Gangrel (VTM)
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| Name: | Gangrel |
| Plural: | Gangrel |
| Pronunciation: | gang'-grehl |
| Nicknames: | Animals, Outlanders |
| Antediluvian: | Ennoia |
| Faction: | Independent (formerly Camarilla |
| Disciplines: | Animalism, Fortitude, Protean |
- gangrel: Middle English, "A vagabond; a drifter." Possibly from gangen, "to go."
The Gangrel are one of the thirteen vampire clans found in the old World of Darkness. Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.
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[edit] History
[edit] Dark Ages
The Islamic Gangrel of the period were called Wah'Sheen, and were essentially straightforward nomads, masters of the deserts and wastelands of Arabia and North Africa. Many Wah'Sheen, even though they followed the teachings of Islam to a point, were also wary of its influence what the encroaching civilization meant to them. A few of the Wah'Sheen felt differently, and eventually split from the main part of the clan, calling themselves the Taifa. These were generally more scholarly and adept with civilization than the rest of the bay't.
- VTDA: Veil of Night, p. 132
[edit] Victorian Age
[edit] Final Nights
Following the Sabbat invasion of the East Coast, the Camarilla suffered another blow with the departure of the Gangrel. The reasons for their withdrawal are unknown; it is rumored then Justicar Xavier went before the Inner Circle, uttered a single sentence, and left. Word spread through the clan, and over the course of a month the majority of the clan abandoned the sect and became independent.[1][2]
[edit] Organization
Status in general among the Gangrel is decided by rites, and these rites involve one of two things: combat or boasting. Combat is usually basic and unarmed; two Gangrel who know each other well may simply spar, but those who are strangers battle until one of the fighters is incapacitated or surrenders. Boasting involves the two Gangrel making larger claims until one Gangrel backs down or asks for proof. The challenged Gangrel must then show proof of their claims or lose the rite and their status.
What little formal organization the Gangrel has is placed around the aptly-named Gather, which are occasional meetings at which local and visiting Gangrel can exchange news, information and stories and decide on local matters. Gathers usually involve notice weeks in advance, as news travels more slowly among the limited network of the Gangrel. Once begun, Gathers usually involve the rites demonstrating status to decide on leadership for the meeting. The rites can take days to accomplish, and must be redone for every Gather, as no two will have the same Gangrel meeting under the same circumstances. Once the hierarchy for the Gather is established, the business at hand can be dealt with. No matter the circumstances, Gathers always break up after a week.
Gathers can also be used to form Revels, which are essentially calls to battle. The Gangrel who participate in a Revel form parties to track down and destroy enemies, such as enemy kindred, Garou, or others who have dared to invade the clan's territory.
There are also meetings called Great Gathers. As a Great Gather relies on a powerful Gangrel who is respected by most of the clan to be called, they are extremely rare. When one is called, any member of the clan who can must travel to the meeting place. There, similar rites of strength and status that are found in a regular Gather take place; however, there are no time limits to either the rites or the Great Gather. Even more rare but related are Grand Revels, which are essentially wars and battles involving the entire clan. Both are considered to be signs of bad luck by most Gangrel, and the fact neither have been called in centuries is seen as a good sign.
[edit] Gangrel antitribu
Two bloodlines exist among the Sabbat; the Country Gangrel and the City Gangrel. The Country Gangrel are the same as the main clan, with the Fortitude, Animalism and Protean disciplines. The City Gangrel have adapted to city life, forgoing Animalism and Fortitude for Celerity and Obfuscate.
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| Founder: | |
| Nicknames: | Hunters |
| Faction: | Sabbat |
| Disciplines: | Country Gangrel-Animalism, Fortitude, Protean |
[edit] Culture
The Gangrel are considered the most feral and predatory of the kindred, and because of their reclusive natures, animalistic tendencies and loose organization, are the least social of the Cainites, preferring solitude to society. They also tend to be extremely territorial and possessive and to enter a Gangrel's territory without permission is certain death. They do have their role and reputation among the kindred as fierce warriors, but to get a Gangrel to agree to work with others, even other Gangrel, can be a difficult, if not impossible, task.
The Gangrel also have ties to the Rom, and therefore will protect and shelter them, especially from other kindred. The Ravnos would also lay claim to the Gypsies, however, and as a result the two clans have a mutual hatred for each other that goes back centuries.
Diablerie
We do not generally indulge in the Amaranth, preferring instead to honor the fallen with a simple Final Death. As well, we look upon those who indulge in diablerie merely to gain power as cowards. There is one instance where diablerie is appropriate to preserve the spirit of a brave fallen warrior.
Ghouls
The act of feeding a mortal our blood is, for many in 1the clan, a grave crime. The Cainites indulge in this practice with abandon, it seerns, creating cults of ghouls to serve them, and this contributes to the distance between our peoples. There are, however, times when we will create such creatures. In the north, Gangrel feed warriors with their blood to make them stronger, as a reward for loyal service. Elsewhere, turning a mortal into a thrall is the step before the Embrace and considered part of the observation. Nowhere is the act undertaken lightly, though. We are more likely to feed blood to animals, to ensure loyalty and avoid the problems of constantly exerting our will over them. Many others claim service from the creatures of the wild: Lupines, Cainites and even mortals. If a Gangrel wishes a loyal companion, the gift of blood is often the only way. Even those free of another's control are mostly creatures of life and day and fear us if they haven't tasted our blood. The constant state of warfare, real or imagined, that many Gangrel find themselves in has led to the creation of many ghouls, both mortal and animal. My hope, shared with many in the clan, is that these numbers will reduce in later nights. Building a huge tribe of blood-drinkers reeks of civilization to me.
Something Old, Something New
Outside the Gather and the Revel, we Gangrel have few rules and rituals, especially in comparison to the stifling ways of the Cainite broods. When two of us meet, we exchange a greeting that includes our name, a few of our deeds and an indicator of our physical age. Outside a Gather, the younger defers to the older. Age in this case is determined by years - a Gangrel who survives one hundred years gains more respect than one who has survived only a decade, no matter who their sires are. Survival and bravery are our only true measures of ability. A Gangrel who has animal features, the mark of Ennoia's favor, also gains respect. There is a fine line here, however; we balance the number of features against age. Too many such features at too young an age are a sign of insanity, not favor. Too few features on an older Gangrel may be a sign of cowardice. There is no hard rule about too many or few - it is a matter of instinct. When we sense that one of us has gone too far, we will shun him to avoid the spread of his ills. We Gangrel extend our respect to those not of our line in certain situations. When a Cainite shows great bravery, in battle or otherwise, we treat her as something of an equal until she proves herself unworthy. Some of us also occasionally join Cainites, extending to them a kind of clan status. Cainites given this status can then take part in the Gather and the rites, if they wish. Gangrel will respect any status earned by a Cainite at the Gathers. Keep in mind, however, that such outsiders must be very careful. Should they prove themselves cowardly or dishonorable - and most are - they will pay a terrible price, and so will their Gangrel sponsor.
[edit] Embraces
A Gangrel sire often chooses a prospective candidate for the Embrace during feeding. If the mortal prey resists, fighting against what is happening, then his reward after death may be a taste of Gangrel blood. Our clan makes many Gangrel this way, dating back to the first warriors selected by Ennoia to fight her war. This method produces a Gangrel with a fierce desire to survive, even if he does not have all the tools. We also find prospective Gangrel through observation. While most mortals remain safely hidden during the night, a few risk the darkness. When one of our clan encounters a mortal like this, she will watch instead of attacking. It takes courage to wander these nights, after all. The Gangrel observes the mortal, watching for any signs of bravery or a knack for survival. Sometimes, a mortal out at night is simply lost - if this proves to be the case, he becomes prey. However, if the mortal shows skill moving about at night, is no coward, and maintains the interest of the observer, he is a good candidate for the Embrace. When we punish, however, there is little effort wasted. A mortal who insults or threatens one of our clan receives a nighttime visit. The Gangrel Embraces the mortal, making the process as painful and terror-filled as possible, and leaves her. Usually the Embrace happens indoors, in the rooms of the person punished, assuring their discovery and destruction. In recent nights, this punishment has fallen into disuse, though there are still some who actively enact it. If the pattern of our Embrace is not clear, let me make it so. We almost never offer a choice. This has become a tradition with our clan, since so few of us had a choice. I say almost never, because there are a few Gangrel who do break with tradition. The offspring of these Gangrel are considered by some to be inferior stock, even if they do survive. While not considered outcasts, a Gangrel given a choice rarely receives the same respect of those Embraced traditionally, even after the rites of status. I urge you to think of this, before you offer a choice. Embracing foes has the potential to backfire on the Gangrel. Should the enemy survive the first nights and develop his power, he could turn his new abilities to hunting the one who cursed him. This is a rare occurrence - part of the punishment is to stack the Odds so that survival is nearly impossible. A new Gangrel who manages to survive has an enviable combination of cunning, raw ability and luck -clearly a dangerous foe to have in pursuit, but possibly one with a bright future in the clan.
The First Nights
After the Embrace, the sire disappears into the night, leaving the new Gangrel on her own. I have heard Cainites speak of taking years to groom their childer, training them before the Embrace and even immediately afterward. This is a waste of time. It is better to save the effort of training a childe until after she has proven that she can survive. Thus, the sire completely abandons his new creation in the early nights, leaving her alone to face the struggle of survival. Many do not last beyond even the first night. That first hunger is the strongest, and it brings the Beast quickly to the surface. In the hare of that first wild rage, a childe makes any number of mistakes. If Lupines and mortals don't destroy her, the first sunrise may. If the sire has chosen well, however, the childe quickly grasps her situation and adjusts. The reward for that first night is one of Ennoia's marks. Any Gangrel resilient and capable enough to survive the first few nights soon develops the tools we use to survive those that follow. Over time, the childe must learn to grow claws, speak with the animals, and come to terms with our strengths and weaknesses. She must also learn to make decisions on her own, rapidly. Our condition does not permit long reflection on the proper course to take. Such indecision leads to the Final Death. This is a dangerous time for the childe, lost and without guidance.
Acceptance
A new Gangrel must survive at least one winter before he is worthy of teaching. "How many winters?" is often the first question a Gangrel asks upon first meeting another in the wilderness. A new Gangrel rarely has the correct answer, and thus reveals himself. Tradition has it that any pup so encountered becomes a responsibility. The older Gangrel must aid him in his survival and teach him the ways of the clan, at least until his nature is revealed. If the pup ends up being from the Cainite broods, the Gangrel leaves him to his fate. Once accepted, the new Gangrel learns the stories and traditions of the clan, particularly the greeting ritual and the rites of status. Instruction in the use of our gifts follows. The lessons include descriptions of our relationship with the Ravnos, Lupines and Cainites. After months of this teaching, a close bond forms between the student and teacher, similar to the relationship between a sire and childe among the Cainites. After this training, a Gangrel is officially a member of the clan.
[edit] Version Differences
[edit] References
- ↑ Guide to the Camarilla Pg. 20
- ↑ Archons & Templars Pg. 39
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