In my current campaign, I offer the following racial choices:
Human
Alderhald: Tall, pale people from cold northern lands. They herd and ride mammoths.
Ska: Subset of the Alderhald; they raid in warships, burning and pillaging as they go.
Bearfolk: Gruff, Stone Age people who worship Krodarr, the Great Mother Bear.
Chalakos: A race of hardened warriors and nomadic horsemen.
Fenlanders: People who fled into the vast Hooth Marshes to avoid the Treaty of Brentkirk, which limited the deities it was legal to worship in the Lakelands.
Indrus: The descendentants of those who survived the sinking of Avlantar, technologically advanced and known to be capable of powerful psionics.
Lakashi: Tribesmen who worship their ancestors and the Beast Lords. Each Lakashi tribe is named after -- and favours -- a particular type of beast.
Lakelanders: Admixed people who worship the Seven Good Gods.
Panthassi: Short, dark-skinned people whose religious philosophies are based upon determining the proper way to care for the deceased.
Ur-Alamen: A desert-dwelling people, favoured of the God Alamen, believed to be their creator and ancestor.
Varanamen: A people with a strong caste system, and the only people in the Middle World who know the secret of making silk.
Beastfolk
Awakened Animals (various types)
Humanoid Animals (various types, of which 28 general cases are given).
Demi-Human (Templates added to human type)
Beast-Touched (carrying traits of a specific animal type)
Caliban (tainted by evil deeds or magic in the womb)
Changeling (human baby replaced by a faerie)
Half-Elf (self-explanatory)
Half-Goblin (Racial Levels allow you specify from Bugbear, Goblin, and Orc ability trees)
Spirit Folk (Descended from a river spirit, dryad, nymph, satyr, forest spirit, or other non-elf fey)
Fey (All of whom must be a member of a specific Court [Dreams, Nightmares, or Twilight] and Host [8 possible], based off of Goodman Games'
Complete Guide to the Fey)
Elf
Aelfar: Elves of the Dawn, often Seelie Fey
Glamdras: Elves of the Twilight, joyous and dancing
Gruadras: Elves of the Wild, who dwell in the remote wilderness
Selenar: Elves of the Moon, who seduce men and pay a Tiend to Hell
Svarthar: Elves of the Gloaming, who live deep below the ground, sometimes aiding miners but more often fanatical defenders of their dark realms
Faerie Animal: Intelligent, shape-changing animals, of which 24 types are listed, ranging from Polar Bear through Goat to Sparrow)
Gnomes, which are very different from the PHB gnomes.
Halfling
A race unto themselves, the halflings are sinister travellers that know how to gain tobacco from nether forces (demons, evil elder gods, or the Cigarette Lobby -- you pick!).
Titanborn (The descendents of the Great Titans, all of whom are of the "Giant" type)
Dwarves (With Racial Levels, they can take the Path of Dwarrow, the Path of Duergar, and/or the Path of Dvalin, depending upon whether they seek secrets, wealth, or honour respectively)
Giants