A Whelp’s Guide to the Gangrel Clan

"Watch the Gangrel, and when they are uneasy, leave. "

The Basics:

Well, he we are, the basics of the Gangrel clan for those of us new to our numbers. I’m Kyle Thomas, not that it matters, and I am writing this at the request of an Elder of our clan. Well, request is probably not the correct term, but that is neither here nor there. So, you have survived the wild long enough to run into someone who has a copy of this thing (Not likely, but hey, who am I to argue with an Elder cranky with age?), and you need to know What The #@*!. Your Sire probably meant to stay around for a couple of years to watch over you and see if you could survive on your own. I can tell you though, much to the dismay of your ego, your Sire probably lost interest and wandered off to something more interesting. But no matter, you’re reading this, so you lived, and were lucky enough to find someone who hadn’t lost this thing or had gotten it so soaked with swamp water that it was illegible. By now, you realize that that is not a joke. We are an outdoorsy bunch, prone to wander off while you’re in mid-sentence, and show back up twenty years later wondering if you could finish your story.

Seriously, though, we exist in the wild places. We walk paths that men do not, and know the ways of the beasts like no other creature on this earth. We survive where all those “higher” clans could not. They might have all the power in a city, and in their domain, but once we walk out where there are three trees together, all of that power can’t seem to reach us. Funny, huh? They call us beasts, wanderers, outsiders, and by those who want to get hurt quick: dogs. All of them and none of them are true. We do wander the earth, looking for new places, visiting favorite old ones, and we walk these wild places on all fours like any other animal of the wilderness. No one knows the feel of the Beast like we do, for we live with it face to face every night. We have to, because without those instincts unclouded by civilization, we would die. That is the hard truth, accept it or die. You WILL eventually lose yourself, and become a thing half-you and half-Beast, if not all Beast.

The Nosferatu claim that they wear the visage of the Beast, but that is not the case. They’re just ugly. They cannot compare to the form of a Gangrel that has felt the ravages of the Beast. They look like nothing you can imagine, and they are terrifying. A Gangrel I met once said he thought that their forms are the forms of their actual Beast, and that you look upon it with waking eyes, and it looks upon you as well. Having seen one of those, I kind of have to agree with him. But do not mention that theory to one of them, though, not unless you want to find out how quick those things lose their temper. Considering that they have either been around long enough to lose that many battles to the Beast, or are so close to it that they quickly became that way, they are likely to mangle you badly. Don’t make too many sudden motions or loud noises either. They react poorly to such stimuli. This condition, if it hasn’t already happened to you (I’d be surprised if it hadn’t), is caused by losing control of your Beast and frenzying. Each time it gains control over you, it gains control over your flesh; makes its presence known in physical form. There is no stopping it, no cure for it. It’ll happen. Oh, you come across those newbies who swear that they will never fall so low, that they can control their Beast enough to never end up like those old and feral creatures. They are fooling themselves, and so are you if you think the same. It makes me laugh, particularly when they say that to my face, what with the snout and all. I have been known on occasion to provoke these idiots into a frenzy to give them a little reality check. Besides the humor of watching them try to put forth a good argument with hair all over them, or pointed ears, or some such, is just too much to resist.

So, what kind of individual are we looking for to join our “ranks”? Well, if you haven’t figured that one out, you need to get your wits about you or you won’t last long whenever you wander onto the city streets and immediately get mired in all the drama. We are looking for survivors. Thus why you are left alone for a year or two, so that you prove capable of surviving the ravages of the wild, and the other kindred. I mean, if you can survive with no aid, ignorant of what you are, and what you can do and cannot do, what your weaknesses and strengths are, well then, you have a half of a chance of surviving other vampires, and knowing to run away from werewolves. Yes, they exist, but we’ll get to that. So, even if you didn’t have some skill in survival techniques, you’ll have some by the time anybody tells you what is going on. It is universal. All Gangrel have at least rudimentary skill in survival. Given the nature of those we Embrace, the ones we pick tend to be, if not total loners, at least comfortable without interaction for long periods of time. You can’t very well go spelunking out in the middle of who knows where and expect companions. Heck, I find it a nuisance to have somebody with me, and when it does happen, it inevitably doesn’t last long. I want to go here, they want to go there, so bye. That’s just the way it is. Not that we don’t get together sometimes, but in general, you don’t run into droves of Gangrel.

Those we Embrace, and who survive, will also have developed, if they didn’t have it already, an affinity for our wilder cousins, and the Beast within. The animals of the wild are really the lifeblood of our clan when we travel about. They provide us sustenance (Be careful, here, though. No animal’s blood will satisfy for long. The longer you go without the blood of man, the harder it will be to resist. Eventually, you will have no control over it, and after you come to with a trail of bled bodies behind you, the city’s Sheriff, or worse, Scourge on your tail, you can also try to argue how you’ll hold out against the Beast within with a snout that makes you have to learn to talk all over again.), but they can also guide us through the wilderness and warn us about potential danger. This is very important to your survival, and you would be well to listen and develop the ability to communicate and call the animals of the wild to you. And if you hear about a bunch of really bad, really BAD, animals out and about, hole the heck up, preferably in the ground and wait it out. That is most likely a bunch of werewolves. Back to what I was saying, though, each of us has an affinity with the Beast within, and some experience in dealing with animals by the time we have proven ourselves worthy of being called a Gangrel. Some of the old guys call it the skill of animal ken, whatever that means. I just know we all have at least some basic knowledge of it, whatever it’s called.

We Gangrel are really a diverse bunch. No other clan that I know of is more ethnically diverse, first off. Actually, as if it really mattered, I think white folk are not the majority of Gangrel out and about these days, at least not in the Americas. We come from all walks of life, though the wealthy are pretty rare amongst our number. If you can survive, if you are filled with a love for the wild, then you are a candidate. We all have different motivations and desires, too. Some of us just want to roam the earth, seeking out new places to explore; going where no man is capable of going and surviving. A few of these guys are archeologists. Whether or not they were in mortal life or became so educated depends, but they are always poking about looking for new ruins to scour. I don’t know, I’ve come across a few ruins myself, and it would be kind of cool to know a little bit about them, so I know what I’m looking at. Maybe I’ll get one to teach me a bit, if I ever come across one before I forget. Others have a love and passion for animals, and spend all their time in the woods studying squirrels in more detail and understanding than any mortal scientist ever could. Now, I like to converse with the occasional wolf or mountain lion, but they really do take it a bit far at times. Then there are the eco terrorists. These guys are going to fight to the bitter end the destruction of our wild places by the greedy industrialization of urban development. That means they are fighting a losing battle against the Kindred of the cities, particularly the Ventrue. Good luck to them. I agree in principle with what they are trying to accomplish, but they are really fanatics. Try having a conversation with one, all they’ll talk about is the struggle. Okay, Weatherman.

A note about our Disciplines. These are crucial to our survival, and not just in the wild, but from other Kindred as well. Our Blood is gifted with the Disciplines of Animalism, Fortitude, and Protean. Now, I’m not going to go in great detail about these, but I will give a basic description, and tell you why they are so important. Disciplines are how a Kindred survives, and flourishes. We have skills and abilities, we have knowledge and hobbies, but these will not help you to survive against Kindred, and other supernatural creatures, for long. The Disciplines that you possess, and maybe later learn, are the only way you have any chance of being around long enough to not be considered a whelp. Develop them.

Now, Animalism is the power of command over animals of the wild, and over the Beast within. This is often overlooked by the more “hardcore” amongst us, but they quickly learn the error of their ways, or they die or lose themselves to the Beast. To be able to speak with animals and to be able to give them simple commands is the first ability you will develop. We call it Feral Whispers, and I cannot stress how important this ability is. Animals can warn you of trouble, guide you when you are lost or looking for something, and can guard you while you sleep. It simply is a necessity to any survival out in the wild. You will not last long without it. The next ability is The Beckoning. It lets you call animals to you. This has saved my hide a few times, I assure you. Whenever you are hungry, and there is no one around, call a few dogs to you, or a couple of deer. They aren’t immediately skittish, and will remain as long as you don’t threaten them. Whatever you do, though, DO NOT summon wolves. I know, how cool it would be to have a pack of wolves hanging out with you, but you never know what might be in the area that would be offended with you messing with its cousin (aka werewolves).

Fortitude is our ability to resist damage, plain and simple. I should not even have to describe how that is useful. If you do not develop this ability to the fullest you are capable of as quickly as you can, then you must not want to be around long. There is just no substitute for it. Fortitude is what makes you able to take the damage a frisky Brujah dishes out, and you hardly ever get tired, which is good for those night-long hikes up a mountain. The first “level” of it is Endurance, and this allows you to resist fatigue, and the hindrances of more severe wounds. You just keep on kicking until they torpor or kill you. Mettle, the next ability, makes you even harder to drop. You can take more damage, and that is an edge in any fight. Don’t be a fool. Develop you Fortitude. The higher levels are just scary.

And, finally, we come to the signature Discipline of the Gangrel: Protean. This is the ability to change our shape to better survive in the wild places, and in the streets as well. You will first develop the Eyes of the Beast, which is a fancy way of saying that your eyes will glow red and you can see in the dark. Very useful when spelunking, I can assure you. The next ability is the Feral Claws. Now, let me tell you, there are few powers out there more sought after than our Discipline of Protean, and the Feral Claws is a big reason for this. With this power, you can grow claws out of your hands and feet. They give you a better reach, and can help in climbing. But their main use is in combat, and they are the equalizer to the combative clans, such as the Brujah. These claws do supernatural damage that cannot be healed easily, and can kill us. The higher levels make you even more capable of surviving in the wild, but you can find those out for yourself. Lastly, and most importantly, we do not teach Protean to those not our clan, and they don’t need to be taught, get it? DO NOT TEACH PROTEAN TO ANY NON-GANGREL, AND GANGREL DO NOT NEED TO BE TAUGHT! If that is not clear enough for you, then goodbye, because you’ll likely be Culled soon.

 

Our Customs:

Now, regardless of our differences, we all try to watch out for each other. The world is hard enough to survive without having to survive your clan mates as well. If a Gangrel roams onto your turf, let him pass. Don’t be a prick about it. If they want to stay for a bit, let them. They’re not going to eat you out of house and home, and word of a lack of hospitality will spread quickly. You might even find a few the older or more alpha of us decide to come on down and test that stranglehold you think you have. Besides, you are going to need help, and shelter, from your fellow clan mates as you wander and travel, so do unto others. On the flipside of that, don’t overstay your welcome, either. If you plan on staying in the area, find your own spot after a few nights. The other Gangrel will be more than happy to tell you of any unclaimed space, if for no other reason than to get you out of theirs. Don’t be surprised if you run into those that tell you to get out right off. Some of us get mighty territorial, and they’ll fight you at the drop of a hat over it. Be polite while your there, don’t run around in animal form when everyone else is walking on two legs. Have some manners. It’ll pay off in the end. Besides, like I said, we are a bunch of survivors, capable of existing on our own, but your Brothers and Sisters can make it a whole lot easier, and less lonely. And that, my young one, is the real key to holding out against the Beast for as long as you can. Think about it. And never, ever, under any circumstances, reveal the location of a Brother or Sister unless you KNOW the intentions are harmless, and that you are not dealing with one of those Sabbat antitribu. Do this and you will be dealt with quickly, and likely, finally.

Now, usually when we bump into one another during our travels, we take the time to get to know one another. You may never see this individual again, so take the opportunity. This usually involves a few good stories about some events that you have been through. This can range from places you found, run-ins with werewolves, or just a plain damn good fight that is entertaining. Heck, I’ve got a story from back in my mortal days involving me on…well, never mind. I’ll tell you if I see you. This gives us a chance to know more of our clan, and being the bunch of loners that we are, and given the fact that like as not, no one will know when or where we die, it allows us to remember each other. Try to not forget those you bump into and meet along your way, for they might be dead, and the memories that you have is all that’s left. It is a sad thing, but it is reality, and you do your Brothers and Sisters a disservice by taking such encounters lightly. You can also learn of dangers in the area, the political climate of the other clans, events that occurred while you were climbing trees, and places of interest (That’s just sad. Gangrel are eternal tourists without tour guides. I’m going to leave that one alone.). This really amounts to just having a seat and shooting the breeze. Just get to know each other as far as either of you want to be known. Now, I am told that there is a formal rite to all of this, called the Rite of Introduction, which is a formal way of sitting down and shooting the breeze. I did this rite once, and I was guided by someone who knew it, and frankly, I don’t remember it. Ask one of the old guys.

Actually, I guess I need to bring up one of our favorite past times. We tend to be suckers for a good story, and those who can tell a good one are well-liked, at least when were all around a campfire. These stories are the way we bind ourselves together, and recognize each other’s prestige. It’s not just stories about us, either. There are stories about our history, stories about things we have witnessed, things we have done. There are even stories of other’s deeds and experiences. I know I’ve told a tale of another’s deeds before, because it was a heck of a story, and I thought it should be told. This is in a way our chance to be remembered even if we die, through the stories that are told. Gangrel gain prestige within the clan as their deeds become known through the telling of the tale. Don’t worry about being a bad storyteller at first. I assure you, you’ll eventually do it enough to get better at it.

I guess before I go too much further into the more formal activities of our clan, I should give you a little bit of general attitudes and politics of the clan. Now, when I say politics, I really mean that there isn’t really any. Yeah, we have Elders, and they have a good bit of sway whenever you’re around one (Why I am writing this thing.), but there isn’t any real leader of the clan. The Elders guide us, when they are around, as I said, and the rest of the time you’re on your own. We don’t have to give them reports of our activities or wait at their feet for them to direct our existences for us. We are as free as you can be, really. Not to say, now, that if an Elder tells you to do something, that you can give him the finger and go about your merry way. You had better have a good reason to refuse (Which I didn’t). Thankfully, that sort of thing doesn’t happen too often. The Elders like to be left alone to their own devices to.

As far as Kindred society and politics, we generally have little to do with them. It is not out of a rebellious nature (Though sometimes it is) like the Brujah, who rebel even when it’s wrong, but rather out of sheer apathy. Really, what can a Toreador tell me of survival in those great places, or a Ventrue of the beauty of the stars atop a mountain in the middle of the jungle? Nothing. What need do I have for their money and influence within the city? I’m likely to be gone in a relatively short period of time, and what’s the point of money in the middle of the Grand Canyon? I don’t NEED anything that really drives them. I prefer to wear clothes, but I don’t really need to. Some of the more feral of us don’t. Those of us still with the tendency to walk on two legs and aren’t covered in fur tend to wear basic, loose, comfortable clothing that’ll last as long as possible. I’m a big fan of these new Rip-Stop BDU’s. They last about twice as long as the other ones and they’re lighter. We also usually go earth tone, for obvious reasons. So, why, back to the subject at hand, bother with all of that drama? Besides which, the politics of those in the city can kill faster than the wild. Watch yourself when you’re in the city. There will be those who will seek to manipulate you, to use you in their schemes, and they’ve been doing it for centuries. Try to stay out of it if you have any sense, as while the Ventrue and the Toreador can’t tell me jack about the outside, you will never be a match for them in the city. They will break you like a twig without ever breaking their smile, and you won’t even know it’s happening until it’s all over. Know your limitations, because no matter how you will try, even the Brujah are better at the ways of the city and it machinations.

Now, an important thing to note. One of the privileges we enjoy due to our wandering nature is that if we are just passing through a city, most Princes will not care if you don’t introduce yourself and get their permission to stay there. No other clans enjoys this, and believe me, it is nice. Going into a Prince’s Court just let’s every manipulative Elder know your in town, and you’re already caught up. Don’t kid yourself, they see you, you’re going to get pulled in somehow. So, not having to go through all of that is of great benefit and convenience to us, allowing us to travel quickly and easily. Now, keep an ear out for those cities that have a Scourge. Most of you don’t know what that is, so I’ll give a brief description. A scourge is a Camarilla position which patrols the outskirts of a city for anyone not known to the Prince as having a right to be there. They are usually hunting caitiff, and have a tendency to let us pass once they know our intentions, but it would be better to avoid this altogether. Scourges can kill anyone not known to be Tolerated by the local Prince, and they are usually a nasty character. In general, a good rule of thumb is about three nights. After that, the Prince is going to get irate if he learns that you are still there and haven’t introduced yourself.

The Gangrel also have an interesting relationship with a couple of groups. The first are the Gypsies. Some say that the first of us, Gangrel, or her mother, depending on the teller, was a Gypsy. Some say she was a Lupine, or werewolf. I don’t know, and frankly, don’t care. There is nothing that knowledge will do to help me as I walk this earth and swim in its lakes. Nonetheless, we acknowledge a possible bond with the Gypsies, as they are wanderers much like ourselves. Do not cause them harm unless they try to do you harm. It is heavily frowned upon. I myself have never met one, so I can’t say what they’re like, but I have heard they have helped Brothers and Sisters before, so, if for no other reason than not burning your bridges behind you, be cool to them if you run into them, and help them out if you can. They might save another Gangrel’s life.

The Lupines, the werewolves, are a completely different matter. I don’t know what you’ve seen in the movies or read in the books, but these things are death on two or four legs. One of them is capable of tearing even the stronger of us apart; a pack of them can tear down even the Elders of our kind. They have a short temper and no love for Kindred at all. We are an evil to them, and they will destroy us wherever they find us. The wild is their Domain, and it would be wise to recognize that. We do not impose our will on them in the wild, we work around them. They are the undisputed masters, and don’t ever think to challenge it. Now some of us, who need a little more excitement in our unlives, will attempt to pass ourselves off as one of them, or at least as a normal wolf, and learn of their ways. Some of us have gotten quite a bit of knowledge that way, but it is a risky venture to say the least. More die than live. I have done it a few times, when the opportunity presented itself with less risk than normal, but you must be extra careful, and listen to your instincts. If they say no, don’t. Discretion is the better part of valor, because a lack of it gets you killed quick.

Another thing you should know before I go into some of the formal Rites we actually still perform is the annual get together that we have. Any Gangrel can come, and this is the only time you will see us in such numbers. This is the place where clan business gets handled, and it can get pretty wild. First of all, there are lots of Elders, which can be pretty intimidating at first, but as the night goes on, you get past all of that and chat with them like anyone else. Just watch the horns. The stories that get told there are just amazing. All of the best storytellers (That were around to find out about this) are there, and you can spend hours just listening to the tales that are told. If your really interested in knowing about our history, that’s the place to hear it. We’ve got some old Gangrel, and their memory is not clouded with such age. They can tell you of the days of the Vikings, and how the Gangrel were on the Americas with the Vikings long before Columbus. They can talk about the terrible creatures that were a part of the Aztec empire. You will also hear many versions of how the Gangrel came to be, if that’s your thing. Lots of other stuff goes down there too. If something needs to be done about a problem that threatens the clan on a large scale, plans will be made and put into motion here. There is a lot of Prestige won and lost here as well, so be on your best behavior, and have a couple of whopping stories to tell, and you might find your standing within the clan stronger. Ordeals go down, and occasionally a Song of Ascension. It is the only time we as clan truly unite together, so don’t ever miss one if you can help it.

 

The Rites:

I’m not going to describe these for you. The Elder that had me doing this felt I would put them forth in sloppy manner, not relaying the dignity of these Rites as they should be written. What does he know? He probably just learned how to read ten years ago, but whatever. I am going to put a little of my own input if I feel it is necessary, but this is mostly his stuff which I am just copying onto this, so try to stick with it and get all the way through his boring language. You do need to know this stuff. If you are ever called to participate in one of these Rites, and don’t know what to do, you might lose some serious face, besides making all the Elders grumpy about the youth of tonight. Now, there is one Rite which I am not even going to put in here as he has it, because it’ll get you in trouble these days. It’s called The Greeting. Sounds pretty cool, huh? Well, this is where two Gangrel, after introducing themselves, start pounding on each other until one of them gives up. This is supposed to harden the clan, I suppose, but let me put it to you real plain. If you walk up to me, tell me your name, and then put your fist in my grill, we are going to have a serious problem. Don’t give me that traditional Rite crap either. I’m not trying to hear it. And if you try this with some of the real feral ones, they’ll carve you up with claws, and bury your torpored body in the dirt to let you rise when you’re “strong” enough. The only ones who try to keep this thing alive are the old guys, and you do not want to try exchanging blows with them. And now, some boring, but necessary, descriptions of the purpose and protocol of the Rites of the Gangrel. Enjoy. You will be tested on this material.

 

The Ritual of Ordeal

It occurs often that one Gangrel wishes to show public respect towards another beyond mere words or simple actions or gifts. If the Gangrel is an Elder, or is higher ranked than the recipient of such reward, the Elder can request the younger to stand Ordeal. This is a Ritual that proves strength, courage, wisdom and patience. It shows that the younger is tolerant, strong of both heart and flesh. The Ritual is often performed publicly and it matters not that non-Gangrel see this occur, for it does prove to them that we are a clan of Warriors and Leaders. The Master of the Ritual must first approach the Sire or Leader of the Gangrel he wishes to grant Ordeal. If the recipient is in a coterie, that Leader is the Head of the Coterie. If the Gangrel is not affiliated, then it is the Elder who is in some way responsible for the Ritual Stander's actions. An explanation must be made of why the Ritual Master wishes to perform the Ritual and there is no loss of honor in denial by the Gangrel's Sire or Leader. The Ritual begins with the Sire's calling of the recipient who will stand the Ordeal, and a proper introduction to the Master of the Ritual. The Master then recites the reason for the Ritual and asks the recipient if he will Stand Ordeal. The recipient may decline but may lose clan prestige or status if he does. When he accepts, the Master strikes with as many claws and as strong a blow as he deems fit for the Ordeal. Always the final damage is done with claw(s) and the recipient gain honor by healing the wounds slowly that they thereafter bear Ordeal Scars. The recipient must stand and take the blow, showing neither anger nor violent intent nor pain (if he can). It is frequent that the recipient strikes back or looses the Beast, for that is the temperament of our Clan, and there are many who cannot stand Ordeal, or cannot participate in the stronger versions of this Ritual. After the blow(s), the Master of the Ritual grants clan prestige, status or any other gift he deems fit to reflect the courage and mastery of the recipient over his own beast.

 

Trial by Ordeal

Not for our Clan is the way of lengthy and wordy trials to determine wrongdoing, so favored by other families. It is the position of the Elder or Leader of the clan to determine guilt by Ordeal should he wish to. A task is set forth or a combat arranged, either to first blood, to submission or to the death (not always the Final Death, but quite often to Torpor, the loser and thus guilty party remaining in Torpor for days to years in order to further complete the punishment). Trials involving high ranking members of our society conform to the rules of Dueling with seconds, judges and private, hidden fields of honor selected. Most such trials involve hand to hand only, but weapons and/or disciplines may be permitted depending on the decision of the Elder involved, the Judge. Any breach of promise to not use any or all disciplines always results in a culling of the one who breaches, usually immediately by those other Gangrel in attendance. Running from a trial is proof of guilt and word spreads quickly of the Gangrel's shame. He is not banished from the clan, for then justice would belong to another not necessarily of our Blood, but rather he is hunted and, when caught, delivered to the Trial staked, if need be. There is much formality in such trials, especially when it involves Gangrel of high position or prestige. The formality differs from area to area but is always respected by outside members of our Clan. Non-Gangrel are rarely present at such Trials, and are never invited to the formal Trials involving our Elders.

 

The Culling

This is a dark rite, near an abomination, but a necessary one. None have the right to cull our family beyond us. Only we may judge ourselves. And our own judgment is harsh. When a Gangrel shows weakness, not momentary for we all have our moments of fault but continual, then it is up to the Elder to gather a portion or the entirety of the local clan to remove that Gangrel from the family. The only judgment possible is the Final Death. This is dealt swiftly and cleanly, in a dark and private place that the Masquerade survives. Many outsiders claim this rite barbaric and indicative of our inability to function properly in a society of sophistication and debate, but we know that it is no more or less than what our cousins, the wolves, would do. By culling the weak, the stupid and the dangerous, we increase the strength of our Blood and our Clan. The one to be culled is never forewarned, but is caught alone or taken from his Haven. His crimes are stated, his weakness identified, his cowardice is spoken of and those who act descend upon him to remove his heart from his chest. The remains are always hidden that no beast or Kindred will eat of him and thus gain his weakness of spirit. The Culling is much like a Clan-internal blood hunt. It is our right and it is our way and none shall deny us this. Note: The Culling is, perhaps, singularly responsible for dissension in our Family, and for the low population of Gangrel. But it is necessary to maintain our strength and purity. It must be taught to the neonates and childe that they accept it. This is a violent world and any of us can fall at any time. The weak must be removed for the protection of the Family.

 

The Song of Ascension

Many of us fall in battle, in combat with the forces of evil and death, with those who would see us destroyed. Periodically a memorial is held for those who have fallen so. As many of the Clan as possible gather, sometime coming from day's travel away. All those gathered take positions in a circle and the local Clan Leader begins. They each take turn to speak of and remember the fallen, honoring our Warriors. The Ritual is closed with a howl to sing the souls of the dead into the next world. Sometimes the Rite of Introduction is done at such events, but never the Greeting, for that is a mockery of how the Warriors have fallen. Neither is this a place where Trials or Ordeals or Culling or any other business may be addressed. Memorials are pure and are only to honor the fallen and strengthen the living. Frequently guests from out of Clan are invited to observe and, perhaps, to speak. They remain outside the circle until, as a group, they are invited to take one arc of it. They are then permitted to approach the center of the circle and speak, just as the Gangrel do. Their attitudes and thoughts, if contrary to our own, are to be tolerated for a show of anger at those who would do us honor is a shameful thing. Their words show our Clan much respect and admiration for our ways. They are asked to depart the circle before the closing for only Gangrel may howl the spirits home, otherwise how would another Clan member know where to send them? Our spirits are holy and sacrosanct and not to be summoned at leisure by members of the Clans of Death. Neither are we to be bound into fetishes or items, and such disgusting things are to be destroyed if found. Our souls would rest in Valhalla but for such interference.

Note : A LOT of our spirits have been called back in recent years. A Gangrel needs to be present on each and every such occasion to ensure that no disrespect is shown and that nothing is done to the spirit, that it is released after the sought for information is gained. It is also an abomination for the spirit of one who has passed to be returned to another body - they are no longer themselves and there is no balance with the Beast. Such monsters must be destroyed as soon as they are discovered. There is death for each and every one of us eventually. We have cheated death the once, to do so again would insult the Fates and unweave the Tapestry of reality. Leave those who have passed to their peace.

I would like to make a personal note to this, as well. The Song of Ascension is, to me, the most important Rite that we have. Too many of us die without anyone knowing of their passing, and this is our chance to remember them. Do not take this lightly. I have several Brothers and Sisters whom I have had some level of friendship with, even if for only a night, and not one of these Songs goes by that I do not attend and tell the stories of these clan mates. It is our most sacred Rite, so have for it the proper respect. I have also edited it in that the Camarilla stuff is gone. Sorry for those of you who still are Cam , but I’m sure you’ll figure it out.

 

Sects and Clans:

Most of us are Independent. The Gangrel formally left the Camarilla a few years back. I don’t know why, and really, I don’t really care. I think we never were really a part of the Camarilla in the way the other Clans were. We did our duty, and aided them when our aid was needed but we always were of more mind to wander off, not try to rise in the ranks of the Camarilla. I don’t think most of us really believed in what the Camarilla was about anyway. I mean, the Masquerade is pretty much common sense, but the rest apply pretty loosely to us when we are out and about in the wild. Most of us weren’t Embraced in a city, and our Sires probably didn’t have permission. It doesn’t really matter to us. Now, I have no real problem with the Camarilla, I just don’t trust them. All too often it’s about the Elders and the Neonates, with the Ancilla trying to work both sides of the issue. Clan versus Clan, Elder versus Elder, and a whole lot of young Kindred dying for their pettiness. Maybe it’s original purpose and mission was pure, but has grown a stagnant and corrupted thing. There are some of us who remained with the Camarilla. I have no problem with that, that’s their business. The ones that have stayed are pretty firm in their belief in the Camarilla and what it stands for. They stayed when the rest of us left, so do not question their loyalty to the Camarilla, for it is firm. You can for the most part trust them just as you would trust one of the Independents. Just keep in mind that they do have other purposes beyond ours. The other Sect is the Sabbat. Avoid these like the plague. These creatures give themselves fully to the Beast and rampage about like monsters from the medieval days. They see no kinship between us, and will seek to convert you or destroy you if they can. They also usually come in packs with vampires of other clans, so any interaction with them is extremely risky.

Now, as to the clans that we most often deal with, there tends to be a few stereotypes that have been developed over the years. I am going to lay them out for you as best as I know them, but keep in mind these couple of things. First, stereotypes are crap, as every one of us is different. Yes, there are some distinguishing behaviors, but don’t get too caught up in all that. Deal with them as individuals. Second, you’re getting my stereotypes, or the ones that I’ve heard. Others might have different opinions. So here they are, read into them what you will.

 

Assamites: These guys used to follow a code of honor. Very recently, however, that seems to have gone right out the window. Why? Not a clue, but watch out for them. What were once hired assassins who followed strict rules have now become murderers with a taste for Kindred vitae.

Brujah: One of the Clans that we get along with the most. Foul tempers though. They all have some sort of cause, even if it’s just anarchy, but they always get too caught up in their tempers to really do anything about it. They’re tough fighters, and their word tends to be good. Seek them out if you’re new to a city. You might have to knock a head or two, but they’ll respect you all the more for it.

Malkavians: Loons, all of them. But don’t be fooled, these guys are much sharper than you are, in their own way. They see straight to the source of a problem, even while they are hallucinating. It’s kind of hard to get close to one, though. You’re always waiting for them to bug out. Listen when they speak, though, because you never know when, in the midst of their babbling, they are going to have an insight deeper than you can know. Closest thing to a seer we have, I guess.

Nosferatu: Ugly as hell, yet they are pretty cool as a bunch. Most of us are a little desensitized to their appearance, so neither of us has that much of a problem interacting. They know everything. Everything. And they won’t tell you one bit of it either. They’re information mercenaries, but if you need to know something, and are willing to pay the price, there is little you can’t learn. Treat them well. Like us, they catch a lot of grief for their looks and their ways.

Toreador: Ah, the Toreador. Hedonists beyond measure, they are so caught up with the “beauty” of life that they will get down right ugly to maintain their illusions. I have very little respect for these fops, but keep in mind they, along with the Ventrue, tend to rule the cities. Besides, they’ve got some lookers, some of which want a taste of “the wild side”. Up close they are no threat, but they can make your unlife a living hell, especially the catty ones. They hold grudges forever.

Tremere: No one trusts them, and why should they? Magic users. How can you trust a magic user? How can you trust a whole clan of magic users? They are manipulative to the extreme, and have little concern for anyone other than their own. Everyone and everything is a tool to use for their own ends. Don’t let them get any of your skin, blood, or hair, either.

Ventrue: The Blue Bloods, for the most part, have little use for us except as fighters and scapegoats, and those days are done. These guys are businessmen and politicians to the extreme, and have amassed huge resources that they can bring to bear. In general, the two of us have absolutely nothing in common, and even less reason to deal with each other. The best philosophy for the two clans in dealing with each other is, don’t start none, you won’t get none.

Caitiff: They survive, or they don’t. Not my problem.

 

Author’s Note:

Well, I have given you what I can to help you better understand us. It isn’t much, but it’s more than you had, so be grateful. Take the advice of those older and wiser than you, and keep your instincts sharp, and you will survive long enough to see some incredible sights. Because that is our greatest gift. No one has the freedom that we have. Whenever I wish, I can walk away. I can climb mountains, wander wilderness, swim lakes and rivers, and explore artic lands and steaming jungles. I do not need anyone’s permission to do this. I am not bound to the roads and secured vans to go from place to place. The other Kindred are. They fear to leave their city, and when they do, they must travel constrained by their weaknesses to sun and wild. They cannot hunt as we do; they cannot hear the wisdom of an old wolf that is lying down to die. They cannot feel the rush of the Beast as they run with the Lupines, each moment filled with fear and exhilaration beyond description. I have no haven. I don’t need one. I do not fear hunters finding me in my haven. The other clans are filled with dread at this, or that another will find their haven and send ghouls to kill them. Constrained by fear. That is what truly binds them to their smoggy and filthy cities. Fear. Fear of the Lupines, fear of the sun, and fear of losing their creature comforts that ultimately do not satisfy them. But most of all, they fear the unknown. So they sit, locked in their self-made cages, and tear at one another for the limited meat available. We have no such fears. We are liberated in ways they cannot even begin to understand. You are free. Think on it, my Brother or Sister, whoever you are. As long as you survive, you are free. You will see such sights as to bring tears to your eyes, sights that will entrance you, fill you with wonder, and understanding as to why you exist. You will go into the darkest places and see that there is light. You will find ruins undiscovered by man, and learn of those long past, and yourself. There is nowhere you cannot go, nothing you cannot do, if you so desire it. There are many who call vampirism a curse. I can understand how most of the other clans can see it so, but I don’t really think so. Yeah, what was me is no longer. The Beast and I met and came together a while ago. Kyle Thomas is now just a name I wear, because none other really suits me, but that is alright. I didn’t want to be the same for eternity. I have met some of the most incredible individuals over a campfire, and the next night, waved goodbye. I’ve not seen them since, but I still remember them, and hope they are well. That is our GIFT, pup. That is our joy. There is darkness, but we will survive it, and see the Northern Lights as we walk the tundra. Enjoy, my young one, enjoy it to the fullest. Because it can all be gone tonight.

 

Appendix: Gangrel Lore:

Level 1 : What a recently embraced childe would know.

This character has been embraced within the last year or two and probably only recently was told what clan he was. He has met a handful of his kind and is just on the cusp of entering Gangrel Society, such that it is.

* Your clan seems to abandon their new children for no other reason than to see if they survive.

* The Gangrel are generally wanders, without a home, preferring the wilderness, and with no established leader.

* You're heard mention of "gathers", huge affairs where tales are swapped, but, you've never been to one.

* You are aware of the clan disciplines and familiar with the basic levels of each.

* You know Werewolves and gypsies are rumored to tolerate your clan more than most.

Level 2 : What an adopted and recognized childe would know.

This character is finally at home with being Gangrel. He could have embraced within the last 50 or so years, but has spent some time with others of his clan and is becoming aware of what it means to be Gangrel. They are more aware of the social aspect, which impacts their day to day existence than the historical aspect.

* You know 'wolves’ claws' are considered by many to be "Gangrel Only" and non-Clan members learning it is bad.

* You are aware that Princes tend to allow you free access into their cities and you're rarely required to introduce yourself.

* You know that when Gangrel frenzy they grow more animalistic.

* City Gangrel are associated with the Sabbat.

* You know about the yearly gathers in which Gangrel tell tales. You may have even been to one.

* You know Gangrel traditionally swap tales when they meet and you probably have a few tales under your belt about friends and associates that you can pull out when you meet someone.

Level 3 : What an established Gangrel would know.

This character has been a Gangrel for many years. They know what it means to be Gangrel. They are aware of the clan History, but not all the details. Overall, history isn't that important to them. Yet.


* You know how the Gangrel interpret the Traditions.

* It is rumored those City Gangrel associated with the Sabbat are "different"

* They prefer to be called "Garou". Beyond this, you must buy a separate lore.

* You are familiar with all Gangrel in-clan disciplines through the advanced level and can generally recognize them in use even if you don't possess them.

* The clan has an alliance with the gypsies, also known as "Rom".

* You recognize the names of the movers and shakers in the Gangrel clan (what few of them there are).

* You know mythology has it that "Ennoia" was the mother of the clan. That is, she was the first 'Gangrel'. Beyond that, you've heard several stories, but aren't sure which to buy.

Level 4 : What an older Gangrel would know. (ST Approval)

At this level, the Gangrel is starting to realize that there's far more to those old tales than just the telling. This is the stage where they begin to sift through the rumors for the grains of truth.

* You know much of the recent history of the clan.

* You know about Ennoia, Enoch and antediluvians.

* You actually know a few movers and shakers in the clan personally.

* You know how the discipline Protean can, on rare occasion, produce different results for different Gangrel.

Level 5 : What an Elder would know. (ST Approval)

Now the Gangrel is confident he or she is aware of the true history behind his clan. He can listen to the tales and recognize the artistic embellishments. He has the established history down. But he also knows they are more secrets out there and he is still looking.

* You've heard the myth of Lillith, and know most of the traditional story as presented in the Gangrel Clan book.

* You know the rumors about Ennoia in Australia .

* If need be, you can probably contact a Gangrel Archon.

* The Sabbat bloodlines are two groups, one like us, called Country Gangrel and another, City Gangrel. The last possess the disciplines Obfuscate, Celerity and Protean.

* Your presence at the yearly gathers is generally assured.

* You've heard rumors about the Waelkyrige.

* You are familiar with the expert level in-clan disciplines and can generally recognize.
them in use even if you don't possess them.