any action in regards to your profession, gain an advantage in the interaction. Depending on your profession you may also use that to persuade others in certain situations.
Beastmen - Perhaps the second most common race, though just as rare as some others if one is to look at specific animal beastmen. Overall, beastmen are not too different from humans, save for a few traits similar to their animal counterparts. Cats may be more limber, birds may have a lighter physique, wolves may have greater physical strength, and so on.
Wild Instinct - Gain physical advantages based on your species. This can be from acrobatics and agility like that of a cat, or physical stamina for dogs and bears.
Elves - Quite a rare race, almost as rare as some of the others. On the surface they appear no different from humans, a lot of the same physical abilities that a human might be able to achieve, is also achievable by them. However, to see what truly sets them apart is to meet one that is a vision bearer. Elves have a great talent for elemental arts, even at a very young age they display a great affinity for crafting and executing elemental skills and items.
Elemental Bloodline - When using any technique that involves the user’s element, they have the option to execute it as if their Elemental Mastery affinity was one point higher.
Adeptus - Disciples and creations of the first Pyro Archon, long-lived beings with immense mystical power. They are defined by their Adeptus arts, which are capable of creating their own realities. Adepti are often in search of knowledge and wisdom, usually towards a particular subject, as the accumulation of knowledge is one of the reasons they were created, as to not forget about the past.
Adepti Arts - Half Adepti also benefit from this. This is essentially a third style outside of Fighting Style and Elemental Skill. Adepti Arts allow the user to create living constructs to fight with them, usually made from their own element. They can be plants, animals, or apparitions. These must be listed as techniques.
Yaoguai - Powerful beasts that live in the lands of Fuhan, but able to assume a human form. Over time, Yaoguai have adapted and learned to coexist with the citizens of Fuhan but are still widely seen as savage beasts. They possess great strength and resilience, and their beast forms give them an edge in battle. It is said the current Pyro Archon has a whole squad of Yaoguai soldiers.
Beast Transformation - Undergo a transformation that increases Endurance and Strength by one stage, as well as change’s one’s form into a demonic beast. During this transformation the Yaoguai’s techniques are locked, except for techniques made specifically for this transformation. They still have access to their vision, so elemental techniques can be made too.
Yokai - Mystical beings from Yato’s long and storied history, often appearing throughout with their own tales. It is said Yokai walk among the people of Yato, having long learned to be one of them. A Yokai’s strengths and weaknesses depend entirely on what kind of Yokai they are, some are talented at using their elements, and others are storied warriors.
Yokai Arts - As a Yokai, gain access to unique mystical arts. The way these manifest vary from Yokai to Yokai. One thing is certain though, and that is that all Yokai have beast transformations. Some can be quite cute, ferocious, or even just plain strange. This is their true form.
Cryptid - In Walton there exists proof of the land’s ancient roots, the roots of the Uvera people. Called divine beasts by the tribes of Uvera, and called cryptids by the people of Walton, they are often strange and unusual creatures. Largely, most of them cannot assume a human form, but among them there are those that are particularly powerful, and are able to do so. Cryptids have a wide variety of possible powers and abilities, but they often correlate to something somewhat alien.
The Unknown - As a Cryptid, gain access to strange abilities depending on what kind of Cryptid they are. Those that are particularly strong can assume a human form as well. Cryptids are also able to hide their form and become functionally invisible.
Witch - In the long past of Averton, when man used swords and shields, there existed a people who were incredible wielders of magical arts. Shunned by the people of Averton they went into seclusion. Today, they still hide among the people, stories of their ancestors and their portrayal as evil people who lured the innocent into deals with the devil still haunt them. Whether or not such stories were true, their command over magic is immense. Typically, witches are women, but male witches have been recorded as well.
Witch’s Sorcery - This trait gives the Witch access to sorcery. Though they may be able to brew potions and carry out rituals, the thing most witches are known for is their sorcery. Things like inflicting a curse upon someone, polymorphing them into frogs or other small animals, and even flying on their broom. There’s a lot more, and they have a lot to do with altering reality on a minor scale.
Noble Beasts - A class of beasts who possess greater intelligence, they are frequently legends in and around the Averton and Lascuta regions. They are beasts with stories more complex than man hunts beast. Vampires, werewolves, succubi, wraiths, and so on.They have often been compared to yokai, but the difference seems to be the nature of their powers.
Nightmare’s Signature - Gain the use of specialized spiritual arts based on your specific species. The other bonus will depend entirely on race, such as the bloodsucking aspect of vampires, or the werewolf transformation.
Jotun - The Jotun are a hardy large race living in the Helgaskr region. Their population is quite small, and they are a peaceful people. An ancient war however has made them forever resentful of the peoples of Helgaskr, though at the time it was called something else. The Jotun possess large bodies, and stone-like skin, and of course, great strength and resilience.
Heart of a Giant - Giants are known for having incredible resilience and strength. Naturally they will have a layer of stony skin that guards them from physical damage, and in exchanges, they will gain one point in strength or endurance. Their bodies can also emit an element if they are a vision wielder, making them dangerous foes, especially if they are a pyro wielder.
Shaitan - In Al-Marabar, it is said if a good man were to one day kill another, or to commit a crime seemingly unprovoked, it would be the fault of the Shaitan, evil spirits who incite evil in the hearts of men. Shaitan themselves though… Do possess this ability, able to push suggestion into the hearts of people they speak with, though it is not explicitly for evil purposes. Sometimes it can be for the good of others. Shaitan compared to their other supernatural counterparts seem somewhat unremarkable, often possessing a mostly human appearance, with the particularly powerful ones possessing horns. Overall however, they are resilient and impressively agile fighters, often relying on their mobility and trickery for combat.
Sly Devil - The Shaitan has a permanent improvement to Skill by 1 point when it comes to movement only. Every so often they can also try to sense doubt in people’s thoughts, and can try and take advantage of that using their magical powers of persuasion. The rules are that there needs to be doubt in the target’s head for there to be any chance of success. If this is used in combat, it has a chance of halting an enemy’s action for just a moment.