Humans dominate the world with a population that overwhelms all others. Their short lived lives give them the need to expand, to grow, to do as much as possible with the amount of time they are given. Humans are also the most ambitious of all the races. They are just as easily driven by greed and self importance as they are honor and self sacrifice.

When the nomads came and settled the lands of Eridus they spread out across the land and to the outlying islands. They expanded and quickly created a kingdom of their own. The lands were separated into states or provinces with noble barons and dukes controlling the territories in the name of the King. Even though the Empire came and changed the land into an Imperial government, humans still had their social classes to cling to.

Below are the descriptions of the Social Classes of Eridus. Any human character may choose to add one of these Social Classes to their “build”.


Schemers, speech-makers, and all-around pillars of the community; Auristians are land owners, nobles and politicians. Each Auristian has strong political ties in Eridus or its surrounding islands. Their weapons are words, laws, and loopholes instead of sword and shield. Some are truly champions of the people and fight for their rights and equality while others scheme for more lands and higher taxes to fatten their own purses.

Like any good politician, an Auristian’s personality changes depending on who they are talking to. They will agree with one persons cause until it suits them to back another, even if it’s the one they were just defending against. A typical Auristian has a silver tongue, making friends easily, and has about 5 schemes and plans going at any given time. They are more likely to play their neighboring nobles against each other than to choose a side.

It is in an Auristian’s nature to get along with just about anyone and everyone; at least those that can improve their social standing. They have the innate ability to make good relations wherever it is needed. Their natural talents with speech and word games make them great ambassadors between races, cultures, or other lands. Ever since the Hyperians fell to the Empire and gave up the throne, they have been looking to bring up a new Royal family. They are currently trying to gain political power and popularity and take control of the throne.


Human Player Characters can add the Auristian Social Class by making the changes in their racial traits as follows:

• Ability Scores: +1 Charisma and +1 Intelligence
• Social Class Training: +2 bonus to Bluff and Diplomacy skills.


Elusians are the more rational of the human cultures. They like to think things through thoroughly before making a decision about anything. They believe everything happens for a reason and they want to figure out what that reason is. They are Eridus’ scholars, writers, and historians. Some even go so far as to become powerful spellcasters.

Elusians have a reserved personality. They are viewed as having very little humor, analyzing the joke rather than understanding the fact it’s suppose to be funny. This makes them look almost snobbish. Elusians have a need to gain knowledge. Rumor has it; it’s the one thing that can get them excited. They see themselves as recorders and historians, dedicated to documenting events throughout Eridus.

Elusians aloof personality makes others weary of them, but they aren’t actually shunned by any of the other cultures. They are well known as historians and thus granted free passage through most of the lands of Eridus.


Human Player Characters can add the Elusian Social Class by making the changes in their racial traits as follows:

• Ability Scores: +1 Intelligence and +1 Wisdom
• Social Class Training: +2 bonus to Insight and Perception skills.


Hyperians are the original rulers of Eridus. They have defended the islands for centuries as warriors of the people and defenders for freedom. They were honorable fighters and champions against invaders. That all ended when the Empire came. The Hyperians were forced off the throne, giving control over to their invaders.

Hyperians are stone faced fighters and honorable warriors. There not afraid of a good fight and defending the people wherever they can; even though they are no longer the rulers of Eridus. It is not uncommon to see a Hyperian in a local pub or tavern; they wish to stay close to their beloved people. Honor is the way they live, dishonor is death.

Before the Empire came to Eridus the Hyperians ruled the islands for hundreds of years. Most of the citizens still believe they will free them. They are beloved throughout most of the islands and all of the provinces. The Auristians believe they failed to defend the islands and believe they no longer have a claim to the throne.

Hyperians have strong religious ties. They believe the Heroes stand by them in their time of need and will grant them their strength when it comes time to confront the Daeruthians again. The beliefs of the Hyperians are diverse and they worship a wide variety of deities. They most commonly worship Bahamut for his word of justice, valor, and honor. Erathis is another favorite because of her word of law and civility. Many Hyperians still favor Kord for his strength and even Bane is well known in Hyperia.

Hyperian Lands

When Eridus was conquered by the Empire, the Hyperians left the main island. Now that the Empire has left the islands, the Hyperians are fighting for the throne but the Auristians are gaining political strength and popularity for their own claim.

Not only are the Hyperians fighting against the Auristians for the throne, they have begun a feud on their own island. Some Hyperians believe the Royal family are unfit to take back the throne and that there should be a new King to lead Eridus. The island of Hyperia is now split between three families. Hyperia is still the strongest of the lands and the largest, the home of the Royal family. The north part of the island broke away to form the land of Hykorras, while the southern part of the island is now Hyranbar.


Human Player Characters can add the Hyperian Social Class by making the changes in their racial traits as follows:

• Ability Scores: +1 Strength and +1 Constitution
• Social Class Training: +2 bonus to Intimidate and Streetwise skills.


Kaeparans are mysterious travelers and reclusive wise ones. They are knowledgeable individuals of unknown origin. They don’t seem to fit into any known culture. They either travel from place to place granting aid to those that need them, or live in a secluded area as a wise one to the local settlement.

Kaeparans tend to be the grandparent of an entire settlement, their not afraid to speak out to anyone who will listen. They are very patient with those around them and don’t get offended easily. They are usually very calm under pressure and have a pleasant nature. They do tend to have a natural glassy look as if they are looking past those they converse with.

Kaeparans are viewed as wise ones and friendly old folk. They don’t force their views on anyone so they are well liked nearly everywhere they go. They tend to have bits of knowledge almost impossible to know. Their advice is rarely discarded.


Human Player Characters can add the Kaeparan Social Class by making the changes in their racial traits as follows:

• Ability Scores: +1 Wisdom and +1 Charisma
• Social Class Training: +2 bonus to History and Insight skills.


Melarians are the backbone of Eridus. They are the architects, carpenters, laborers, and farmers of the land. Commoners maybe, but necessary in any society, they are the workers that make everyday life possible and keeps the wheel turning.

Melarians are easy going and hard working. They believe in working for a living and taking care of their own. They are quick to say howdy-do to passersby and laugh at a joke, even if they don’t understand it. Woe to those that threaten their loved ones or their property. When they are angered they stick together and mob justice is the only law.

Melarians are your typical friendly farmer that waves when you walk by or gives you a ride into town on the back of the wagon. They work hard and enjoy a good drink at the local pub after dark. They don’t tend to see evil everywhere they look, but do have deep superstitions. Melarians are well-mannered and good natured.


Human Player Characters can add the Melarian Social Class by making the changes in their racial traits as follows:

• Ability Scores: +1 Constitution and +1 Dexterity
• Social Class Training: +2 bonus to Athletics and Endurance skills.


Reimarians have a general follower type nature. They tend to adapt to whatever the current government is. They are widely seen as traitors and cowards. They were the first to conform to the new Empire when the Daeruthians conquered Eridus. They refused to put up a fight. Reimarians are hagglers and traders. Many are very well-off merchants and business owners. They are good at bargaining and working out deals with any customer.

Reimarians have a very cowed personality. They back down from fights and agree with the strongest. They are outwardly pleasant people to talk to, agreeing with most others ideas and beliefs. This makes them very easy friends. On the other hand they seem to hide a dark side, harboring resentment toward others, some even hatred.

Reimarians are notorious for their deals and haggling. They can read people very well and are quite friendly. Some believe Reimarians to be bad traders because of the “great deal” they received. When most times it’s the exact deal the Reimarian wanted. They make people feel easy and comfortable and always make it sound like they are getting the worse of the deal. Because of their ability to haggle and trade, they are sought after by nobles and politicians. When dealing with a Reimarian, it’s hard to dislike them, but everyone knows they are servants of the Daeruthians. That fact in itself makes them generally disliked.

Reimarian Lands

Reimarians are at home on the main land of Eridus. Of course that is where the power of the Empire is the strongest. The Daeruthians see them as tools to be used as they see fit, but because of their usefulness, they are protected.


Human Player Characters can add the Reimarian Social Class by making the changes in their racial traits as follows:

• Ability Scores: -2 Strength and +2 Charisma
• Social Class Training: +3 bonus to Bluff and Insight skills.


Xynthians are dedicated religious zealots. Most are simple adepts and monks. They have various temples for a number of different deities. Many become clerics and priests of their order; some even take up the sword as a defending paladin. Xynthians have a religious fervor rivaled only by the gods themselves.

Xynthians are well known throughout Eridus as being friendly and helpful. They believe in bringing the glory of the Heroes to Eridus and get along well with all the races. They bring a friendly smile to friends and strangers alike, although there are rare occurrences of diabolical intent.

Most Xynthians are considered harmless. They spread the word of their faith to any willing to listen. They bring faith to all corners of Eridus and their strong religious belief brings faith to the lost and hope to the hopeless. They are generally welcomed in most places; only the most faithless actually turn them away. Even though they are human, they are respected by nearly all the other races.

When the Eridus settlers decided to make a new home on the islands, the Xynthians decided they would need guidance. It was the Xynthians that taught the settlers about the Heroes of Legend. Their range of worship spreads throughout all the Heroes, now known as the new gods.

Xynthian Lands

Xynthians settled the large island to the far northwest of Eridus. Their wide variety of teachings continues to this day in Gol Ikaris, Xel Osleen, and Xenthaphrin. These lands are known as some of the most beautiful lands in all of Eridus. They are even talked about by the elves in their care of the land.


Human Player Characters can add the Xynthian Social Class by making the changes in their racial traits as follows:

• Ability Scores: +1 Wisdom and +1 Charisma
• Social Class Training: +2 bonus to Heal and Religion skills.

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