Gangrel
Gangrel.png

Nickname: Outlanders

Sect: Camarilla

Clan Disciplines: ANIMALISM, FORTITUDE, PROTEAN

Quote: "You provided worthy sport, mortal. Now, though, the chase is ended."

Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she's probably speaking of a Gangrel.

Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity doesn't stem from anarchic rage, but from animalistic instinct. They're among the most predatory Kindred, and love to lose themselves in the thrill of the hunt. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate. Indeed, Gangrel are so attuned to their Beasts that, after losing themselves to frenzy, animalistic features often appear on their bodies.

The clan itself has little contact with, or regard for, the rest of the Kindred. This might be due to a desire to avoid the snares of the Jyhad, but is more likely the product of simple disinterest. Certainly, Gangrel are popularly viewed as quiet, taciturn, and reclusive. Although there is no more truth to this than there is to any other stereotype, the clan as a whole displays little of the ostentation found among lines such as the Toreador or Ventrue.

Gangrel are closely tied to the Rom, or Gypsies, adopting much of that culture's speech patterns and mannerisms. Rumors speculate that the Rom are in fact descended from the Antediluvian who founded the Gangrel line. As such, say the rumors, any kindred ho harms or Embraces a Gypsy will suffer the wrath of the Ancient. Obviously, the vampires of Clan Ravnos ignore this fabled prohibition, and Gangrel and Ravnos harbor an ages-old hatred for each other.

Gangrel's harsh unlifestyle and lack of interest in fashion often make them seem rugged and wild. Couple this with the animal features common among the clan, and Gangrel sometimes appear downright frightening. Some mortals and Kindred find a certain predatory beauty in the Gangrel, though his can lead to a dangerous misjudgment of the Gangrel's intentions.

Gangrel often make no permanent havens, sleeping wherever they can find shelter from the sun. Gangrel with sufficient mastery of the Protean Discipline sleep in the very earth, lairing in parks and other spots of natural terrain. Although many Gangrel prefer to lair in the wild or travel from place to place, they are as vulnerable to attack by werewolves as other Kindred are, and so they are often forced to remain in the city's confines.

Gangrel Embrace for a variety of reasons, as do most Kindred, but don't pass on the Curse lightly or commonly. If a generalization must be made, it could be said that Gangrel prefer to Embrace loners, those who have the physical and emotional resiliency to survive the shock o the Change. The sire's training, what little there is, tends to be gruff and harsh; most Gangrel must discover the vagaries of unlife largely on their own.

Character Creation

Gangrel often have similar Natures and Demeanors, as they rarely rely on subterfuge to get their way. Physical Attributes and Talents or Skills are common among Gangrel. They often have Allies (Gypsies) or Mentor as Background, but rarely have high levels of Influence or Resources.

Weakness

Gangrel are very close to the Beast Within; as they succumb to it, it leaves its marks on their bodies. Every time a Gangrel frenzies, she gains an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired permanently reduce one of the Gangrel's Social Attributes by one.

Organization

Gangrel have no true organization to speak of. Vampires of great age and great deeds are typically shown respect, though the young are by no meas subservient. Outlanders occasionally meet in groups known as "Gathers"; at these festivals, vampires dance, feast, and tell stories of their travels. Disputes between Gangrel are often settled through ritual combat to first blood or submission; while savage, these fights rarely result in the loser's Final Death. Gangrel commonly hunt alone, though occasionally two or more Gangrel unite in a coterie of sorts (a "pride" or "pack").

Gangrel Clan Guide

This is taken from a guide found with a google search. It was chosen as it was perfect to explain the clan in a nutshell for those who are new to Vampire: The Masquerade.

Of all the clans of the Camarilla, the Gangrel are in many ways the most enigmatic. Wanderers, loners and individualists, they are nevertheless a founding pillar of the sect, and one of its staunchest defenders.

Archetypes: Viking warriors, primitivists, survivalists, scouts, urban predators, animalistic shaman, people from Greek, Mongolian, Native American or Metsopotamian cultures, travelers.


Gangrel as a Global Clan.

The culture of the Gangrel clan seems, at first, to be loosely organized and not particularly hierarchical.

However, looks can be deceiving. Like any family of wolves, the Gangrel have a sense of who is ‘more powerful’ and who is ‘less powerful, although such distinctions do not always fall along the lines of relative generation or age. There is no such thing as ‘Gangrel Clan Status,’ but there is a deep sense of pride in one’s accomplishments, which leads to the establishment of short­term pecking orders.

Gangrel will gather before most gatherings of at least national significance as well as at moments of significance for the clan. These events consist of sharing stories and trying to earn one another’s respect.

These gatherings are called ‘althings’. The Gangrel who has performed the most courageous deeds, accomplished significant tasks, or who have done well in informal combats or trials at the althing is chosen by clan vote to be the clan’s speaker for the term of the larger gathering. This individual is called the ‘Alpha,’ and can make decisions for the clan. After that gathering is finished, the respect and ‘rank’ fades away, until the next althing determines a new set of ‘Alpha’ for the assembled clan.

Because this amorphous system means the clan’s leadership is prone to change often (in the eyes of other clans), the Gangrel have acquiesced to appointing a Myrmidon and a Clan Head. These two positions are considered the ‘point ­of ­contact’ for the clan, and empowered to make decisions where the Camarilla is concerned.These two prestigious positions are spokesmen, wardens, and watchers, ensuring that the Clan Gangrel’s position within the Camarilla is secure, but not given arbitrary command. Like all positions of power in the Gangrel, these positions are maintained through continual action; if the title holder is weak, compromised or not accomplishing the clan’s goals, they will be challenged.


Challenges

The Gangrel are not so much ‘organized’ as they are ‘stable.’ An unofficial hierarchy of respect keeps them together, but when two Gangrel have a contention, it can get bloody. These challenges do not have to be formal or physically combative, but they can be dangerous; dangerous enough to cause serious damage or even final death to one or both Gangrel involved. These conflicts are resolved when someone backs down, or when one combatant shows clear dominance over the other.

It is uncommon for a Gangrel to take interest in a city’s government, but when a Gangrel does claim a permanent position, he or she has staked out their territory. Other Gangrel have the right to question that individual’s ability, and to challenge their fitness to lead. This usually happens only when the challenging Gangrel is willing to immediately take over the position; Gangrel do not believe in ‘championing’ or in removing a leader if you aren’t willing to step up and do the job yourself.

When a formal challenge for a position is offered, it is a matter of honor to accept. Those who do not accept risk being considered cowardly. Such a Gangrel cannot hold the position of Alpha at any gathering for a year and a day. If accepted, an older Gangrel ­ usually a member of the Angarren is chosen to set the style of fight in which the two must conflict.


Factions

A Gangrel cannot be a member of more than one faction.

The Watch

Members of the Watch are a tight­knit organization of like­minded Gangrel, who communicate regularly and keep quiet tabs on their own clan. The Watch root out ‘evil’ among the clan; Infernalism, dark compacts, non-­Camarilla clans, and Gehenna heresy, to name a few. Similar to mortal Internal Affairs agents, these Gangrel are always on the lookout for signs that another Gangrel has become compromised by dark forces, and are willing to lie, cheat and spy in order to discover the truth. These Gangrel see themselves as guardians of the clan, protecting it from infiltration and corruption — of all kinds.The Watch are incredibly loyal to the Camarilla, and see influences outside the sect’s walls as dangerous and possibly infernal ­ especially Ravnos, who, despite their protestations, have been proven to be untrustworthy, vice­mongering opportunists without honor. The Watch guards the Camarilla from these agents, and especially, protects their clan from such associations.

A Gangrel joins the Watch by proving their worth to the other members,and then formally asking for inclusion. If their deed is great enough (and their Camarilla loyalty unquestioned), they will quickly be accepted by the rest of the Watch.

The Watch has some concern about the Angarren, whom they see as toying with things not meant to be known, but they appreciate the lorekeepers’ dedication to the ancient ways and traditions. The Virkaar are treated with less respect; members of the Watch generally see that group as a vestigial throwback to the ancient days, better to be left behind in favor of the new world order: the Camarilla.

Angarren

Their name taken from the Norse word for ‘trouble­finders,’ the Angarren are a group of Gangrel who seek knowledge, stories, and lore world­wide, wishing increasing the clan’s litany of tales. They roam the world over, bringing new information and retelling the ancient tales so young Gangrel can learn the ways of the Clan.

The Angarren are scholars, occasionally pushing the limits of the clan’s tolerance in their quest for forbidden or lost knowledge. Yet most are impenetrably loyal to the clan ­ beyond personal loyalties, sect loyalties, or even lineage. The Angarren see their task as critical to the clan’s future. Better that a loremaster survive, carrying the hopes, dreams, and collected history of the Gangrel, than that some personal goal is fulfilled (or a loved one brought to safety). Those who master the ways of the Angarren are seen with great respect by the clan, and by their faction, and are often asked to speak wisdom at althings or when conflict arises.

However, this respect often makes the Angarren judgmental, and vicious to those who attempt to eclipse their tales and legends. They do not like to be interrupted, nor to be told that they are wrong where lore or legends are concerned.

Members of the Angarren pride themselves on their lore, and their wisdom. They judge one another by these things, as well, and those who act intemperately ­ or worse, who risk knowledge! ­ are shunned until they make amends. Further, any gangrel who spreads incorrect legends or twisted knowledge is shunned, or even punished for trying to trick the clan. This shunning involves not sharing new information, and not allowing the shunned individual to speak publicly until they have done penance for their crime ­ an act which always means bettering the clan in some way.

The Angarren feel the Virkaar are honorable, but a dying breed, and find the Watch to be little better than mortal Inquisitors targeting knowledge in an attempt to keep society blind and passive. They treat both with outward respect, but work dedicatedly to undermine the Watch and preserve the Virkaar.

Virkaar

Membership in this group is both an accolade and a responsibility. The virkaar are the fiercest warriors in the clan. A single deed can elevate a Gangrel to the accolade of virkaar, provided that deed is brave, public, and shows their fighting prowess. When someone has reached this pinnacle, the virkaar invite them to join the order (it is considered exceptionally bad form to ask to join). They prize valor, individual acts of heroism and courage, and personal strength or cunning in a warrior far more than they do ‘handicaps’ such as weapons, technology, or group tactics.

Virkaar are not simply the clan’s best solo fighters, they are also individuals who ensure that the rest of the clan lives up to a standard of honor and toughness. Gangrel that they find to be failing in either duty are harassed, provoked, and if they continue to fall short, eventually put down. Sick or weak wolves must not be allowed to slow the pack. They look on this task as their sacred duty, and woe be to anyone who gets in their way if they are attempting to cull someone from the clan.

The Virkaar tend to be single­minded, and some are fanatic; more than a few are old Gangrel who are mightily set in their ways. Even the younger Gangrel in this faction tend to be hardcore; they realize that the world is not a gentle place, and for the Gangrel Clan to survive and prosper, it must be strong. Even young members of the Virkaar tend to disdain modern weaponry in favor of their claws and cunning. This is not because they are bestial, nor because they do not see the worth in such technology. It is because they feel they are above it, and that such items as GPS, rifles, explosives or other fighting aides’ cause a hunter to become weak and soft.

Members of the faction tend to have an on­again­off­again relationship with the Angarren. They see the lorekeepers as necessary fundamentals, carrying the old stories and educating the young ­ but they also dislike and disdain new tales, and modern ways, and disagree with those Angarren who try to insert such things into the legends of the Clan. They also see the Angarren fleeing fights (surviving to ensure the continuance of knowledge, say the Angarren), and this enrages the Virkaar.

The faction tends to feel that the Watch are underhanded weasels looking to tear down men and women of honor, too reliant on politics, and too far enslaved to the Camarilla. These are dogs on leashes, not wolves; They understand the Watch’s purpose to destroy evil and respect that, but needless to say, the virkaar do not trust the other factions any farther than they could spit one’s bones.


Prominent Gangrel NPC's

Harbard (6th) (leader of the Watch)

A historic leader of Germanic Gangrel; Harbard lost his eye in a fight against an infernalist that had infiltrated the clan in the 1200s. Upon destroying that monster, he founded the Watch, and has been a vigilant investigator, ever watchful for evil within the clan. He lives in the Black Forest.

Rhun of Tintagel (6th)

Embraced sometime before 550 AD, Rhun is Sire to Art Morgan and Xaviar d’Calais. Rhun is a sturdy Welshman with a good head for business and a keen sense of wit often watching over his childe, Xaviar. Rumors say he was in love with Madame Guil prior to her addition to the Red List. He is a member of the Virkaar.

Inyanga (6th)

Inyanga’s origin is in Africa, but she has acclimated relatively well to the modern world, and former resident of Chicago. Although she is a member of the Camarilla in name, her loyalties are clearly to herself. She is known to have made bitter enemies among the Mallkavian clan.

Karsh (5th)

Once and possibly still, Warlord of the Camarilla, Karsh exited the conclave of 1959 in a fit of rage, He was recently attacked near, Roanoke, VA, and is presumed dead. His death is still sending ripples through the Gangrel clan community.

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