But... I will admit, Ravenloft's racial line-up is kind of dull when you consider it as the Dark Fantasy Setting. Elves, dwarves, gnomes and halflings can be given good spins, but at the same time, they're overdone. The only unique races to come out of Ravenloft are the Half-Vistani (who I am not touching with 10ft pole) and the Calibans (who are, thematically, really awesome). Compare that to, say, Dark Sun, which gave us really unique races (thri-kreen, aarakocra, pterrans, muls) alongside unique spins on classic races.
So, let me spell it out:
What races do you think would be good fits for a Fantasy-emphasizing Ravenloft setting?
For myself? Well... all of these immediately spring to mind.
- Calibans: This race goes without saying. It's a wonderfully Dark Fantasy race, and I'm honestly surprised it took until 3rd edition for them to exist. I much prefer Brutes & Banshee's approach to them, however, as it really plays to their strengths.
- Dhampirs: I have never understood the logic why, in a setting literally built around a vampire's lust for a human's love, we don't have these half-vampires as a PC option. Plus, they work really well for mechanically representing "redeemed vampires", vampires who reject their evil and so lose much of their strength - but also some of their weaknesses.
- "Haglings/Witchbreed": I may have my share of problems with Pathfinder, but as a race? Their "Changelings" are really awesome. Everything about them, from their strange powers that alienate them from their neighbors, to their battle against the corruption of their blood, screams "dark fantasy".
- Feykin: Admittedly, these could easily wind up as just a half-elf variant in terms of mechanics. But, with the existence of the Arak in canon, faerie changelings make a lot of sense as a PC race with fey ancestry.
- Shifters: If dhampirs are playable vampires, then shifters are playable werebeasts. They're a classic dark fantasy archetype, what more can I say?
- Dread Genasi: I really liked their article from Quoth the Raven, and given the nature of Ravenloft, a race of beings touched by the macabre and distorted elemental fabric of the realm makes so much sense.
- Tieflings: Demon cultists, dark oaths, twisted magics... tieflings really do make a lot of sense in a Ravenloft game embracing the fantastical side of things. They would, of course, be more akin to the tieflings of old, with variable and subtle mutations being the norm; at worst, they would likely pass as calibans.
- Aasimar: I'm actually unsure of these being present, but, they could be an expression of whatever powers of light allow for the existence of paladins.
- Mortifs: Ravenloft is a plane stained by the forces of darkness and death. I don't know if these make more sense as the "deathtouched" they were in 3e, the tiefling analogue descended of the various "half-dead", or more as just innately attuned to necromantic energies, but either way, they're fitting.
- Fetches: The "half-ghost" of 3e's Born to Death makes perfect sense in a place like Ravenloft. They're even a natural extension of things like the Godefroy family.
- Ghuls: Same as dhampirs, shifters and fetches; they're just too logical a fit for a world like Ravenloft.