The Races
Here I will list the different possible races you can be. I advise you read it because sometimes races can be interperated differently and when you don't know the race that can make things increaingly difficult.
Human: This is by far the simplest race of character, they are humans, just like me and you. They have no special talents or abilities except what they are born with. The one advantage to being a human is that you can go undetected in towns; no one hates a human considering most of Ravenloft's inhabitance are or were humans. Some humans are called Gypsies and they travel about weaving magic, sharing news, buying and selling. They are the only people in Ravenloft who can pass freely through the mists.
Elves: Elves are often frowned upon in Ravenloft, they are outsiders and said not to belong. The only original race of elves in Ravenloft are th Dark Elves and they don't take to kindly to thers which is one of the reasons elves have such a bed reputation. Here are the different kind of Elves you can be:
High Elves: High Elves or the Ucarie as they like to call themselves are all rich and well fairing elves. They carry swords and armour, always the finest money can by. The tend to be a bit hot headed, bold and proud, they also tend to can anger easily. The believe themselves to be higher than other elves and defenatley humans. They migh tnot do it intentionally but they tend to cause fights when speaking with others.
Wood Elves: Wood Elves are one of the lower races of Elves, the only other name they have for themselves is "People of the Forest." the live in the depths of woods and brush were they hide, avoiding all contact with creatures outside their clans. Most of the time their cities are above ground and high in the trees so they are next to impossible to find. Wood Elves are exellent archers and if they have the drive and a good aim they will kill you. Wood Elves are also expertes and moving unseen through forest like terrain, ot any terrain for that matter.
Straglers: Straglers are lone elves that hide in cities and the wilds, they have lost the knowledge of what kind of elf they are the the heritage that comes along with it. High elves if they meet with there Stragler will treat them as dirt or refuse to acnoladge their existance. Wood Elves have been know to take these poor elves in and help them to regain who they are but even most Wood Elves look down on their forgotten kin.
Half Elves: A half elf is the child of an elf and a human. It only carries half the blood of each; cursing it to be frowned upon by both races, half elves are kicked and cuffed by most other elves, only a rare few will accept that they are who they are and it is no fault of their's. Humans find it hard to accept this people but they do none the less. Some humans will beat up a half elf because of its heritage but some are kind. Half Elves must be careful with whom they trust.
Kender: Kender are small people with no fear of anything. They live on their own or in family groups, they love adveture and are all little theives. Kender are only about three feet tall but with enought energy to fuel a freight train. They have no fear what so ever and a never ending curiousity. They always ask the stupidest questions and the wrong times and are trouble makers even when they are not trying. They have a habit of picking peoples pockets and then if their caught saying that the person dropped it or that they were just going to borrow it. Kender can be annoyinf but they bring a lot of fun too.
Dwarf: Dwarves live beneath the earth, were the tunnel the ground and mold its metals into crowns and swords. They are the greatest smiths and they guard their treasure with their lives, it meand everything to them. They tend to be a bit taller than kender; fout feet tall the tallest has reached four ten but nothing higher. They tend to be a gruff and humoruse people, they enjoy a good joke when it comes along.
Sulents: Sulents are the Earthly eguivalant to angels. They have wings and tend to be clerics and paladins but their wings are not just that of doves. The wings of a Sulent help to reflect their personality, for example;
Bluejay: Flashy, Flurt
Dove: Pure, Quiet
Hawk: Brave, Out Going
There are many more posibilities but here I have only listed a few. All Sulents carry with them an amulet of two wings; when they rub the amulet their wings will disappear or reappear to help them blend in a little more. The last trait all Sulents carry is that they all have gray eyes, there has not been a Sulent yet that hasn't had them.
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Dragonkin: Dragonkin are as they sound; kin of dragons. They look like humans, except for their overly long canine teeth, but when the grow their wings (They are the possite of Sulents and the two tend not to get along.) there nails also turn to claws and they gain a more reptilian air. Dragonkin, even in your world tend to be creatures of evil... but there are some good ones. Dragonkin can be very dangorouse opponents so you should hope that the ones you meet are kind.
Classes
There are many basic classes your character can be but here is something to aloborate on them, you are not reguired to read this but again it would be good if you did.
Fighter: Fighters; the genaric hero, the man/woman who runs into the battle with their sword waving over their head, they are ready for a fight and unwilling to back down. The personality and history range of a fighter eguals the number of different flavored jelly beans you could find in Harry Potter. Some more specific kinds are listed bellow:
Beserker: Beserkers tend to be from farther up north, where it is colder and the animals more feirce and viciouse in their searches for food. What makes a Beserker different from other fighters is their huge stenght and the ability to go nearly insane of the battle feild. When a beserker goes... well, beserk, they attack everything in their path, and even if they are supossedbly killed they won't die until their rage has gone.
Paladin: The noble paladin, a knight for the gods. They protect the innocent and fight the evil. A paladin will never back down from a fight, he will never say that a task is to big. They are noble knights of the church, the only people they will answer to are the preists and the gods themselves. The problem with having a paladin in Ravenloft is that they stand out like a snowflack on black paper. Paladins are farther from their gods well in Ravenloft, making their granted abilities weaker. Paladins tend to be strong noble and true, either they come form a lordly back ground or are very, very strong with the gods.
Ranger: The ranger is an archer, he is strong with his bow. Most rangers have spent most of their lives in the woods, keeping them safe and staying away from people. The forest is their home and in Ravenloft that is taken away. In Ravenloft the lord controls the woods as well as everything else. In Ravenloft rangers feel as though they have been stripped of what they hold dearest and now are thrown into busy cities and crowded towns, none of which agree with a rangers need for silence. Rangers can always be picked out of a crowd by their forest green cloaks, they are usually orphans and so are able to live a lone without guilt.
Generic Fighter: Who says everyone has to be an renound archer or a holly worrier. Fighters can be anyone from a farmer to picked up a blade to a king himself. A fighter can use many, or any weapon. Fighters tend to be good leaders but they tend to be at least a bit more brawn than brain.
Wizard: Wizards are the weilders of magic; like fighters there are many different kinds and they can come from almost any back ground. Most wizards tend to specialize in one kind of magic but some rare wizards can master all of them.
Healer: Wizards that are with the magic of life are most commonly known as healers, they also are able to cast spells of protection. A life wizard doesn't want to kill, they wish to preserve or subdo but if all else fails they can be a deadly foe. Healers magic is somewhat weakened in Ravenloft because it is so close to the realm of the dead.
Necromancer: Nercomancers are almost as rare as full wizards becuase to be a necromancer you must have something called the sight; they can see ghosts, sometimes all the time sometimes at certain times of day. It is a very frightening thing to have. These necromancers are usually forced down their path with no where else to go. Necromances can sommon and control the dead, in Ravenloft their power grow and grow.
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Bender: Benders are masters of water, the can control the seas and streams, raise the waves and make the waters roar. Most Benders come from shipping families where this art is greatly needed and apreciated. Benders can breath water as part of their gift and can cast a spell upon others so they may aswell. Benders tend to be very care free and happy because unlike most of Ravenloft in the water some peace may be found.
Alchemists: Alchemists not only control the art of fire but also the art of creation. Like the phoenix from ashes arise new life. Alchemists can make something out of nothing when they need to. They can spark fire from air, turn coals in to gold. Alchemists tend to be proud and somewhat aragent. They take there talent for granted and because of it they believe themselves to be better than everyone else around them.
Conductors: Conductors are the masters of storm, they can control the weather. Many peoplel may belive that this is a useless power but in Ravenloft it excedes useful. Imagine; you are being chased by a vampire at daytime yet the coulds are out, your Conductor turns around and comands the clouds to open... guess who just killed you a vampire? Conductors thought, with their common put downs tend to be shy and almost sad that they were given magic but it is useless to them.
Gypsies: Gypsies in a way are users of magic; they cast illusions for their shows, sommon increadable beings to help and perform but most of all, they can see the future. Not many gypsies have this gift but some rare few do. These seers will be unwilling to tell a fortune without something in return. Many people are afraid of gypsies because of their almost evil looks, they don't seem human and in a way they are not.
Thieves: Everyone hates a thief but this would't be complete wihtout them, there are different kind of theives besides the generic pick pocket, but who says those aren't fun to play?
Assassin: The character you love to hate, smart, beautiful yet deadly killers. Assassins are a dangrouse thing to hier and they are know to turn on their masters if the prices aren't meet. Assassins come form more desertiouse regions in Ravenloft anf even in Mystic. You must be careful where you go if an assassin is on your tail, deadly killers, hunting you.
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Rouge Assassin: Who told you all assassins were bad? There are a very few ones that hated what they had to do and turned agaist their teachers, they ran from teh guild houses and hid in forests. They are still the deadly killers they once were but now they won't kill for money but for what they believe in. They follow the same good as you might see paladins. Even though everyone stll calls them assassins and hates them they keep up to what they believe in.
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Seekers: Seekers are theives but they don't steal, they are really just fighters with the ability to find traps and make them themselves. Seekers since they have lost the right to pick pockets they have an amazing sense of direction and perfect memories. Since the time to train in theiving was thrown aside they had time to hone these skills instead.