Races
In The Domains of Dread, race describes a character's genealogical ancestry, likened to that of a species. It does not describe groups on ethnic lines; indeed, ethnicity as a concept is elastic in the Realms of Terror for from the Mists any kind of looking person may emerge be they native or Outlander.
No subraces are supported at this time. Races from homebrew or unsupported settings must be identical to one of the following, even if they are fictionally called something else or differ in origin.
Playable Races
Human
The most common race on the Misty Plane, and for good reason - the Mists focus their interest and challenges on humanity foremost to any other. It is from them, then, that the axis of Ravenloft must spin. Taken statistically, 95% of all humanoids not otherwise corrupted or altered are humans or abhumans with human halves.
Humans begin play with a bonus feat, unless opted into the variant rules at character creation. A variant human forfeits their bonus feat in exchange for +2 to an attribute of their choice and -2 to another, unique attribute of choice. A variant human cannot set two attributes below 10 this way, or their Intelligence score to 6.
Elves
These sylvan abhumans are the only humanoid race with a dominant population within a domain, in Sithicus. They are not known for obvious travel as those who do face widespread denigration by human populations due to identification with the reviled, dangerous whimsies of Fey. Outlander elves are uncommon and are taken by the Mists consistent with human friends, allies, fellow adventurers or enemies.
Elves begin play with +2 to their Dexterity and -2 to Constitution. They are immune to magical sleep. Elves receive a +2 racial bonus against mind-affecting spells and spell-like effects. This does not benefit Fear, Horror or Delirium checks. They are naturally proficient with longswords, rapiers, shortbows and longbows regardless of chosen class. Elves receive a +2 racial bonus to Listen, Search and Spot. They always count as being in Detect Mode for purposes of Search checks. Elves receive low-light vision, the softer variant of darkvision.
Dwarves
Almost all dwarves are Outlanders, save for a minority population in the domain formerly known as Darkon. Many humans would therefore sooner be confused rather than fearful of these stout humanoids, allowing them to eke out livings as miners or stonemasons on the fringe of society.
Dwarves begin play with +2 to their Constitution and -2 to Charisma. They receive a +2 racial bonus to Search in subterranean environments. Dwarves receive a +2 racial bonus to saving throws made against spells or to resist the effects of poison. They receive a +1 racial bonus to attack rolls made against goblinoids, including goblyns. Dwarves receive a +4 dodge bonus to their Armor Class against attacks made by giants. They receive darkvision, the more powerful variant of low-light vision.
Halfling
Halflings, or hin, are found around cosmopolitan locations in tight-knit family groups. They benefit from a childlike appearance that allows them some matter of autonomy even in these human-dominated places as they are not considered much threat. Their origins from the Prime Material and into the Realms of Terror are uncertain though it could be assumed that most Outlander halflings, like elves, were led into the Misty Plane following human friends or enemies.
Halflings begin play with +2 to their Dexterity and -2 to Strength. They receive a +2 racial bonus to Stealth and Listen. Halflings receive a +1 luck bonus to all saving throws. They receive a +2 morale bonus to Fear, Horror or Delirium checks. Halflings receive a +1 racial bonus to attack roles made with throwing weapons. They count as Small creatures for purposes of determining equippable weapon types and armor. Halflings do not receive bonuses to skills based on their size in The Domains of Dread.
Half-Elves
Half-elves native to the Realms of Terror are the likely byproduct of Kartakan humans and Sithican elves. Cursed to outlive their human parent and to forever be a child whelp in the eyes of their elven sire, most are treated identically to an elf by society - that is to say, agents of Fey. Nevertheless those capable of proving some amount of human heritage may be able to intermingle in cosmopolitan locations, albeit much between the margins.
Half-elves begin play with a +1 and -1 to unique attributes of their choice. They cannot set two attributes below 10 this way, or their Intelligence score to 6. Half-elves are immune to magical sleep. They receive a +2 racial bonus to saving throws made against mind-affecting spells and spell-like effects. Half-elves receive a +1 racial bonus to Listen, Search and Spot. They receive low-light vision, the softer variant of darkvision.
Caliban
Also known euphemistically as "twists", caliban are humans mutated in the womb from the intervention of a curse or dark magic, always native to the Realms of Terror. The palette of their deformity is vast and often unique to the individual caliban - but no matter the exact detail of their appearance, it is always a frightful thing to other humans who treat them as little better than intelligent monsters or cannibals. Most caliban must spend their lives hidden either in spurious places or in wilderness's solitary embrace. Despite these difficulties, a caliban is not by themselves guaranteed to be or perpetuate evil - cruel as their circumstances may be, their hearts could be as pure as the kindest soul.
Caliban begin play with +2 to an attribute of their choice, except Charisma, and -2 to Charisma. They receive an OR malus of 8, making any OR observing non-player character potentially hostile. Even if they manage to lower their OR to lose this hostile status, it should be assumed that they are unwelcome in polite society and must cover themselves accordingly.