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Character classes:
An assassin is one who lurks in shadows, waiting to backstab his or her victim. Assassins are noted for their ability to deal quick death; a single attack being capable of doing incredible amounts of damage. The assassin can also hide better than most classes.
Skills:
Sneak, Backstab
Prime Requisites:
Dexterity,
Strength
Suggested Races:
Halfling,
Human,
Dwarf
Raised in the harsh lands of tribal villages, barbarians are hearty warriors capable of withstanding blow after blow from opponents. The barbarian can bash its opponent, rendering them stunned for a while and unable to attack. The barbarian can also circle an opponent, momentarily preventing the opponent from attacking, an excellent tactic used while fighting.
Skills:
Bash
, Circle
Prime Requisites:
Strength
, Constitution
,Dexterity
Suggested Races:
Half-Giant
, Human
, Dwarf
, Orc
The bard is a very clever and resourceful character class. Bards can be expected to spend their lives in search of knowledge of the arts and sciences. The young bard is usually quite foolish. The more scholarly bards can entertain an entire room with a song which will envigorate all. Also, bards have been known to charm friends and foes so completely that they are beyond harm.
Bards also have a limited ability to read a person's aura and get a glimpse of their future. This skill is not inherent, and requires the memorization of the spell or acquisition of the proper components.
Skills:
Charm
, Sing
, Fortune
Prime Requisites:
Piety
Suggested Races:
Human
, Elf
, Dwarf
, Half-elf
The cleric is the most powerful of the classes in the arts of healing. In addition to the ability to heal, the cleric can turn the undead. Clerics can also achieve magical powers only bested by a mage, and in some cases can cast spells that even mages cannot achieve.
Skills:
Turn
, Pray
Prime Requisites:
Piety
Suggested Races:
Human
, Half-Elf
, Gnome
The fighter is a master of the fighting arts. As the fighter advances he will achieve great proficiency in the use of weapons. The fighter is able to bash and circle opponents like a barbarian.
Skills:
Bash
, Circle
Prime Requisites:
Strength
, Dexterity
Suggested Races:
Human
, Half-Giant
, Dwarf
, Orc
A master of the magic arts, the mage will gain the power to unleash incredible amounts of damage by means of spells, but magic alone cannot overcome all enemies. A mage can teach low level spells to other players, once the mage has learned them. In addition, the mage is able to enchant things.
Skills:
Teach
, Enchant
Prime Requisites:
Intelligence
Suggested Races:
Human,
Elf
, Half-Elf
The monk is the master of self-discipline. By calling upon inner strength, the monk can do grave damage to foes. A monk must spend his time in self-contemplation, growing stronger all continually. He can call upon his strength to heal himself or others, or to hide from his enemies. The path of the monk is a hard one, but those few warriors who chose it will be rewarded with powers beyond most mortal men. Due to the nature of the monk, they cannot wear most armors and cannot use rings or shields. Their hands must be free so they can use their special fighting skills. There are special weapons and armors for monks, but they are rare and hard to find.
Skills:
Sneak,
Pick Locks,
Meditate
, Touch of Death
Prime Requisites:
Piety
, Constitution
, Dexterity
Suggested Races:
Human
, Dwarven
The paladin is a brave warrior of faith, and must continue to be good aligned in order to inflict damage. An evil paladin suffers greatly. The paladin is a powerful warrior and healer, and like clerics, can turn the undead. A paladin suffers a small loss if he flees from a fight. The paladin is also required to spend a term serving in the militia to show their interest in benefitting society.
Skills:
Turn
, Pray
Prime Requisites:
Strength
,Piety
Suggested Races:
Human
, Dwarf
, Gnome
, Orc
The ranger is a skillful fighter with the abilities to track opponents, to search for hidden exits, monsters, and treasures, and to hide from enemies very well. A ranger can hasten, and thus be allowed to attack faster than other classes. Rangers are necessary for some of the quests, as tracking can be required in some areas. Parties without a ranger can become hopelessly lost.
Skills:
Track
, Haste
Prime Requisites:
Dexterity
Suggested Races:
Human
, Halfling
A thief is a very valuable player in any group of adventurers, and in some cases, necessary. A thief is capable of picking locks and stealing from opponents, and has the ability to sneak undetected from place to place. Like the assassin, a thief can backstab.
Skills:
Steal
, Pick
, Peek
, Backstab
, Sneak
Prime Requisites:
Dexterity
Suggested Races:
Human,
Halfling
These suggestions are of course only guidelines, since a player of any race can become any class. Isengard has seen many a powerful Halfling Barbarian, Half-Giant Cleric, or Elven Ranger. Be wise to the fact that all classes have their strengths and weaknesses, and that a group of warriors will get no further than a group of mages, since cooperation between classes is vital to success.

The dark elves were the only breed of elf to have never seen the Light of the Two Trees. They are the only non-Eldarian Elves and comprise the Silvan, Nandor, and Laiquendi elven clans. They are frequently scorned by the other breeds of elves and many consider it a disgrace to even be seen with them.
Adjustments:
Intelligence +1, Constitution +1, Piety -2
A dwarf is a stocky and short demihuman, standing about 4 feet tall. Dwarves are sturdy fighters, and are known to be stubborn and practical.
Adjustments:
Strength +1,
Piety -1
Somewhat shorter than humans, the elf is of weaker constitution and higher intelligence.
Adjustments:
Intelligence +2,
Strength -1,
Constitution -1
A cousin of the dwarf, gnomes are small demihumans which can become very capable clerics and paladins.
Adjustments:
Piety +1,
Strength -1
Goblins are vile creatures, hated by all. Similar to Orcs in that they are a failed attempt by powerful Sorcerers to create elves, they are generally violent, stupid, and dirty.
Adjustments:
Intelligence -2, Constitution +1, Strength +1
A cross between the giant and human races, a half-giant is brutally strong and makes a very good warrior.
Adjustments:
Strength +2,
Intelligence -1,
Piety -1
A cross between the elven and human races, a half-elf can become a master in any class.
Adjustments:
Intelligence +1,
Constitution -1
Small and agile, the halfling specializes in dexterity, and thus makes a good thief, assassin, or ranger. They are also known to other races as hobbits, but they prefer to be called by their chosen name of halfling.
Adjustments:
Dexterity +1
, Strength -1
The result of a failed attempt to make an orc that is closer to an elf, these half breeds are hated by both orcs and elves.
Adjustments:
Constitution +1
What is man? Who knows? And if you are actually reading this, perhaps you should stop mudding for about a week, and read philosophy.
Adjustments:
Constitution +1
Large and strong, this powerful race can also excel at the magical arts as well as combat.
Adjustments:
Strength +1, Piety -1
Orcs are fierce warriors, who in their homelands prefer banding together for hunting and raiding. Orcs are strong and make good warriors. They were created in mockery of elves and like elves they do not die naturally. They are weakend by the sun and prefer the dark.
Adjustments:
Strength +1
, Constitution +1
, Dexterity -1
Trolls are an evil race. Large, strong, ugly and stupid, they enjoy to hoard treasure, kill for pleasure and eat raw flesh. Trolls generally prefer to travel alone, but can sometimes be found in groups of three or more.
Adjustments:
Strength +1
, Intelligence -1

The Dungeonmasters, being the kind and sensitive people they are, will allow you to change from chaotic to lawful once in your life, if you have seen the light and wish to mend your sinful ways. A lawful player may never become chaotic.

Caretakers
Fingolfin, Phaedra, Balin
DMs
Tesseract Azog Eldritch and Erech
