This is not all of the races, just the listed ones.
Renn is Cerussa-Sinopa, by the way.
Humankind:
Cerussa: Cerussa humans generally excel at Ritual Magic and are average when it comes to physical abilites.
Sinopa: Sinopa humans are the most physical of the humans. They primarily use Summoning Magic.
Rutila: Rutila humans rely on Elemental Magic to augment their excellent physical abilities, and reject more advanced technology as unnatural.
Luteola: Luteola humans, although usually frail, are the undisputed masters of Reflective (transmutation, illusion, and abjuration) and Intuitive (divination, conjuration, healing, and enchantment) Aether. (Basically chi powers.)
Cerussa-Sinopa: These mixed-breeds, preferring Blood Magic, are generally disliked and feared by most humans.
Cerussa-Rutila: These humans are despised by the Rutila for their embrace of Cerussa principles, although their skill with Alchemy Magic is appreciated by most other humans.
Cerussa-Luteola: Although slightly more physically capable than their Luteola brethren, this group of mixed humans specialize in Projective Aether. (evocation, creation, transportation, and necromantic chi-powers)
Sinopa-Rutila: Sinopa-Rutila warriors are among the most feared, as they are completely unafraid of pain or death- one of them can easily outperform a team of ten Cerussa men. They have a natural resistance to magic, aether, and psionics and cannot use these abilities.
Sinopa-Luteola: Although Sinopa-Luteola are very rare (more so for the men- 99 out 100 Sinopa-Luteolans are women) and highly reclusive, they are often strikingly beautiful, as well as being almost miraculous healers due to their Metabolic Psionics. (healing, biokinesis, vitakinesis, abjuration, and transmutation)
Rutila-Luteola: The Rutila-Luteola are almost always stillborn- however, those that do survive are usually suffer from albinism and hemophilia. They are considered among the best leaders of men, as historically, no Rutila-Luteola general has ever lost a battle. Whether this has to do more with their ability to single-handedly destroy a battlefield with Chaos Magic and Telepathic Psionics or through strategic genius is often considered highly irrelevant.
Half-Elf: Half-elves typically resemble Elves to Humans and Humans to Elves; it is usual for them to have the racial affinity for one of the powers of their father. They tend to have longer lifespans than their Human ancestors.
Half-Fey: Half-fey are the majority of the Fey population and almost exclusively Sidhe/Human; they look more ethereal and attractive than normal humans and have the innate Chaos Magic of the Fey. They are not immortal, and display a mild allergy to iron and lead, as well as being immune to vampirism.
Half-Elemental: Half-elementals tend to inherit the physical tendencies of their Elemental parent - Giant/Humans are typically large and redheaded, for example. They will typically gain one of the magical abilities of their Elemental parent.
Half-Kin: Half-kin are shapeshifters, able to shift between Human and Kin at will, as well as half-forms between the two. Their powers do not shift with them, however; their Human affinities do not apply in Kin form.
Elfkind:
Dark: The female-dominated dark elves are dwellers of the underground; they have natural Chaos Magic and are adept at using Alchemy Magic, as well as being deadly warriors.
High: Taller and grander in physical appearance than others of their race, high elves have a reputation for being aloof and arrogant (even by elven standards). They mainly use Metacreative Psionics (Metacreative psionics include creation, summoning, and evocation), although most Chaos Magic discoveries are due to the contributions of High Elves.
Wood: The most commonly seen elves, wood elves are considered by other elven subraces (particularly the sun elves) to be boisterous and hedonistic. They mainly use Kinetic Psionics and Elemental Magic. (Kinetic psionics include telekinesis, and other forms of mental control - pyrokinesis, thermokinesis, etc.)
Sea: Sea elves, frequently mistaken for ancient Humans, live by the shores and specialize in Elemental Magic, as well as Intuitive Aether.
Deep: Cousins to the sea elves, deep elves live in grand cities underwater and are rarely seen on the surface. They are the main users of Chaos Magic, as well as being particularly talented with Kinetic Psionics.
Half-Fey
The half-fey Elves are rarely seen; although they are not immortal, these beings can live for thousands of years and retain an affinity for all magics of their parents - as well as their weaknesses.
Half-Elemental
Half-Elemental elves will typically live with their Elemental parent, preferring to use the powers of their Elemental heritage over their Elven heritage. It is almost impossible to tell if an Elemental is half-elf at first glance.
Half-Kin
Half-Kin Elves appear to be blended between the two races, and are typically savage, forgetting their usual Elven reserve and affinities.
Feykind
Sidhe: The most humanoid of the Fey, Sidhe are divided into Seelie and Unseelie Courts. They are typically supernaturally attractive, and unable to be harmed save for cold iron or lead. They have innate Chaos Magic, and specialize in Ritual Magic as well as Reflective Aether.
Brownie: A Brownie has flat nostrils, giving them a somewhat skeleton-like appearance. Customarily, they are said to inhabit houses and aid in tasks around the house. Brownies use Intuitive Aether and Metacreative Psionics.
Puka: According to legend, the Púca is an adroit shape changer, capable of assuming a variety of terrifying forms. They normally appear as a Sidhe, and use Reflective Aether coupled with Telepathic Psionics.
Changeling: Typically identified by voracious appetite, malicious temper, difficulty in movement, and a wisdom beyond their years. Changelings are the children of other fey, and will grow into their race and powers over time. They have innate Telepathic Psionics, which usually fades over time.
Half-Elemental
Half-Elemental Fey, typically brownies from the Fey side, tend to wander the countryside with wandering trader folk, and are usually celebrated entertainers, fortunetellers, and the like.
Half-Kin
Although rare, Half-Kin Fey are typically puka, and will travel between both parents, learning of both cultures before their curious nature brings them among other races.
Elementalkind;
Dryad: A dryad’s delicate features are much like that of an elf, although their flesh is like bark or fine wood, with hair is like a canopy of leaves that changes color with the seasons. Dryads use Elemental Magic and Reflective Aether.
Nymph: Nymphs are about the height and weight of an elf- however, they are blindingly beautiful. Nymphs use Elemental Magic and Metabolic Psionics.
Jinn: Jinn are usually 10 feet tall and weigh about 1,000 pounds on average. They have innate Chaos Magic - a person who can successfully trap a Jinn receives three wishes. However, due to their skill with Summoning Magic and Elemental Magic, it is considered quite a feat to do so.
Giant: Fire giants have bright orange hair, and are usually over 12 feet and three tons. They use Elemental Magic and Kinetic Psionics.
Half-Kin
Half-Kin Elementals usually have the form of their Kin parent with the physical traits of their Elemental parent. They retain one affinity from each parent.
Demonborn;
Demonborn Human
Mauler: The more physically powerful of the Demonborn Humans, Maulers grow to the size of Giants, and develop claws, horns, wings, a leathery, tough skin, and a lust for blood. They use Metabolic and Kinetic Psionics.
Wyrmling: Frequently mistaken for Changelings, Wyrmlings are not recognizable as human within three years of their birth, twisted by innate Summoning and Blood Magic in the womb. They strongly resemble dragons,
Demonborn Elf
Blood Elf: Typically, Blood Elves are born to Dark Elves; however, it is not uncommon to see other elven races being marked with the disfiguration of the Blood Elves - thorns protruding through their skin, stained by the blood constantly dripping from their wounds. They excel at Blood Magic and Telepathic Psionics.
Wild Elf: The second of the Demonborn Elves, most of this race are born among the Wood Elves, although other elven races being Demonborn is not uncommon. Wild Elves use Chaos Magic and Summoning Magic equally well, and are typically quite tribal.
Demonborn Fey
Goblin: Scaled humanoids, Goblins are hardy fighters and display an immunity to supernatural powers. They are traditionally the footsoldiers of the Unseelie Sidhe.
Sluagh: Unspeakable horrors, the Wild Hunt range from tentacled humanoids to banshees to bat-creatures and other such horrors. They use Reflective Aether and Telepathic Psionics.
Demonborn Elemental
Shade: Similar to Sprites, Shades are instead orbs of darkness. They use Metacreative Psionics in addition to the abilities of their parents.
Demonborn Kin
Greenskin: Big, green, highly intelligent, and similar to Maulers in build Greenskins use Blood Magic and Intuitive Aether. They typically retain the shape and other traits of their Kin - a Rakshasa Greenskin will still appear feline and have fur - but will have green, leathery skin visible.
Nightwalker: Originally born to a Drall, Nightwalkers soon began to breed at an alarming rate. Resembling dragons, Nightwalkers are feared for their innate Telepathic Psionics and Chaos Magic, as well as their Alchemy Magic and use of high technology.
Angelborn:
Angelborn Human
All-Seeing: The All-Seeing typically retain human characteristics save for their large wings and entirely white eyes - they utilize Telepathic Psionics and Intuitive Aether.
Caretaker: Permanently resembling small children with glowing eyes, Caretakers are perhaps the greatest users of Summoning Magic, as well as using Intuitive Aether effectively.
Angelborn Elf
Moon Elf: Cousins to the dark and blood elves, Moon Elves are forest-lurkers who are reputed to harbor werewolves and practice dark magic- however, in all of their limited interaction with civilization, they have only served as good, using their water of life to cure illness, restore crops, and otherwise benefit those who their more evil cousins kill. They are known to use Intuitive Aether and Metacreative Psionics.
Sun Elf: Sun elves are primarily found upon islands and are among the most uncommon elves in the universe. With bronze colored skin, gold, blond or black hair, they are also called gold elves. Sun elves are less physically fit, but also more advanced, than their counterparts. Sun elves are the primary practitioners of elven Ritual Magic, and are among the greatest Elemental Magic users in the land. They are also profoundly arrogant, even by High Elf standards.
Angelborn Fey
Pixie: Appearing as doll-like Fey with dragonfly wings, Pixies are benevolent, using Metabolic Psionics and Chaos Magic to work good or evil among the world.
Leprechaun: Good-natured and mischievous, Leprechauns are users of Reflective Aether and Chaos Magic.
Angelborn Elemental
Sprite: It is impossible to tell the true form of a Sprite, as they appear to be 1 foot tall orbs of shining light. They use Projective Aether in addition to the magic of their parents.
Angelborn Kin
Redeemer: Essentially angelic versions of Kin, Redeemers retain the affinities of their parents, although occasionally, they will display random God Power when using their abilities.
Vampirekind:
Lust: Lust vampires are so named for their power: the lust appears capable of inflaming passion, inspiring love and devotion, addicting people to its effects, and even shaping people into one another's ideal lover. They are unusually capable at 'rolling' their victims, and feed directly from lust. Their bites are literally orgasmic, and even recalling the bites can cause flashbacks. Likewise, they are capable of inciting physical lust in their targets.
Fear: Fear vampires have the ability to feed on and create fear in those around them. This ability works similarly to the lust in that the vampire who feeds using fear can go longer without blood, though not forever. In addition, they have the ability to allow their body to rot into a decaying corpse or even fall apart without suffering damage. As a result, they are almost impossible to kill without fire. They are able to cause "corruption" with their bite -- unless the victim is sufficiently powerful to resist, even a single bite can cause a victim to decay and die.
Rage: Rage vampires feed off of pain and anger. Unlike the Fear or Lust vampires, these cannot cause emotions in their victims, only in themselves. Capable of stirring themselves into a blood frenzy, these vampires become revenant-like in their capabilities to withstand pain, their eyes turning entirely black at this time. Rage vampires are capable of manipulating their skeletal structure, often resulting in talons, blades, or various other things bursting from their skin when provoked.
Energy: Vampires of this bloodline can consume the supernatural energy of their victims, and have a seemingly limitless well to hold it in. The vampires can pull reserve energy from this aura at will if need be, making them capable of incredible physical feats even when compared to their brethren. As a result of this, they are exceptionally good at commanding groups of vampires, and at being 'food' for the Lust bloodline, as both vampires are empowered by the use of the Lust. They appear to be similar to the Rage vampires in that they are capable of channeling this energy into claws or even extra teeth.
Revenant: Revenant vampires are wild and animalistic, living only to kill. They do not retain enough of a mind to use any supernatural powers and display an immunity to powers.
Spiritkind:
Ghost: Ghosts are the soul-parts of the recently dead with enough willpower or supernatural power to briefly appear on the Material Plane.
Wraith: Wraiths are the ferrymen of souls, and are rarely seen. Their presence can be noted by a chill in the air and the failure of all supernatural powers around them. It is rumored that ravens and vultures are wraiths in material form.
Geist: Geists are semi-malevolent forces who care only for making life miserable for everyone aside from them. It is suggested that the victims of murders return as Geists.
Animatedkind:
Zombie: Zombies are the risen bodies of the dead. They may retain their knowledge, although they are typically unintelligent and will obey commands given to them by their master. Unless fed fresh meat, they will decay. Occasionally, a zombie of a Blood Magic user will, when risen as a zombie, continue their lives as though they had never died.
Skeleton: Akin to Zombies, although typically the ancient dead. They are unable to speak, although they can understand orders and may be able to write in order to communicate.
Ghoul: Little is known of ghouls, although they are scavengers known to run in packs, are capable of using simple tools, are not very intelligent, and are cowards. They typically appear in unblessed or uncleansed graveyards, battlefields, and the like.
Melded: Pieces of the dead reanimated and melded together. They are typically like zombies, despite being more horrifying.
Kinkind:
Minotaur: Bull-like and tall, Minotaurs are perhaps the strongest of the Kin, preferring Summoning Magic and Metabolic Psionics. They are typically quite tribal.
Rakshasa: The feline rakshasa race are deadly fighters just to their strength, teeth, and claws alone; however, the fact that their innate Chaos Magic lets them shapeshift, in addition to being able to use Telepathic Psionics as well as being as adept in Ritual Magic as an elf makes them quite dangerous indeed.
Aeona: Aeona are similar to the Rakshasa; however, these beings are birdlike and able to fly. Their skill with the bow is second to none, not even elves. They use Telepathic Psionics and Elemental Magic quite effectively.
Canine: Similar to the Rakshasa; however, Canines are dog-like and unable to shapeshift and prefer close combat. They are better trackers, as well as being faster than all but the hardiest Rakshasa. They prefer Metabolic Psionics and Intuitive Aether.
Drall: These beings are similar to lycanthropes. Possessing the eyes of lizards and tails in human form, the Drall are capable of shifting into dragonlike beings, capable of large amounts of destruction- or, more frequently, providing a means of transport for whomever can afford to pay them. They typically use Metacreative Psionics and Ritual Magic, and are very nearly amoral, quite glad to sell the skins of their dead comrades to whoever wants nice clothes.
Lamia: Lamias are fully immortal save for silver and the weapons of the sidhe- they resemble humans in the upper body, but have a snakelike midsection and lower bodies. They are naturally proficient with Alchemy Magic and Reflective Aether.