The Great Ones — Queens and Vandaliers.
Queens and Vandaliers are the highest-ranking beings in the Kingdom next to Caspian himself. Each of these lords and ladies has been granted sway over a portion of his domain to some degree. Ultimately, Caspian controls them all, but he allows them the illusion of authority.
Each of these beings are roughly equal in power, but there is a difference in their administration and approaches to using their powers. Vandaliers are said to be leaders of mortals and Paragons so they will typically have these under them and who answer to them. Each of the four Queens is said to have been granted sway over a fourth of existence. This bit of hyperbole stems from each of the four Queens’ association with one of the four classical elements which are commonly believed to comprise all of reality. This can still translate to tens of millions of square miles and all that inhabits them, depending upon which element that is. For example; Nia oversees the Sun, Anastasia the oceans, Meldisa the layers of atmosphere, and Esmeralda the world and its wilderness and all the creatures that dwell in those places. The sixteen Vandaliers are said to embody more temporal aspects associated with humanity: warfare, commerce, religion, sorcery, etc. Though these figures embody the ideals of society, they also personify its secret flaws. Ambition, avarice, hatred, hypocrisy and tyranny lie just beneath the surface. The Viceroys, citizens and elite all respect, honor, worship obey and often fear the Vandaliers.
Occasionally, conflicts erupt between the forces of one Vandalier and another, but these are usually kept small and secretive.
Queens:
Esmeralda
Anastasia
Meldisa
Nia
Just what is a Vandalier or a Queen? Many scholars over the ages have attempted to answer this specific question, and along with with several others -- the first step in trying to understand them is understand what they are not.
If the two races should encounter one another, they will see the other as a rival and a deadly enemy. Both Great One and vampire would be competitors for the same things: humanity and all it has to offer. Both races are highly territorial, prideful and more than willing to resort to violence when threatened. It wouldn't be surprising, then, that most would be highly confrontational. Especially true when a Great One and a master vampire find themselves vying for the same thing. Vampires should beware the Great One's ability to expel energy, for it is easily within their power to perfectly mimic the burning power of the sun. Being supernatural creatures in their own right, their physical blows can inflict harm on the vampire's normally invulnerable skin. Obviously Great Ones cannot be transformed in vampires, but despite their inability to become undead themselves, they may find themselves the targets of the undead because feeding from the vein of one of them would be prove itself to be extremely nourishing to a vampire. It has the same nutritional properties of human blood, it is more filling, and a vampire only requires 2 to 4 pints of Great One blood to fully satisfy their thirst. It is for this reason that a Master Vampire may seek to capture or enslave a Great One rather than kill them.
From a human perspective, Caspian and his Great Ones are just another pantheon of demon or devil lords. After all, they are supernatural beings whose very nature appears to be evil, magical and cruel, and whose mission seems intended to enslave, dominate and destroy.
Like demons, many Great Ones see humans and all mortals as their inferiors to be used as pawns and playthings, slaves and subjects. Most are masters of deception, manipulation and treachery. While on the surface, this description seems apt and could apply to either party, Great Ones are something quite apart.
Despite their frequently evil natures, their immoral lifespans, sometimes incorporeal states that can possess mortals, and great supernatural power, Caspian and his Great Ones are not demons, nor are they devils or evil spirits as mortals may define them. To make this mistake is amongst the worst that one can make. An enemy is never more deadly than when one mistakenly believes that they can be controlled or driven away.
Demons have commonly been defined as evil manifest, fallen angels, or primordial beings of pure maliciousness. Great Ones are none of these things, and so are not subject to the traditional weaknesses and vulnerabilities of these others. For one, they are ascended human beings, while demons were either born/created that way, or were transformed by their fall from grace. Close examination of their abilities and limitations will further confirm that they are not demons in any sense of the word. For one a Great One may freely enter holy ground such as a church or shrine, as easily as any member of its congregation. Crosses, crucifixes, and other holy symbols hold no more sway over them than normal objects of metal and wood would any normal person. While they are arguably possessed by the spirit and power of Caspian, there exists no known ritual or rite that can exorcise this evil from their bodies.
Finally, while most sources say differently, not all Great Ones are evil. Certainly, most are, but if they are it is an evil that is human in origin, and as such as the same limitations. It lacks the thoroughly irredeemable foul stench of demonic evil so prevalent among beings whom are evil incarnate.
Of course if a Great One so desired, they could easily pretend to be any archetypical figure of evil. Using illusion and/or shape-shifting, they could give themselves red skin, horns, tails, bat-wings, claws or fangs. Using telekinesis and/or invisibility, they could cause any form of haunting imaginable. Being capable of unleashing any form of energy, they could manifest pillars of fire, throw fireballs or lightning or anything else they desire. Their other abilities enable them to perform any dark miracle necessary to complete the performance. Some even have the power to split their life-essence or otherwise take control of the minds of others, similar to the demonic possession spoken of in popular culture. However, all of these things would be conscious choices, not a manifestation of any demonic nature.
Of course, treating them like demons would be a grave and fatal mistake. A flocked clergyman could throw gallons of holy water at them and it would just make them wet. He could shout every verse from every holy text that he knows, invoke every deity, spirit or saint that he has heard of, and the Great One will remain exactly where he is, undeterred. Rites of exorcism or banishment are equally worthless, since they were never consigned to any form of damnation, there is no Hell for them to be banished back to. Of course, if they so desire, these beings may feign defeat, submission, and fear in order to give the human a momentary sense of confidence. Nothing pleases one of them more than to see an enemy rely upon some spoken incantation and then strike when the game no longer amuses them.
Likewise, demonologists and would-be summoners have attempted to summon and contain the Great Ones in the traditional manner of a demon. To those foolish enough to lightly dabble in such things: I give this warning: the Great Ones cannot be bound by any known symbol, rite, True Name or sacrifice. Indeed, Great Ones are not only aware of these misconceptions, but some seem to actively propagate them. Throughout the world's history, in secret places, the Great Ones have set pen to paper, scribing out books of lore filled with supposed magical diagrams and descriptions of rituals that claim to be able to summon and bind a Great One to one's service. It should be clear now, the would-be summoner is using incantations and rituals of the Great One's own making, they will be using mock defenses and summoning that have been given to them, and in truth, no human sorcerer can control them, no matter the power he uses. They cannot be summoned, banished or controlled by sorcery, they can only be “paged”, but they are under no compulsion to respond or appear in person. Still, many do, if only to explain to the mage that they don’t approve of being summoned. Just like the mistakes that clergy make, summoned Great Ones may feign defeat, submission and utter obedience, even for a thousand years if it serves their purpose in order to give humans a false sense of power over them...so that at the right time for their purposes they can turn and smile at the foolishness of mortals.
There is only one power in all the universe that a Great One fears and obeys, and that is Caspian himself. Alone only he can directly command their obedience, and he does not suffer pretenders to that authority. Their abilities come solely from him, and only he can revoke them.
To any would-be hunter and foe of the God-King and his minions, rely on the strength of your arm, the destructive capacity of your weapons, the cunning of your mind. That is the only true defense against them, not spoken incantations or hollow promises.
In game terms, Great Ones are unaffected by those with the True Faith advantage. Spells that target specifically demons or devils affect Great Ones as though they are cast upon mortals, and can be resisted by the Great One's high save vs magic, just like any other spell. Spells that detect or affect supernatural evil only work if the Great One is of evil alignment. Spells or magical items can inflict extra damage to magical or supernatural beings in general affect the Great Ones unhindered, and the extra damage or damage is still inflicted, but demon-slaying weapons deal out normal damage. Non-magical prayer has no effect on them. And finally if a Great One divides his or her life essence to temporarily possess a human, they will only leave when they desire to, not at the insistence of any exorcist. Spells or psionics that affect possessing entities such as exorcism will affect Great Ones possessing humans, but the Great Ones still can save vs magic/psionics and enjoy high bonuses to it.
Holy or magical weapons enchanted or blessed to affect demons, devils or evil spirits will inflict no more damage than normal. On the other hand, weapons that affect supernatural evil may affect them, depending if they have an evil alignment or not.
If one were to make a clean-cut, side-by-side theological comparison between monotheistic religions and the cosmology of Caspianism, then, in many respects, Great Ones would certainly fit the roles of angels. For one they are immortal servants of an all-powerful god, they possess great supernatural strength and powers over light and healing, some are often imaged as having wings on their backs, and some even act benevolent on occasions.
Like the demon example above, if it served a Great One's purpose they could easily claim to be an angel. For instance, Great Ones can easily manifest light, from bright sunlight in the middle of the night to concentrated blasts of pure energy. They can heal themselves and others. They could stand before a true believer, and appear as angels of light, complete with blinding auras, luminescent skin, and (with shape-changing) manifest feathered wings on their backs. They could say that they've come from God, and believe it when they say it. Like angels, they can heal or destroy with equal ease, and if they wanted to, could be avengers and smiters of evil. One popular legend claimed an angel slew an army 185,000 in one setting, a feat that a Great One is certainly capable of matching.
It takes a truly deductive (and skeptical) to reveal such a deception. For one, none of the Great Ones are of Neutral Good or Lawful Good alignment. Some rare ones are Chaotic good, but most are evil, and this would perhaps show itself. Humility, said to be a common in angels, is a rare trait for a Great One, and it is unlikely to be experienced in the presence of mortals. Another difference that separates Great Ones from the conception of angels is that angels are thought to be primarily spiritual beings, while Great Ones are primarily material. They can be seen, touched; they have physical bodies that can tire, bleed, and are at least partially bound by time and space. While many have the ability to disappear at all, turn invisible or teleport, this is a conscious effort on their part.
The process of changing is often referred to as "perfecting" the human body the Great One once had. Immediately on transformation, they are cured of all biological illnesses, diseases, or impurities--everything from cancer to cavities to birthmarks. They essentially gain a perfect genome without distortions or deformities.
Physically Great Ones are humans. Not merely humanoid, not even simply human in appearance. Physically in all respects, Great Ones are human. Their skeletons have exactly the same bones as a human. Internally, every vein, sinew or organ in the human frame is replicated precisely in that of a Great One. A Great One dressed in normal clothes would not stand out in a crowded street.
After eight thousand years, most Great Ones appear inhuman, if not due to physical changes, but due to their actions, their movements. They cease making the minor incidental gestures that humans make, cease fidgeting, blinking. Some even have stopped making expressions at all, unless they consciously remind themselves to do so.
Great Ones are universally smarter, more devious and clever than the average human, as well as being incredibly imaginative, resourceful, adaptive, cunning and calculating.Even the least intelligent Great One can carry the contents of an entire library in his head, has both photographic memory, linguistic and mathematical savant abilities, spatial proprioception to establish perfect direction sense.
Their minds work very quickly, enabling them to instantly assess a situation immediately, and choose the best course of action for his/her purposes. Only theoretical topics pose a challenge. Such intellect gives them a tendency to organize, plan and create complex schemes and support structures allow for more long-term goals and for delicate manipulation behind the scenes. His/her acquired memories of everything that the Great One has seen and heard are permanent and can be recalled with crystal clarity at any time, in perfect detail.
The transformation process appears to alter brain structure and chemistry of the human that becomes a Great One. Scholars can only speculate how Caspian was able to accomplish such a feat, but it is believed that their brains produce more phosphotidyl serine, phentytoin vinpoticene and thus have special cell receptors to increase learning speed, improve concentration and increase blood-flow to the brain. It is also believed that Great Ones have some limited ability to remodel their synapses, while preventing calcium overloads from the increased reactions between the pituitary gland and the medulla oblongata. Other neurochemicals may be produced in the brain, perhaps the same as found in those of geniuses and schizophrenics. In the very least, it is believed that Caspian rewires certain nerve-paths and links the brain cells with strands of new material grown from the human's own brain material that are more sensitive and conductive than the brain's natural neurons.
The memory
The eidetic memory of a Great One is a great gift, but carries a high price. It makes all recollections that came before its bestowing pale and unreal in comparison. Another irony in a life of ironies, that every image of tragedy and hardship seen by their transhuman eyes remains sharp, every privation can be recalled and felt anew in painful clarity. Their every youthful experience of being human becomes reduced to sun-bleached flashes, opaque moments of dreamlike quality that cannot be trusted.
More remarkably, the brains of Great Ones, if wounded, will grow back.
In game terms, Great Ones have I.Qs ranging from 14 (Exceptional) to 30 (godlike) in both Palladium and GURPS. In addition, they have the equivalent of the Speed Reading psionic ability and can read and comprehend 30 pages of any printed material per minute with no loss of information, even if it's only flashed before him/her. He/she will instantly remember all he has read with perfect memory. His/her intelligence also comes with an almost perfect memory, equal to the Psionic ability Total Recall. By studying a map or document for one minute, he will be able to recall them with 90% accuracy. The Great One is also able to recognize faces, names, events, numbers, and costumes that they have only seen once or twice before. In GURPS, the Great Ones are considered to have the Photographic Memory (10 points), Enhanced Time Sense (45 points), Lightning Calculator (2 points), and Single Minded (5 points). All have the innate skill of Speed-Reading.
From the moment that they ascend, Vandaliers and Queens are hideously strong, rivaling the strength of the greater demons, most giants and even some lesser deities. Their profound strength should cause even the most bravest of heroes to hesitate. It is all the more impressive considering that all are usually of normal human height and weight.
Their strength, being preternatural, does not appear to have any relation to the build or muscle tone of the Great One; though close examination would reveal that muscle fibers in Great Ones are slightly longer and more dense than those of humans, allowing them to generate dozens or hundreds of times greater power using the same range of motion.
Even the most delicately proportioned Queen may lift up a fully-loaded wagon and toss it aside as though it were a toy. They gain great benefits from this enormous strength, including both the ability to break through an opponent's guard and to deliver massive damage when a blow strikes home. They have been observed lifting granite boulders, lifting and throwing medium-sized automobiles, crushing stone and metal, and uprooting trees with their bare hands. They can wear the heaviest of armament, and yet feel almost naked while wearing them, such is their great strength. For a mortal to attempt to physically grapple one would be suicidal as even a glancing blow from one of them could shatter a bone like glass. They may indeed be the strongest creatures on their world, and have been known to wrestle oxen, elephants, and even some medium-sized thunderbeasts.
In addition to being supernaturally strong on a normal basis, they also have the ability to further augment their strength and lifting capability through judicious use of spells and abilities like telekinesis or gravity control, and manipulation of other natural forces. Shape-shifting is also something that can be used to enhance their physical strength, though this usually carries with it a drop in speed and/or dexterity.
Unlike most of their other abilities, Great Ones do not appear to grow physically stronger with age, though their capability to specifically augment their strength on a needed basis may increase.
No true estimate as been made as to the extent of this strength; not easy as the strength of any one individual varies enormously from one another. Some estimate that they are at least 20 times stronger than a normal human, while more pessimistic ones claim that their strength is thousands of greater.
For game purposes, Great Ones have a supernatural strength of 22+3D6 using Palladium rules. In GURPS, they have a Lifting strength of 60-100. The weakest base strength for a Vandalier would be bench-pressing 7,500 pounds with the strongest able to bench-press 20,000 pounds.
Great Ones enjoy an increased speed of reaction and dexterity. The process of being transformed appears to imbue them with significantly increased coordination. Unlike physical strength detailed above, a Great One's increased experience appears to grow with the passing of years. In combat with each other it has been observed that both opponents were able to strike dozens or even hundreds of times with fists, elbows and feet in only a few seconds. However, being so evenly matched, neither one was able to land a single blow on the other; each time the blow was blocked.
There are legends that state that no mortal weapon in this age, or any age to come can harm them. That the hottest flame or the coldest environments cannot touch them either. There are stories that speak of hurled javelins wielded by mighty warriors who attempted to strike a Vandalier, only for them to be shattered to splinters against their invulnerable frames as the broken weapons bounced off of them. This is pure exaggeration, though not completely unfounded. Great Ones still suffer cuts, scrapes, and may be bruised as easily as any human. However, they also enjoy the ability to almost instantly heal such damage almost as quickly as it is inflicted. Of course, the most horrendous the injury the longer is required to heal.
In addition their bone, muscle and flesh density has been increased enormously with no loss of flexibility. Upper layers of epidermis are appear to retain the same density and flexibility as a normal human's, while the flesh and bone of a Great One appears to have been tempered and strengthened during the transformation process, and each living cell burns with supernatural durability and life.
To top things off pain does not affect them in the same way as it does to mortal creatures. Tremendous physical trauma is required for them to even appear to have been injured, and usually result in merely superficial wounds that quickly heal. The Great One can still fight and function while taking wounds that would kill or at least incapacitate most mortals. Though one may harm a Great One, one can never be certain that such damage has impaired its capabilities until the moment the being actually falls.
To an uninformed observer, the Great One would appear to be completely unharmed when even struck point blank with a speeding bullet or slashed with a sword. They can walk through a battlefield, shrugging off energy blasts, bullets, missiles and shrapnel as though they were walking through nothing more dangerous than a hailstorm. Being struck with the full force plasma energy would cause them some pain and blindness, but no more so than getting too close to an open door furnace to a normal human would be. Blows taken to sensitive parts of their bodies may still register more than usual. A bullet or object striking an eye may elicit an angry grunt and a momentarily loss of vision as the eye heals; though to the Great One it is no more bothersome than if someone had lightly poked them in the eye. A hammer blow to the groin or a knee may cause them to experience a little pain, and a second's hesitation, but they will still function and react.
For game purposes, Great Ones have S.D.C that is equal to 5D6x100+1,000 and gain 1D6x100 S.D.C per level of experience. Hit Points are equal to the Great One's P.E. multiplied by their current level of experience.They also bio-regenerate at a rate of 10 Hit Points and 10 S.D.C. per melee round (15 seconds). Broken bones heal completely at 20 times faster than normal. Organs regenerate within an hour. Entire limbs, eyes, hair, grow back in a matter of minutes. An arm requires 24 hours, lower body one day, upper body two days. Being totally atomized or vaporized means that the Great One has been totally destroyed, but if the head and one tenth of the body remains intact and put back together the Great One can eventually regenerate and return to life in 1D6 hours.
In GURPS, Great Ones have the advantages of Regeneration (Very Fast), Regrowth, Recovery, High Pain Threshold, Pressure Support 3, Unkillable 1, with 1357 levels of Temperature Tolerance, allowing them to freely act in temperatures as great as 1,200 degrees or as low as -223.
Great Ones are fast enough to keep up with some land vehicles, and their reaction times are blindingly quick.
Great One combine awesome physical power, fighting skill with nigh-limitless magickal abilities. Each one can conquer, pacify or destroy a few major cities or even a small nation. An even dozen could devastate continents or perhaps an entire world.
Flight:
Through their manipulation of the natural forces of the physical universe, Great Ones may easily take flight through no apparent means. Like most of their spell-like abilities, this requires the willful expenditure of energy to accomplish it. Paragons may also master the gift of flight through similar methods, however, the lack of air in the upper atmosphere will eventually render them unconscious. Not only can they fly, but Great Ones can do something a bird can never do. Unique among the inhabitants of their world, and unlike the Paragons who often serve them, Great Ones may fly as high as they please, unaffected by the lack of oxygen or G-forces that limit the lesser beings who use the power of flight. They may even fly in space and reach nearby planets under their own power.
While in flight, Great Ones are usually surrounded by a crackling golden energy field. It has been speculated that Great Ones must also shield themselves for protection from the tremendous G-forces released when attempting super-sonic flight, as well as retain the ability to perceive their surroundings while flying at such speeds.
They are not hindered by the normal laws of space or matter, such as gravity or inertia, and they appear also to no longer be subject to the limitations or perspectives of a three-dimension universe. Instead, the dimensions are subject to them. In game terms, Great Ones may levitate up and down, sideways, change direction, and can reach Mach 5 in 3 seconds, while surrounded by crackling golden energy. He/she is completely unaffected by thin air, high altitudes or G-forces as long as a force aura or similar is erected. Flying is quiet, other than a loud rush or howl. Quick take-offs will cause a sonic boom. He/she can stop quickly, make sharp turns and hover at will. They enjoy a +1 on initiative, +4 to dodge, +1 to parry, +1 to strike while flying at Mach 1 or higher. This costs them 1 P.P.E per 10 MPH for every five minutes of flight or 70 P.P.E per Mach.
These powerful beings can crush even high-level adventurers with little effort. An encounter with one often proves fatal to heroes who don't use their brains as well as their brawn.
Vulnerabilities:
All supernatural beings have odd vulnerabilities or weaknesses such as the light of day, fire, the symbols of God (in all its forms), and lightning/electricity, to inane items for which there is no logical or natural reason it should have any capability to harm or kill any living creature, and yet it may be like acid, poison or a hand grenade to a supernatural being. Such life threatening weapons may include a piece of wood or bone, a peach pit, a particular flower blossom, root, or herb, a clove of garlic, salt, silver, water that has been blessed by clergy, or even the cry of a bird, cat, dog or other animal. Other supernatural beings can only appear during a specific time of the day, month, year or century, the latter rather like a demonic seven-year locust. Still others may only appear during storms or other celestial or magical events. Others are only empowered when they possess a human/mortal host or take some other physical body made from the natural world of human beings (a doll, rags, garbage, wooden constructs, a corpse, animal parts, insects, etc.), and even then, may only be able to walk among men at night or a particular time of day, or at a particular location (place of power, ley line, place of death, place of terror, etc.). Since all are, indeed, creatures of darkness, most come out mainly at night, like nocturnal predatory animals, and many a supernatural being is physically, psionically or magically weakened by the light of day or in the presence of love or positive emotions. In short, the darkness, fear and suffering are the elements in which supernatural evil thrives, thus, locations that are remote, dark, scary looking and generally shunned by humans are the natural havens of evil forces.
Forget of all of this as these do not apply to the Great Ones of Caspian.
Weapons:
They are vulnerable to enchanted weapons, although it may take a particularly powerful blade to penetrate their skin.
Attacks Spells:
Any use of magic against a Great One is uncertain at best, as all of them seem to have at least a partial resistance to spells. Still, magical attacks offer better odds than going toe-to-toe with one.
When facing a foe as powerful as a Vandalier, strategies of defense are more valuable than strategies for attack. Great Ones seem to have an infinite number of attacks, physical. magical and psionic, which can cause tremendous damage. Powerful weapons and mighty spells do little good if you die before raising your sword. While a cunning brain and careful planning are the best defenses against the fiend, defensive magics are invaluable as well. Particularly vital are magical defenses which allow you to attack the Great Ones, but limit his/her ability to strike at you.
The Ego of a Great One
It is said Caspian's megalomania has rubbed off on all of them to varying degrees. Unfortunately, they often have the power to back up their boasts.
Their sin is their pride, and they can sometimes be tricked through an appeal to their pride or their vanity, for they possess both in considerable amounts.
Legends say that when a Great One acts in a rage, they can be a combination of the most insane and wicked persons in existence, but all their violence is done with complete intelligence and purposes. A Great One knows what he does, they know that it will be evil, perhaps even terribly evil, and they will want to do it. They act out in rage, and with a full measure of malice, enmity and hatred. They act with fury, like an enraged bull, and yet can carry out their vengeance with full intelligence. They are capable of acting with a diabolical fury and with undeviating perseverance.
Nearly every culture has legends and myths told of deities coming down from the heavens to mate with the mortals. Sometimes these unions have a happy ending, resulting in a child that inevitably becomes a hero, demigod or deity in their own right. In other cases, the sexual encounters between deities and mortals have tragic endings, with mortal dying, changing in some horrible way or otherwise becoming cursed.
Like the gods of mythology, most Vandaliers do wander the worlds and their regions, interacting with those around them and beneath, and sometimes they even seek mates that please their godly senses. Some are fussy about whom they have sex with, usually worshipers who exemplify the best traits. Others are much more random and capricious with whom they sleep with—often with long-term consequences.
Possessing remarkably long life spans, Great Ones often become sexual connoisseurs, with millennia to master sexual techniques in the same way they would master a sword. Not surprising, many Vandaliers (particularly those of evil alignment) view sex as coexisting with violence, domination, and humiliation; a way to manifest their superiority, taking on as many mates as he can get, proving his strength and prowess among others. Occasionally, a Vandalier honestly falls in love with a mortal but typically their idea of love is obsession and domination. Hyper-protective of their “woman”, the Vandalier will quietly (or openly) ruin or slay rivals for her affection. Rivals may be fought off, driven away, humiliated or, more often, killed outright if they challenge a Vandalier over what is his.
Their ability to shape-change and read the minds of others has the potential to enable them to fulfill their partner’s every wish, making possible seduction easy.
Queens have a reputation as teases. Some enjoy having many suitors courting their attention, but they rarely fulfill the desires they build up. They never give themselves to another. Instead they represent the ideal one might covet and desire but can never have. They belong to Caspian alone.
For Caspian, sex is both an act of power over others and a way to reinforce his own lofty self-opinion. He enjoys having servants, sycophants and hangers-ons, in addition to concubines.
Canonically, these beings have no known relatives, and definitely no children. The Great Ones are sterile, and have never produced offspring during their existence as immortal super beings. Caspian did not believe in families. Family relationships distracted his new demigod court from the greater work of achieving total triumph over all things. Their parents might have had brothers and sisters, giving them aunts, uncles, and cousins. The relatives might have other cousins further removed, the children of their parents’ uncles and aunts.
Thus, most that claim relation with a Vandalier or Queen must be nieces, nephews, or cousins many times removed.
The massive holocaust that was the Great War may have resulted in the deaths of any distant family members. Then again, where such miracles and prodigies exist, anything is possible. They could have fathered one or more children while they were still mortal, and their relatives have survived through sheer luck, or by the guiding, sheltering hand of their Great One relative.
Some families, especially those of royal blood, proudly display their divine heritage, while others do their best to keep it hidden, especially if the Great One in question is known for terrible acts and an evil nature.
Demigod Physiology (type I): Powers of the demigod depend the deity they serve, their power tends to be a lesser variant of that of their master, or a very specific one.
Supernatural Condition: Great Ones are glaringly, obviously and super/unnaturally superior over their race because their capabilities are pushed to the superhuman level; making them immensely stronger, faster, durable and smarter than mortals can achieve by any method of training and remain that way with little or no maintaining.
Containment Immunity:
Vandaliers of Note:
Vandaliers:
Tyer
Spite
Bloodmist
Kasmir
Kavan
Kanis
Mapcap
Nemos
Arka
And'ris
Blasren
Christopher
Dakin
Nero
Sabin
Malik