Gangrel

The **Gangrel** are one of the thirteen prominent vampire clans that inhabit the World of Darkness. Renowned as nomads, the Gangrel maintain a stronger connection to the untamed wilderness compared to their counterparts who dwell in urban environments. They possess a deep affinity with the primal aspect of the Beast, reflecting their closeness to the animal kingdom. Among their many unique abilities, they excel in mastering the Protean Discipline, which allows them to manipulate their own bodies and shape-shift into various forms.

## History

### Early History

The history of the Gangrel clan is veiled in myth and uncertainty, primarily due to their nomadic nature and reliance on oral traditions. While precise details about their early history are elusive, it is evident that the Gangrel have always been wanderers, accompanying nomadic tribes and seeking shelter in the earth to avoid sunlight. Despite various creation myths and legends surrounding the Gangrel, their focus has shifted towards survival in the present rather than dwelling on their origins.

Legends and tales from ancient times depict the Gangrel clan. One prevalent story revolves around their legendary progenitor, Ennoia, who was exiled for betraying the Ravnos Antediluvian, leading her to live among beasts. Other myths describe Ennoia and her twin brother Churka as demi-gods engaged in a clandestine feud, concealing their battles from other gods. Following a betrayal, Ennoia's army found themselves in the East, engaging in battles against Churka's get and demonic giants to seek redemption. The surviving Gangrel fled westward, scattering into different civilizations and leaving their creation myths behind.

The Gangrel clan generally avoided involvement with ancient civilizations, preferring to roam the forests and prey on tribal societies that deemed them evil spirits. While some Gangrel may have interacted with ancient Rome, it was likely through encounters with Roman slaves. They participated on both sides of the Punic Wars, with the majority eventually aligning with the Ventrue clan. In Scandinavia, the powerful elder Odin ruled over the Nordic peoples, employing them as raiders against civilizations he despised, earning their embrace.

Contrary to their bestial reputation, the Gangrel clan had a more significant involvement in ancient cultures than commonly assumed. They witnessed the emergence of Greek society, became integrated into Alexandria and the Berber kingdom of Almoravid, and were associated with the ruthlessness of the Barbary Coast. The Gangrel's influence on Greek culture is evident in their close connection with the wilderness, encompassing hunters, farmers, vines, and seasons. During the Byzantine era, the Gangrel attempted to assimilate into civilization, but their efforts waned after the Ottoman conquest. With the decline of Berber dynasties, many Gangrel migrated to Morocco and North Africa, participating in conflicts between the Spanish Habsburgs and the Ottoman Empire. Piracy also became a favored occupation among the Gangrel during this period.

### Dark Ages

During the tumultuous period following the fall of the Roman Empire and preceding the Mongol invasions, the Gangrel clan of vampires experienced significant changes and conflicts. As European civilization underwent a transition, various barbarian kingdoms emerged across the continent, disrupting the established order. The Gangrel, known for their nomadic nature, roamed among different groups like the Angles, Saxons, and Goths in search of sustenance. However, as these groups settled down and formed nations, the Gangrel preferred to distance themselves from settled societies, as the presence of other Kindred often revived old treacheries and schemes.

The Gangrel had a complex relationship with the emerging European kingdoms. Many Gangrel joined the Huns in the Balkans when Odoacer's Ostrogoths established their kingdom, while Gangrel predators from the Frankish clan moved northward to join other groups when Clovis founded a stable nation in present-day France. This pattern of shifting alliances and territories persisted for centuries.

The rise of Charlemagne, who became the first sole King of the Franks and was crowned as the Roman Emperor, was a significant event. Although the Gangrel had limited involvement with Charlemagne and his Frankish Empire, they clashed with him and his forces in battles against the Bulgars and Arabs.

Following Charlemagne's death, the Gangrel rode alongside Viking and Varangian conquerors as they journeyed southward through Europe, leading to a complex interplay of alliances and conflicts among various vampire clans.

The origins of the Tremere clan, a group of mortal wizards turned vampires, remain mysterious. According to ancient Gangrel accounts, the Tremere transformed themselves into vampires, possibly using the blood of another clan such as the Tzimisce or Saulots. However, the Tremere lacked physical strength and sought to bolster their power. They captured Kindred from different clans, including numerous Gangrel, and transformed them into mindless slaves called Gargoyles.

Upon discovering this betrayal, the Gangrel formed alliances with the Tzimisce, who were also enemies of the Tremere. They fought alongside the Tzimisce against the Tremere for over a hundred years, liberating captured Gargoyles and seeking revenge. While the alliance with the Tzimisce eventually diminished, the conflict left a lasting impact on the Gangrel clan.

### Age of Exploration

During the Age of Exploration, the Gangrel clan of vampires showed little interest in urban centers due to the industrialization and religious influence that made them wary. While Beckett had regular dealings with Kindred society, most Gangrel chose to retreat into the wilderness to escape the rapid changes of human civilization.

In the 12th century, a Gangrel Viking named Olaf embarked on a journey to find the promised land of Vinland in the west. The Vinlanders established connections with Native Americans, and Olaf's childe Karl continued his existence as a hidden hunter of men.

During the 16th century, Gangrel spread across the globe, establishing havens in Africa, participating in Russian armies, feeding from the Aztecs, and riding with the Ottoman Turks. Some Gangrel joined the Sabbat, a group that rejected the Camarilla and engaged in guerrilla warfare.

The 17th century saw Gangrel involvement in the Thirty Years' War and conflicts between European colonists and Native Americans in North America.

In the 18th century, Gangrel participated in expeditions in North America and found opportunities during the revolutions in France and America. The Civil War dominated the 19th century, providing Gangrel with feeding opportunities and the chance to align with factions or remain independent. The expansion of the American West also allowed Gangrel to establish havens and form alliances with Native American tribes.

Throughout these periods, the Gangrel remained independent and detached from larger political and social movements, embracing their primal instincts and affinity for the wild. As the 20th century approached, the Gangrel would face new challenges and opportunities in a rapidly changing world.

### Modern Nights

The Gangrel was faced with the challenge of adapting to a rapidly changing world. As civilization spreads across the globe, the Gangrel had to embrace change in order to survive. They recognized the need to adapt to the modern era, incorporating urban survival skills and knowledge into their clan.

With the rise of technology, the Gangrel have found new ways to thrive. Their ability to transform into mist and travel undetected allows them to serve as messengers in an age of unreliable online communication. They have become invaluable for delivering secure messages, operating beyond the reach of modern surveillance and manipulation.

While urban environments have become the Gangrel's new territory, the Clan has not lost touch with its primal roots. The resurgence of primitivism and environmentalism has provided the Gangrel with a renewed connection to nature. They find solace in the pockets of wilderness within cities, which serve as havens and remind them of their origins.

The Gangrel's bloodline has also undergone changes throughout history. Various bloodlines have emerged within the Clan, each with its own unique traits and abilities. However, as the world advances, many bloodlines have died out, leaving only those mutations that aid in survival within the evolving Gangrel bloodline.

Beyond their shape-shifting abilities, the Gangrel's predatory instincts find relevance in the modern world. Their natural prowess and survival instincts align well with the ruthless nature of corporate settings and financial markets. It is not uncommon to find Gangrel seamlessly integrating into high-powered environments, showcasing their ability to seize opportunities and assert dominance.

As the world continues to change, the Gangrel Clan remains a testament to the power of adaptation. They embrace both the primal and technological aspects of society, carving out their niche and maintaining their mastery of survival in an ever-transforming world.

## Organization

In the Gangrel clan, one's status is determined through the performance of specific rites, which typically revolve around two main activities: combat or boasting. Combat is often a straightforward and unarmed confrontation, where two Gangrel who are familiar with each other may engage in friendly sparring. However, if the participants are strangers, the fight continues until one of them is incapacitated or surrenders. Boasting, on the other hand, involves the exchange of grand claims between two Gangrel, with the rite concluding when one Gangrel either withdraws or requests proof of the claims. The challenged Gangrel must then provide evidence to support their assertions or risk losing both the rite and their status.

Similar to most clans, the Gangrel lack an official, clan-wide organization. Instead, they find common ground in their traditions and fundamental instincts, rendering complex organizational structures unnecessary and unnatural. Each Gangrel possesses an innate understanding of the most effective tactics for interacting with others of their kind, based on a deep-rooted respect for and deference to the strong. Those neonates who are too young and human to grasp this concept instinctively are taught through forceful means.

While it may be assumed that all encounters among Gangrel involve conflict, this is not the case. The Gangrel are acutely aware of their position within the power structure and are skilled at assessing the physical capabilities of new arrivals. However, this straightforward approach to social interactions does not translate well when dealing with vampires from other clans. It often offends them and fails to account for the levels of deceit and intrigue that they are capable of. Other clans have devised their own organizations, which are useful or necessary for navigating vampire society. As a result, the Camarilla, Sabbat, anarchs, and even the enigmatic Inconnu all have Gangrel members who align themselves with these factions for convenience.

Nevertheless, not all Gangrel relationships are forged based on the path of least resistance. The clan is never lacking passionate individuals who seek out conflicts and willingly support an organization or cause based on their principles (although critics may argue that they simply seek out the most challenging fights). The Camarilla, Sabbat, and Anarchs all benefit from the fervor and dedication exhibited by Gangrel members.

The Gangrel clan's limited formal organization revolves around ***Gather***, also known as Things, meetings, appropriately named as they provide opportunities for local and visiting Gangrel to exchange news, information, stories, and make decisions on local matters. Gathers are usually planned weeks in advance, given the slower spread of news within the Gangrel's limited network. Once a Gather begins, the rites demonstrating status are performed to determine the leadership for the meeting. These rites can take several days to complete and must be repeated for each Gather, as no two Gathers have the same Gangrel meeting under identical circumstances. Once the hierarchy for the Gather is established, the agenda is addressed. Regardless of the situation, Gathers always conclude after one week.

A ***Revel***, which can be formed during a Gather, serves as a call to battle. Gangrel participating in a Revel form groups to track down and eliminate enemies, such as enemy kindred, Garou, or other intruders who have encroached upon the clan's territory. A Revel is a reunion of Gangrel focused on waging war against a common foe. These meetings resemble Gangrel Gathers, involving the performance of rites to determine leadership. However, in Revels, Gangrel form parties to hunt down and eliminate dangerous adversaries, such as Cainites, Garou, or other entities who have provoked the clan's wrath.

An ***Allthing***, also known as a Great Gather, is a meeting of all local Gangrel within a specific region. It is an extremely rare event, typically called by a respected and influential Gangrel within the clan. When an Allthing is convened, all clan members who are able must travel to the designated meeting place. Similar to regular Gathers, the Allthing involves the performance of rites to establish leadership based on strength and status. Unlike regular Gathers, there are no time limits for the rites or the duration of the Great Gather. Grand Revels, which are even rarer, involve wars and battles encompassing the entire clan. Both the Allthing and Grand Revels are considered omens of bad luck by most Gangrel, and the fact that they have not been called in centuries is seen as a positive sign.

For the Gangrel, oral communication and storytelling play a crucial role in their culture. Prior to the Camarilla's restrictions on vampiric history, the Gangrel considered themselves masters of living history, passing down their lore and traditions through tales and conversation. However, persecution and the loss of oral historians led to a change in the Gangrel dynamic. Now, knowledge is shared only among Gangrel, and non-Gangrel are not allowed at the Allthings for reasons of survival. These gatherings serve as the main social structure for the clan, where they meet, socialize, and discuss the past, present, and future of the clan. The exchange of information and lessons learned during these gatherings contributes to the oral history of the Gangrel and aids in their survival. At Althings, the strong have the right to speak, while the weak listen and learn. The Warden, chosen based on their accomplishments and deeds, serves as the Clan's representative and liaison to the Sect leaders during significant Sect gatherings.

It should be noted that not all Althings or Gathers are friendly in nature. Some Gathers are used as a means to lure and prey upon vulnerable Gangrel. If an individual is strong enough to attend, speak their piece, and survive, their sins may be overlooked by the Clan. However, if they are unable to meet these criteria, the problem is resolved in a different manner.

## Clan Variants

Within the Sabbat, there are two primary subgroups known as the Country Gangrel and the City Gangrel. The Country Gangrel closely resemble the main Gangrel Clan, possessing the Disciplines of Fortitude, Animalism, and Protean. On the other hand, the City Gangrel have adapted to urban environments by prioritizing Celerity and Obfuscate, sacrificing Animalism and Fortitude. Together, they are collectively known as "Gangrel antitribu."

Due to the inherent mutability of Gangrel blood, the Clan exhibits numerous offshoots, variants, and bloodlines. This diversity makes it challenging to establish a clear distinction between what is considered a genuine Gangrel and what is not. Naturally, individual opinions within the Clan differ on this matter.

### City Gangrel

Known for their ability to adapt to urban environments, the City Gangrel have successfully established themselves as predators in the concrete jungles of the modern world. They are reminiscent of coyotes, creatures well-suited for wilderness life, but capable of smoothly transitioning to an urban existence. The abundance of prey in cities, combined with the Gangrel's inherent mutability of blood, has allowed this bloodline to thrive. However, their affiliation with the Sabbat, a sect of vampire society, has both facilitated their prolific Embrace of new members and resulted in a relatively short unlife expectancy.

In contrast to their Country Gangrel counterparts, who can afford to embrace their animalistic nature and develop a truly bestial appearance, the City Gangrel must adopt a different approach to blend in with their prey or adopt a more Nosferatu-like appearance. Outwardly, these Kindred appear human and dress according to the social class and area they mimic. However, it is important to remember that City Gangrel are Sabbat vampires, and their primary identity remains that of a predator. Any disguise they adopt is solely a means to camouflage themselves and facilitate their close-quarter feeding.

The origin of the City Gangrel bloodline can be traced back to the time of the Industrial Revolution when cities expanded and became less reliant on rural resources. Certain Gangrel chose to establish havens within the urban centers, becoming the monsters of urban legends and striking terror into the hearts of mortals during their feeding frenzies. The City Gangrel, like their Country Gangrel siblings, retain their animalistic nature but find solace among the refuse and alleys of the city instead of the Lupine-infested woods preferred by other Gangrel.

Some City Gangrel have embraced the sleek and fashionable styles of the mortal world but only as a form of "urban camouflage" that allows them to stalk their prey more effectively. The bloodline tends to choose particularly resilient individuals or those who hold a grudge against the mortal world as their childer, resulting in a significant number of City Gangrel originating from the ranks of the homeless or marginalized cultures confined to urban ghettos.

The City Gangrel favor more socially-oriented concepts such as soldiers or traveling entertainers. Their disciplines include Celerity, Obfuscate, and Protean, with their Animal Forms often taking on the characteristics of urban predators.

Interestingly, the City Gangrel exhibit a more pack mentality compared to their cousins, and their frenzies can manifest as the features of spiders, stray dogs, feral cats, flies, cockroaches, and other urban beasts. They have become consummate urban predators, honing their instincts to suit the alleys they prowl. In recent nights, many City Gangrel have even developed physical features resembling urban animals such as rats, pigeons, dogs, and insects when they frenzy.

There exists a certain animosity between the Country Gangrel and City Gangrel, likely stemming from the division of the bloodline many centuries ago. The City Gangrel view their Country brethren as unsophisticated bumpkins and rustics, while the Country Gangrel believe that the City Gangrel have debased themselves, becoming scavengers and dwellers in urban trash. This dispute primarily remains a "family matter" within the Gangrel clan, as they prefer not to advertise their internal conflicts to outsiders. Despite their differences, Gangrel antitribu, including the City Gangrel, respect accomplishment among their members, often attaining temporal power within the Sabbat, albeit sometimes reluctantly. They bear their sect responsibilities with a savage nobility.

Some City Gangrel choose to follow "The Path of the Feral Heart," styling themselves as "urban predators." This path guides their actions and philosophies, emphasizing the preservation of instinct and the dominance of the predator.

Crafty vampires seeking to avoid direct confrontation with the Sabbat must beware, as the sect excels in frontal combat and raw numbers. However, opponents who hide and selectively engage their targets pose a different challenge. In such situations, the Sabbat relies on the City Gangrel. The City Gangrel, with their urban hunting skills, take on the task of tracking down elusive enemies. They monitor potential locations, such as old havens and resources, as well as exit and entry points in the city. Double agents are employed, and heavily Dominated converts are utilized to establish contact with resistance forces, offering assistance as a pretense. Once a meeting is arranged, the Sabbat springs its trap, aiming to eliminate the hiding enemy.

### Country Gangrel

Resembling their independent and Camarilla Gangrel counterparts, these vampires are savage and vicious hunters, preferring the wilderness over the urban landscapes. The Sabbat has seen a significant influx of Gangrel converts from the Camarilla, and these skilled Hunters easily immerse themselves in stalking and killing.

Within the Sabbat, the Country Gangrel serve as assassins and scouts, utilizing their command over animals to gather intelligence on the movements and activities of other Kindred. They are known as Hunters, using their predatory instincts and animalistic abilities to aid the sect. Traveling between cities has never been safe, as the presence of Lupines, werewolf-like creatures, is a constant threat in any wooded area according to the teachings of Camarilla elders. With the Hunters patrolling the regions, searching for wayward neonates, itinerant Kindred face even graver dangers.

The Country Gangrel relish the opportunity to hunt like wolves, unencumbered by the need to maintain a human facade. They revel in their savagery and are known to hunt in packs. If they have any regret, it is that their prey often fails to provide a satisfying challenge due to their inability to outrun their pursuers.

An animosity exists between the Country Gangrel and the City Gangrel, stemming from the division within the clan centuries ago. The City Gangrel view their Country brethren as unsophisticated bumpkins and rustics, while the Country Gangrel believe that the City Gangrel have debased themselves, becoming scavengers and dwellers in urban trash. This dispute primarily remains a "family matter" within the Gangrel clan, and they prefer to keep it hidden from outsiders. Gangrel antitribu, including the Country Gangrel, value accomplishment among their members and often amass temporal power within the Sabbat, even if it may not always be their preference. They bear their responsibilities within the sect with a savage nobility.

The Country Gangrel closely resemble their parent clan, embodying a feral and rustic nature. They are solitary hunters who prefer their own company rather than forming packs or engaging in blood-soaked rituals. Possessing the disciplines of Animalism, Fortitude, and Protean, they can commune with animals, display supernatural resilience, and assume animal forms.

These Gangrel have a penchant for setting traps to ensnare their prey, exploiting secluded motels or deserted roadside diners. Humanity's reliance on technology and societal structures becomes their vulnerability, as they underestimate the primal instincts lurking within the Gangrel. In the face of a Country Gangrel's savage assault, reaching for smartphones, GPS, or dialing emergency services becomes futile.

The majority of Country Gangrel are outsiders, drifters who do not conform to the norms of society. In North America, it is notable that many Country Gangrel have Native American ancestry, leading some to suspect a connection between this fact and the Sabbat's prominence during the era of American Manifest Destiny.

The adherents of the Path of the Feral Heart are predominantly found among the Country Gangrel, embracing their primal nature and seeking a closer connection with their bestial instincts.

### Mariners

The Gangrel Mariners defy the conventional classification of a bloodline and embrace an existence that sets them apart from their fellow Kindred. Unlike other bloodlines, the transformation into a Mariner is not solely determined by lineage but rather by an individual Gangrel's deep affinity for the sea and their conscious decision to make the watery depths their permanent home.

Rejecting the notion of a formal organization, Mariners embody the core principle of individualism cherished by their parent clan. Their numbers are notably scarce, estimated to be around 30 individuals, although this count may underestimate their true population due to their inclination to view themselves as unique individuals rather than members of a distinct bloodline. The profound animalistic adaptations experienced by older Mariners often cause them to be mistaken for terrifying monsters rather than fellow vampires, even by other Gangrel.

While one known group of Mariners resides in Lake Nyasa in southeastern Africa, consisting of at least four members, the purpose and guardianship of this brood remain shrouded in mystery. Their ruthless defense of the lake and its surroundings hints at a deep-rooted connection and a relentless commitment to its preservation. In the rare instances when two Mariners cross paths, authority is typically determined by age and generation, reflecting the hierarchical structure observed within the clan.

Mariners can be further categorized into two distinct groups: sedentary and nomadic. Sedentary Mariners establish specific territories, such as lakes, rivers, or stretches of coastline, exhibiting extreme territorial behavior and resolutely defending their domains against intruders. On the other hand, nomadic Mariners lack a fixed territory, embracing a life of constant movement dictated by the ebb and flow of the tides.

Possessing the Protean discipline, Mariners manifest unique variations of its abilities. Rather than gaining enhanced night-vision, they develop sonar capabilities, enabling them to navigate the aquatic environment with uncanny precision. Furthermore, their hands and feet undergo a transformation, sprouting razor-sharp webs in place of traditional claws. When assuming animal forms through the Shape of the Beast power, Mariners exclusively adopt aquatic creatures, though they occasionally take to the skies in the form of seafaring birds like albatrosses or seagulls. This specialized adaptation of Protean is not considered a distinct discipline but rather a testament to the Mariners' ability to adapt and survive within their chosen domain. Interestingly, while any vampire can learn the basic principles of Protean, these Mariner variants can only be acquired by other Gangrel.

As creatures of the sea, Mariners navigate the ocean depths, protected from the crushing pressures by their mastery of the Fortitude discipline. Emerging from the watery abyss only under the cover of night, they embark on their quest for sustenance, often targeting formidable prey such as sharks and whales. Shipwrecks become veritable feasting grounds for Mariners, and large-scale maritime disasters can draw multiple members of the clan to a single location. Additionally, Mariners occasionally assume the role of guardians of the oceans, clandestinely infiltrating polluting vessels and eliminating all those aboard. Such actions serve as self-preservation, as the depletion of their prey would force them to return to land or venture even deeper into the unfathomable abyss.

Both the Camarilla and Sabbat have extended invitations to the Mariners, seeking their allegiance on rare occasions. However, the Mariners consistently decline these offers, for they lack any sectarian interests and have purposefully chosen an existence that separates them from their land-dwelling counterparts. The origin of the first Mariner remains a mystery, but the prevalence of low-generation Mariners suggests an ancient lineage that predates the Age of Exploration.

## Culture

The Gangrel are known for their feral and predatory nature, making them the least social of the Kindred. They prefer solitude over society, and entering their territory without permission is met with certain death. Their loose organization and reclusive tendencies contribute to their independent and individualistic nature, making it difficult to convince them to collaborate with others, even within their own clan.

Within Gangrel culture, storytelling and oral traditions hold significant importance. Gathering in the wilderness, Gangrel entertain each other with tales, myths, and legends, valuing the ability to captivate an audience. While these stories often contain elements of truth, the emphasis lies in creating satisfying narratives rather than strict adherence to factual details. Keeping one's spoken word is highly respected, as trust relies on personal honor in the absence of external enforcement.

The Gangrel also have a connection to the Roma, providing them protection and shelter, particularly from other Kindred. However, the clan harbors a long-standing mutual hatred towards the Ravnos, as both clans claim ownership over the Roma.

Despite their rural nature, many higher-generation Gangrel possess proficiency in modern technologies, recognizing their importance for survival in the modern nights. Even elder Gangrel can navigate cell phones, computers, and cutting-edge vehicles.

The Gangrel's attachment to oral history and tradition often puts them at odds with the Camarilla, as the clan believes in the existence of ancient lore and their Antediluvian. The Camarilla's denial of such matters has led to persecution of Gangrel lore masters, fueling the clan's withdrawal and the sharing of stories limited to internal clan gatherings called Allthings.

### Embraces

A Gangrel sire employs various methods to select candidates for the Embrace. One approach involves choosing a mortal prey while feeding, and if the mortal resists, they may receive a taste of Gangrel blood as a reward after death. This method has been practiced since ancient times, dating back to the warriors chosen by Ennoia for her war. It aims to create Gangrel with a strong desire to survive, even if they lack certain abilities. Another way to identify prospective Gangrel is through observation. While most mortals stay hidden at night for safety, a few venture out into the darkness. When a Gangrel encounters such a mortal, they observe them rather than attacking. It takes courage to wander during these nights, and the Gangrel carefully look for signs of bravery and survival instincts. If the mortal displays adeptness at moving in the night, shows bravery, and captures the observer's interest, they are considered a suitable candidate for the Embrace.

In cases where punishment is necessary, the Gangrel do not expend much effort. If a mortal insults or threatens a clan member, they receive a nighttime visit. The Gangrel sire Embraces the mortal, making the process agonizing and terrifying, and then leaves them. This punishment typically takes place indoors, in the rooms of the person being punished, ensuring their discovery and demise. However, this form of punishment has fallen out of use in recent times, though some still practice it. The choice to Embrace is rarely given, as it has become a tradition within the clan, reflecting the limited choices many Gangrel had. Offspring created through this method are sometimes considered inferior, even if they manage to survive. Gangrel who were given a choice rarely receive the same level of respect as those who were Embraced traditionally, despite proving their worth through various rituals.

Embracing enemies carries the risk of backfiring on the Gangrel. If an enemy survives the initial nights and develops their powers, they could use them against the one who cursed them. However, such occurrences are rare as the punishment is designed to make survival nearly impossible. A Gangrel who manages to survive this ordeal possesses a formidable combination of cunning, raw talent, and luck. They become a dangerous adversary to have chasing after you, but also potentially someone with a promising future within the clan.

The Gangrel are a widely dispersed clan that disregards mortal and Kindred boundaries, either in defiance or blissful ignorance. A common trait among clan members is the method of their Embrace. Gangrel neonates are often abandoned shortly after consuming their first drink of vitae, left to cope with the profound changes of Caine's curse without assistance or support. Those who survive and adapt are considered worthy. Sires reclaim these children, teaching them the ways of the Gangrel and treating them with the respect befitting bearers of noble blood. Those who do not survive are forgotten, and those driven insane are hunted down and destroyed by their sires. This has been the Gangrel's method of choosing progeny since ancient times, ensuring that only the strongest and most capable individuals are recognized as Gangrel. Exceptions exist, such as childer with exceptional skills or resources, or those who hold a sire's romantic interest. They may receive special attention during the Embrace and are carefully guided through potential pitfalls.

Gangrel legends often recount the common fates of "soft" sires and their nurtured progeny. For instance, a son of a chieftain chosen for his martial prowess succumbs to madness and kills his sire and siblings. Similarly, a delicate young daughter of a minor lord, embraced by a smitten suitor, unknowingly leads the Inquisition to her sire's location. The harshness of the Gangrel's tradition aims to swiftly eliminate these inferior individuals for the well-being of the Kindred themselves. The Gangrel sometimes look down upon clan members who were Embraced without undergoing the usual trial of isolation. Sires who provide an easy way out for their childer often face similar treatment. Gangrel antitribu exercise caution in Creation Rites, investing significant time and care in selecting childer who will join the True Sabbat. The Gangrel sire an unusually high number of Caitiff, perhaps more than even the Brujah, due to their traditions and the dilution of Caine's blood over generations.

In ancient times, a neonate whose sire was destroyed or unable to claim them could still be easily recognized as Gangrel. The fortunate ones were taken under a mentor's wing, while the less fortunate were destroyed or cast out to live like wild beasts in the wilderness. In modern nights, confused fledglings may find solace in the familiarity of cities and lose themselves among the masses of humanity. However, there are limits to what the Gangrel sire is willing to endure for a childe who chooses a different fate. A childe of high enough generation becomes virtually indistinguishable from a Caitiff and is often lost to their clan forever. Gangrel who remain within the Camarilla may discover that their right to sire progeny is among the first privileges taken away by princes and jealous rivals.

A select few cunning Kindred have turned the large number of Caitiff to their advantage. They surreptitiously Embrace childer, abandon them in the traditional manner, and then take these disadvantaged "Caitiff" under their guidance. The sire emerges unscathed, having both a childe of their blood and having aided the prince by teaching a potential troublemaker the importance of respecting the Masquerade. Although this is a dangerous game, few have been exposed thus far.

### The First Nights

After the Embrace the sire silently fades away into the night, leaving the newly embraced Gangrel to navigate the treacherous path of their newfound existence on their own. It is a principle deeply ingrained in the Gangrel ethos that training and guidance should be withheld until the childe has proven their mettle and demonstrated their ability to survive. As a result, the sire fully abandons their progeny during the early nights, presenting them with the stark and daunting challenge of confronting the struggle for survival in solitude. Tragically, many do not endure beyond that initial night.

The first hunger that grips the childe after the Embrace is an overwhelming force, possessing an intensity that swiftly stirs the primal Beast within. In the midst of this tumultuous and untamed frenzy, the childe becomes highly susceptible to making a multitude of errors. The consequences can be dire, as they are vulnerable to the relentless attacks of Lupines or mortals seeking their destruction. Moreover, the first rays of sunrise, should they be exposed to them, pose a grave threat, for they can extinguish their nascent existence in an instant. However, should the sire have chosen their progeny wisely, the childe swiftly grasps the gravity of their situation and adapts to their newfound reality. Surviving that initial night, fraught with peril and uncertainty, becomes a testament to their resilience and earns them one of Ennoia's revered marks.

Any Gangrel who possesses the necessary resilience and capability to endure those pivotal first few nights gradually acquires the indispensable tools for survival that the clan employs. Over time, the childe must learn to harness and manifest their innate ability to extend razor-sharp claws, a characteristic hallmark of the Gangrel lineage. They also delve into the enigmatic art of communicating with animals, forging a primal connection that spans the boundaries of species. Equally significant is their journey toward understanding and reconciling with both the strengths and weaknesses inherent in their vampiric nature. Such self-realization and acceptance pave the way for growth and self-mastery.

Crucially, the childe must become adept at making swift decisions autonomously, as the very nature of their existence as a vampire prohibits lengthy contemplation when faced with critical choices. The vampiric condition demands swift and decisive action, for hesitation and indecisiveness in the face of danger can result in the irrevocable Final Death. This perilous period for the childe is marked by a profound sense of disorientation and the absence of guidance, as they are left adrift without the mentorship and support of their sire or clan.

It is during these solitary trials that the childe must navigate the labyrinthine world of the Kindred, relying solely on their wits, instincts, and the inherent strength within them. It is a time of profound self-discovery, of forging one's own path amidst the shadows and unraveling the intricate tapestry of their identity as a Gangrel. Though the absence of guidance may seem daunting, it is through this baptism by fire that the childe emerges, either as a resilient survivor ready to claim their place within the clan or as a tragic casualty of the harsh realities of their new existence.

### Acceptance

In order to earn the right to be taught and guided, a newly embraced Gangrel must endure the rigors of surviving at least one winter, a milestone that serves as a testament to their resilience and resourcefulness. When two Gangrel cross paths in the untamed wilderness, the question that often springs forth from their lips, laced with curiosity and a hint of scrutiny, is "How many winters?" It is a query designed to gauge the newcomer's experience and gauge their worthiness. It is rare for a fledgling Gangrel to possess the correct answer, thus inadvertently revealing their novice status. According to tradition, when such a fledgling is encountered, they become the responsibility of the elder Gangrel who has encountered them. The experienced Gangrel must then extend aid to the fledgling, assisting them in their struggle for survival and imparting the ways of the clan until the fledgling's true nature is revealed. However, if the fledgling proves to be from the tainted lineage of the Cainite broods, they are left to face their own fate.

Once accepted into the fold of the Gangrel, the newly embraced Gangrel embarks on a journey of acquiring the knowledge, stories, and traditions that define the clan. They delve into the ancient tales that resonate within the clan's collective memory, gaining insight into the lineage's origins and the formidable figures who shaped its destiny. Of particular importance are the rituals and customs that serve as the clan's social fabric, such as the intricate greeting ritual and the rites of status that determine one's standing within the clan hierarchy.

Instruction in the utilization of the unique Gangrel gifts takes center stage in the training process. These lessons encompass a comprehensive understanding of the supernatural abilities bestowed upon the Gangrel, enabling them to fully harness their power. Moreover, the fledgling Gangrel is educated about the intricate dynamics and relationships the clan shares with other supernatural beings. They learn of the complex interactions with the enigmatic Ravnos, the age-old adversaries in the form of Lupines, and the delicate balance maintained with other Cainites.

As the months pass and the fledgling Gangrel progresses in their training, a profound bond takes root between the student and their mentor, akin to the profound connection experienced between a sire and their childe within the realm of the Cainites. The mentor becomes a guiding presence, instilling wisdom and nurturing the fledgling's growth and development. This relationship is marked by mutual respect, trust, and an unwavering commitment to the shared survival and prosperity of the clan.

Upon the completion of this arduous period of instruction and maturation, the fledgling Gangrel officially attains the status of a full-fledged member of the clan. They have proven their worth through survival, acquired the knowledge and traditions that define the Gangrel identity, and established themselves as a formidable force within the clan's intricate tapestry. They now stand as a testament to the enduring legacy of the Gangrel, ready to navigate the complexities of Kindred society and face the myriad challenges that lie ahead.

## Weaknesses

Gangrel who experience Frenzy may acquire temporary animal traits. However, there are cases where a vampire frenzies excessively or undergoes an intense frenzy, resulting in permanent animal features for the Gangrel.

The Gangrel clan's strength and weakness lie in their deep connection to the Beast Within. This connection grants them unique abilities, but every time they lose control and enter frenzy, the Beast leaves its mark. These marks manifest as visible physical changes to the Gangrel's body or, in rarer cases, affect their behavior and identity at a soul level.

While other clans may mock the Gangrel's animalistic features as a sign of losing control, any frenzy, whether voluntary or resisted, imposes the same penalty on the Gangrel. However, Gangrel who experience Rötschreck, a specific form of frenzy, may avoid acquiring animal features as long as they adhere to the "flight" aspect of the frenzy. Engaging in the "fight" aspect of Rötschreck will result in the Gangrel gaining additional animal traits.

The specifics of frenzy and its effects are left open to the Storyteller's interpretation. In situations where the line between fight and flight is blurred, the Storyteller should exercise discretion. While a grazing blow from a Gangrel in Rötschreck may cause harm, it may not register as anything more than clearing the path to the Gangrel's Beast.

The animal features caused by the Beast are often visibly animal or insect-like, such as growing fur, feathers, scales, or changing facial features, hands, and feet. Some Gangrel may sprout additional appendages like tails or antennae or develop peculiar features like nictating membranes, marsupial pouches, or functioning musk glands. These changes usually occur gradually over subsequent frenzies, with each frenzy adding to the overall effect.

Not all marks left by the Beast are easily visible. Some can be sensed through smell or heard as a pungent musk or shrill voice. In some cases, Gangrel may develop animalistic impulses and behaviors as a result of frenzy, similar to psychological aberrations or derangements. These behaviors, although potentially comical, can hinder the Gangrel in situations where etiquette, grace, stealth, or speed are crucial. The afflicted Gangrel can spend a Willpower point to resist acting on these animal habits for a scene.

The variety of animal features within the Gangrel clan is vast, with no two Gangrel developing the exact same set of traits. While certain trends may pass from sire to childe, experienced Gangrel often exhibit features from multiple animals. The approval of the Storyteller is necessary, especially for drastic modifications or animal behavior resulting from frenzy.

As a Gangrel accumulates five animal features, whether physical or mental, one of their Social Attributes is reduced by one point. Appearance is typically the first to be affected, but Charisma and Manipulation can also suffer due to physical changes. Mental animal features have a higher likelihood of affecting Charisma and Manipulation. It is possible for Gangrel to regain lost Social Attribute points through roleplaying and approval from the Storyteller, but it is a challenging process.

The player should keep track of the Gangrel's Social Attribute values before any frenzy-related losses. The experience point cost to increase a Social Attribute is based on the prior value. Additionally, the limits imposed by the vampire's generation apply to the higher, initial value. Regaining lost Social Attributes is an arduous task, and the player should consider the limitations based on generation when attempting to recover lost points.

## Opinions

### Assamite

The Gangrel clan holds a complex and nuanced opinion on the Assamites, stemming from their long history of conflict and occasional cooperation. Having clashed with the Assamites on numerous battlefields across Europe and Asia, the Gangrel have gained a certain level of respect for the Assamites' martial prowess and brutal honesty. Both clans share a mercenary inclination, which has possibly led them to fight alongside each other in certain battles. This shared experience has fostered a begrudging appreciation for the Assamites among the Gangrel.

However, recent concerns have arisen within the Gangrel clan regarding the Assamites' newfound freedom from the Tremere curse. The Gangrel worry about the open season declared by the Assamites on Kindred of other clans. The Gangrel's perspective on killing differs from that of the Assamites, as they view it primarily as a matter of survival rather than a religious pursuit.

Nonetheless, the Gangrel's feral nature and their deep connection to the wilderness can create a certain kinship with the Assamites. Both clans value independence and self-determination, and this common ground allows for the potential formation of alliances based on mutual respect. The Gangrel may come to appreciate the Assamites' reputation as skilled assassins and their adherence to a personal code of honor.

### Brujah

The Gangrel clan holds a somewhat conflicted opinion of the Brujah clan, finding both common ground and potential friction with them. The statement "I wouldn't call what we have 'trust.' More of an understanding that we have a common enemy" indicates a certain level of mutual recognition between the two clans, albeit without a strong foundation of trust.

On a superficial level, the Gangrel and the Brujah relate well due to their shared appreciation for violence and rebellion against authority. Both clans find enjoyment in engaging in physical confrontations and challenging established power structures. However, when relationships between individual members of the clans delve deeper, problems arise.

The Gangrel are unnerved by the Brujah's tendency to frenzy, as it reminds them of their own struggles with their bestial nature. The Gangrel already face the risk of descending into ugliness and becoming outcasts, so the Brujah's penchant for frenzy is disconcerting to them.

Conversely, the Gangrel's reluctance to fervently support current causes with wild eyes and unwavering zeal alienates the Brujah. The Gangrel prioritize their survival and the ability to fight another night, which the Brujah may perceive as cowardice rather than wisdom. This difference in approach can lead to tension, with some outspoken Brujah outright accusing the Gangrel of cowardice.

Despite these challenges, the Gangrel and the Brujah can work well together when the cause is clear and straightforward. Both clans value personal freedom and possess a rebellious streak, which can serve as common ground for cooperation. The Gangrel may appreciate the Brujah's passion and fervor for causes they believe in, and they may form alliances to challenge authority or pursue shared interests.

### Followers of Set

The Gangrel clan holds a strongly negative opinion of the Followers of Set, and this sentiment is reciprocated by the Setites themselves. The quote "If it smells like carrion, I don't want any part of it" reflects the Gangrel's aversion to anything that appears tainted or corrupted.

The Gangrel view the Setites' worship of snakes with disdain, considering them to be unworthy predators compared to creatures that hold a place in the Gangrel's understanding of the natural order. The Gangrel find little to admire or appreciate in the Followers of Set, and the feeling is mutual.

Due to their differing natures and interests, the Gangrel and the Setites rarely interact, leading to limited opportunities for positive or negative exchanges between them. However, tensions arise in areas where contact between the two clans is more common, such as northern Africa and extensive city parks along the US coasts. These locations become hotspots for potential conflicts and betrayals.

One point of contention between the Gangrel and the Setites is the accusation of stealing the art of shapeshifting. Such allegations often escalate into bloodshed or acts of treachery. The Gangrel, with their inclination toward reptilian forms and personalities, may have occasional amicable interactions with Setites who share a similar affinity for snake-like characteristics. However, these relationships are seen as strange and incomprehensible to outsiders.

### Giovanni

The Gangrel clan holds a rather dismissive and uninterested opinion of the Giovanni clan. The Gangrel and the Giovanni have little in common and lack substantial topics to argue about, which is notable among vampires who often engage in complex power dynamics and disputes. However, their lack of common ground does not make them allies; their worlds simply do not intersect.

The Gangrel often perceive the Giovanni as manipulative and morally corrupt due to their involvement with necromancy and their connections to the realm of the dead. The Gangrel's deep connection to nature and their focus on the physical world can lead to a clash with the Giovanni's preoccupation with death and the supernatural.

Interactions between the Gangrel and the Giovanni tend to be tense, reflecting their differences in perspective and priorities. However, alliances may occasionally form based on shared interests or the presence of common enemies. In such cases, the Gangrel may temporarily set aside their reservations to work alongside the Giovanni, recognizing the pragmatic value of cooperation in specific circumstances.

### Lasombra

The Gangrel clan holds a complex opinion of the Lasombra clan, marked by a combination of respect, wariness, and distrust. Both clans possess a mutual respect for certain aspects of each other. The Gangrel admire the Lasombra for their capable leadership and the impression of honesty they project. In turn, the Lasombra respect the Gangrel's strength of character and ferocity. This mutual respect serves as a foundation for their relationship, albeit a tenuous one.

However, trust remains a significant issue between the two clans. The Gangrel don't fully trust the Lasombra, knowing that they are often targets of manipulation and attempts to use them as political pawns. While the Lasombra may think twice before betraying the Gangrel, the underlying lack of trust lingers.

The relationship between the Gangrel and the Lasombra is often characterized by tension and conflict. The Gangrel's inclination towards independence and their aversion to manipulation clashes with the Lasombra's tendency towards control and manipulation. The Lasombra's mastery of shadows, combined with their association with the Sabbat, a sect that the Gangrel frequently oppose, further strains their relationship.

Despite these challenges, the Gangrel and the Lasombra maintain a cautious interaction with each other. They acknowledge each other's strengths and capabilities but remain vigilant against potential exploitation. The relationship between the two clans is a delicate balance of respect, wariness, and the understanding that conflict may arise due to their differing perspectives and goals.

### Malkavian

The Gangrel clan holds a fearful and cautious opinion of the Malkavians. The Gangrel recognize that any rational and survival-oriented Kindred would fear the unpredictability and instability associated with the Malkavian clan.

The Gangrel place great emphasis on weeding out instability from their broods, particularly in their younger members. They understand that the ravages of the Beast inevitably claim the minds of older Gangrel, and only those who possess strength can withstand its effects. In contrast, the Malkavians are known for their insightfulness and unpredictability, often shrouded in madness.

The Gangrel sense that the Malkavians are aware of their uneasiness. Similar to a cat that knows how to discomfit its prey, the Malkavians seem to take some perverse joy in keeping the Gangrel company. This enigmatic behavior further reinforces the Gangrel's caution and wariness towards the Malkavians.

While the Gangrel may find a shared connection to madness with the Malkavians, they still approach interactions with them with caution due to their unpredictable nature. The Gangrel recognize that the Malkavians' minds operate in strange and unconventional ways, making it challenging to anticipate their actions or motivations.

### Nosferatu

The Gangrel clan holds a unique and empathetic opinion of the Nosferatu clan. Both clans have established an understanding, although tinged with sadness and resignation. The Gangrel cannot truly comprehend the slow dissolution of personality experienced by the Nosferatu, just as the Nosferatu cannot fully grasp the sudden obliteration of self-image endured by the Gangrel. However, despite these differences, empathy rather than sympathy defines their relationship—an uncommon sentiment for both clans.

The Gangrel and the Nosferatu do not betray or harm each other easily. In fact, most members of both clans avoid such actions altogether, if possible. There exists a mutual respect between them due to their shared affinity for the animalistic aspects of their existence. The Gangrel appreciate the Nosferatu's expertise in gathering information and their adeptness at navigating the underworld.

In situations where their interests align, the Gangrel and the Nosferatu may collaborate and work together. The Gangrel's respect for the Nosferatu's skills in information gathering and their ability to navigate the hidden aspects of society can lead to a productive alliance when their objectives converge.

### Ravnos

The Gangrel clan holds an antagonistic and wary opinion of the Ravnos clan. While not every Gangrel attacks every Ravnos on sight, their relationship is marked by a long-standing rivalry and mistrust. Stories passed down among educated Gangrel sires and the Ravnos themselves have fueled this animosity. These stories often revolve around the mythical rivalry between the Antediluvians, conflicts over the Roma people in 15th-century Europe, or personal tales of deceit and theft.

Initial encounters between new members of both clans tend to go poorly, possibly due to preconceived notions and predispositions. Some rebellious individuals may even be drawn to the Ravnos specifically because they are seen as "the enemy," going against the warnings and advice of their sire.

Among the anarchs, Gangrel may adopt a devil-may-care attitude towards the Ravnos while secretly keeping a close eye on their possessions and hiding places. They may feign indifference but remain cautious and vigilant, unwilling to fully trust the Ravnos.

In the Sabbat, there is a perverse pleasure in creating alliances between the Ravnos and Gangrel. However, these alliances are often short-lived and end in bloodshed, reflecting the chaotic nature of the Sabbat. Some unfortunate individuals may even believe that the ongoing feud between the Gangrel and Ravnos is driven by the will of the Antediluvians, resulting in tragic outcomes similar to Romeo and Juliet.

### Toreador

The Gangrel clan holds a generally negative opinion of the Toreador clan, viewing them as stuck-up, elitist, and lacking a connection to the natural world. The Toreador clan, known for their focus on art, beauty, and social refinement, is seen by the Gangrel as superficial and detached from the realities of unlife. The Gangrel value their primal connection to nature and may find the Toreador's preoccupation with aesthetics and culture as frivolous.

Despite these differences, open conflict between the two clans is rare. They tend to move in different circles and maintain a level of distance from each other. However, there may be occasional instances of intense cooperation, usually centered around valuable or desirable territories. These partnerships are often short-lived, as the Toreador's interest tends to wane once their desired outcome is achieved, leaving the Gangrel feeling disregarded.

Individual relationships between Gangrel and Toreador can vary, and there may be instances where alliances are formed based on shared values or genuine appreciation for nature. However, such cases are not the norm and are likely exceptions to the general opinion of the Toreador held by the Gangrel.

**Tremere**

The Gangrel clan harbors a deep-rooted and intense animosity towards the Tremere clan. The history between the two clans dates back to the Dark Ages, when the Tremere encroached upon Gangrel territories in Eastern Europe. Gangrel members have been known to disappear, rumored to have ended up in Tremere laboratories, fueling the resentment and hostility.

The Gangrel view the Tremere with suspicion and distrust, as the Tremere possess mastery over blood magic and are known for their relentless pursuit of power and control. The Gangrel's strong inclination towards independence and self-determination clashes with the Tremere's structured and hierarchical nature. The Gangrel see the Tremere as a dangerous enemy, and with the dissolution of the Camarilla truce, many Gangrel are eager to confront and retaliate against their ancient foes.

The Tremere, on the other hand, see the Gangrel as a threat and wish to eliminate them, both as a means of punishing their defiance of the Camarilla and to remove a dangerous adversary from their path.

The tension and enmity between the Gangrel and the Tremere run deep, and any interactions between the two clans are often filled with suspicion, caution, and the underlying desire to assert dominance or seek retribution.

### Tzimisce

The Gangrel clan holds a complex opinion of the Tzimisce clan, filled with a mixture of intrigue, unease, and rivalry. Despite their shared talent for shapechanging, the Gangrel and Tzimisce have significant philosophical differences. The Gangrel view the Tzimisce's flesh-crafting as a twisted and hellish art, referring to it as "warping" and "mutating." They struggle to comprehend why the Tzimisce don't embrace their monstrous potential fully instead of focusing on animals and the wild.

However, there is also a vague resentment shared between older Gangrel and Tzimisce, born out of their historical conflict with the Tremere clan. Sires and childer who remember those times may initially act with politeness, yet the rivalry and wariness persist.

The Gangrel's connection to the untamed aspects of their existence aligns with the Tzimisce's affinity for body modification and flesh-crafting. However, the extreme practices of the Tzimisce, which include altering their own bodies and those of others, can be deeply unsettling to the Gangrel.

Interactions between the two clans are marked by a combination of respect, caution, and competition. While there may be an understanding and recognition of each other's capabilities, the Gangrel's preference for the primal and natural clashes with the Tzimisce's penchant for body manipulation and grotesque experimentation.

### Ventrue

The Gangrel clan holds a disdainful opinion of the Ventrue clan, viewing them as uptight, self-important individuals who represent the system and authority they rebel against. The Ventrue once saw the Gangrel as useful hunting dogs or bloodhounds, but the Gangrel never saw themselves as mere servants following orders. They did what they wanted to do, not simply what they were told.

The Gangrel's independent and rebellious nature clashes with the Ventrue's desire for control and dominance. They see the Ventrue as arrogant and domineering figures who try to manipulate and impose their will on others. Gangrel may resist the Ventrue's attempts to exert authority over them, preferring to remain free and untamed.

However, there may be instances where the Gangrel begrudgingly respect Ventrue who demonstrate strength and integrity. While they may still harbor a general aversion to the Ventrue as a clan, individual Ventrue who prove themselves worthy and formidable may earn a certain level of acknowledgment from the Gangrel.