From the first Core Races set, I think Human is the only one to qualify. Everything else is either magical or mythological or a derivative thereof. To the (limited) extent that the psionic stuff can be considered core, I'd say all of the EPH races are also applicable, although I think the Goliath is a better choice than the half-giant, and conceptually they are quite similar. I also think it's conceivable that the elan and maenad are better represented as culturally exotic humans rather than as another "race" that just happens to look like humans with another set of game stats. And if I'm disallowing dwarves, then using duergar seems odd; they're just a variety of dwarf, after all. I guess that means that I modified the EPH races to dromite, xeph, and goliaths in place of half-giants. The Githyanki and Githzerai aren't open content, and aren't in the SRD (but are listed as playable, albeit LA +2 races in the EPH) and could conceivably be used as well. As a houserule of D&D elements, they're perfectly fine, but as non-open content, their use is somewhat problematic in any other setting; I'll probably want to come up with a new name for similar concepts. The same is similar for the thri-kreen.
Of the 3.5 Monster Manual "Monsters as Characters" list, the ones that strike me as workable include only a few: the lizardmen, the kobold maybe as a reptilian counterpart to the halfling, gnolls, and maybe the three goblinoids—goblins, hobgoblins and bugbears. I'm a little hesitant with them, because they do have a folkloric background, but maybe something like hobgoblins with a derived cultural description aren't really very different from the githyanki anyway. Gnolls are open content, but they've also been utilized in stuff like New World Computing's Heroes of Might and Magic III, so even if WotC wanted to try and assert I/P rights as the heir to stuff TSR created, they've probably already let that one slide. In fact, as basically little more than an anthropomorphic hyena, it's worth pointing out that a few other anthropomorphic animals could fit, although I'm not really a big fan of them. Ratmen, catmen, etc.—they'd not really be out of place, just... I'd probably rather not personally.
The Races series from 3.5 then gives us catmen, maybe feral garguns, sea kin, and underkin and a bunch of other stuff that isn't usable (I briefly considered killoren, but changed my mind). The Eberron setting gives us kalashtar (better represented as exotic humans) and warforged. Shifters and changelings are probably too "magical" to work, although—changelings could maybe fit (Star Wars had them too, for what it's worth.)
The 3.5 environment books also give us two or three races each (mostly), but I don't know how useful they'd be. From Frostburn we get the Neanderthal (which I could use) and the uldra, which is a fey and therefore probably not applicable. The Sandstorm races are garbage, and I'd never consider them for anything. Stormwrack gives us another aquatic sea human (different from sea kin, but conceptually the same) as well as gliding apes and orca-men, both of which are absurd. I don't remember that Cityscape and Dungeonscape either one had any races; they were a bit smaller than the other three environments.
I also don't believe that any of the other editions gave us anything that's worth pillaging; dragonborn and tieflings are heavily based on fantasy elements, after all. Some of the more esoteric settings like Dark Sun or Dragonlance had some esoteric races (minotaurs, pterosaur people) and of course Savage Species made almost any monster playable, as well as offering brief statlines for every kind of anthropmorphic animal you can think of from bats to baleen whales. But let's round up what I've just reviewed and see what looks likely to make the cut.
- Human (naturally) and probably in more exotic ethnic diversity than normal, since we're talking about alien planets with red people, blue people, green people, etc. in the immediate source material.
- Goliath
- Xeph (can be seen as a replacement for the halfling, in a way, without the fantasy baggage)
- Dromite
- Ersatz gith and thri-kreen (does the presence of gith naturally infer the presence of mindflayers, or something similar? Thrints?)
- Lizardmen (and kobolds as a small version)
- Gnolls
- Catmen (provisionally. I'm still on the fence if I think this is a good idea or catnip (no pun intended) for creeps. If we do have them, they have to be more like the Kzin than anything else. Predatory wookies.)
- Neanderthals (maybe interpreted as sasquatches or gnoph-kehs?)
- Sea kin or some other kind of aquatic Atlantean people: Namor and Aquaman style, I mean.
- Underkin (aren't these really just morlocks anyway? Why not call them that?)
- Warforged (probably could also stand to be renamed.)
If I can be allowed to venture just a bit into the m20 sphere for a moment, I probably have stats that are interpretable as these races already kicking around. They also all exist for D&D 3.5, of course. I don't know what kind of coverage you'd get for 4e or 5e, and a few of them do not predate 3.5. Despite all that I'm sure that no matter what edition of the game you play, you could find some suitable stats that can be reskinned. Planetary romance has a very exotic feel to it with regards to races, and they've got an almost (but not quite) science fiction feel to them, assuming that science fiction equals the more constrained modern definition, which is synonymous with "hard science fiction." Planetary romance has a more soft science fiction feel, but not so soft that they feel like fantasy. The races listed above, I think, can qualify, although they may require a little bit of work with regards to fluff. For example, the goliaths are not half-giant former slaves (well, they might be former slaves, I suppose) because they're not related to giants; they are just a big race in their own right in a planetary romance setting. The warforged are artificial people, but they're not magically animated—they could be more like a kind of clockwork feel to them, although without the steampunk gears and copper plating, etc. They may in fact that Lovecraftian brain canisters as the source of their intelligence, for all I know—assuming that we use them as a "standard" as opposed to exotic race.
Do the dromite and the thri-kreen kind of impugn on each other's "insect people" vibe? Probably not—I'm more inclined to reinterpret the thre-kreen to be more like the Green Men of Barsoom, honestly. (Lin Carter's Callisto series had his Green Men analogs be more overtly insect-like. I can't remember what he called them, though. Yathoon?) Realistically, this is more races than I need to get started. It'd be better if I thrifted it down to no more than 8-10 playable races. I've got 14, but many of those are better seen as monstrous humanoids rather than playable races. Nobody (well, one guy I know, anyway—has to be the exception) ever thought it made sense to play in a Middle-earth roleplaying game and having ent as a playable option, or orc. Some of these options maybe are more suited to be antagonists than protagonists by nature. That gives us the slightly truncated list, then, as follows below. The bigger list above can be used as an "expansion" list if needed.
- Human
- Gith
- Goliath
- Xeph
- Dromite
- Lizardmen
- Kobolds
- Morlocks
- Sea kin
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