The natural kine tendency to gather together has been a boon to Cainites. Most choose to follow their prey into the towns and cities of the world, where the feeding is easier. The Gangrel ore the exception to this rule. From the Tartars of the east to the Arabs of the south and the barbarian tribes of the north, the Gangrel make their homes among the wild people of the world. To them, cities are traps wherein once-strong Cainites grow weak and lazy. The Gangrel do not believe themselves to be desecended from Caine, though. In the days before history, they say, the greatest gods chose many to be their children. A pair of twins among the gods became bitter rivals. One twin, Ennoia, chose only the most worthy warriors as her children. The other, Churka, chose the best versed in deception. The broods warred for long years, until Churka coerced two of Ennoia's most trusted children to leave the field of battle. In her anger and despair, Ennoia decreed that all the children of both twins should have to depend on the blood of others for their lives. The other gods approved of her decree, and so Clan Gangrel, the children of Ennoia, came to be.

Members of the Clan believe that their mother will relent one night and call upon them to fight for her once more. Then, and only then, will Churka and his lackeys finally suffer the fate that has been due them since the dawn of time. It is the duty of the Gangrel to ensure that only the most hardy and skilled join their numbers, so that the Clan may triumph when the day of that final confrontation comes. Then they will be welcomed back into their mother's love.

Civilization is a trick of Churka to ensure that those who decieve are better suited to the final conflict then those who fight. The Clan refuses to fall into the trap of their ancient enemy, and instead chooses to recruit and hunt among the nomadic and wild peoples of the world. The chains of master and slave, of lord and lackey, are utter anathema to them, and hierarchical European society repulses them. They see the ability to survive and prosper under all conditions as the greatest test of an individual's worth. They value simple but profound concepts such as bravery, honor, martial prowess, survival skills and knowledge of the land.

Necessity forces the Gangrel to spend periods of time on their own. More then one of them preying on a particular group of humans can quickly reduce the number available to feed on, or rouse suspicions enough that a confrontation is inevitable. A good hunter knows better then to wipe out all of his prey. Many Gangrel learn to survive alone simply because it is all they have ever known since they were chosen. Sires often leave their childer to fend for themselves, to see if they have the mettle of true Gangrel.

Solitude cannot continue forever, however. On the most practical level, there is a value in numbers if only to form hunting packs. But even then, unlife is hard away from the cities. Gangrel face constant dangers. Lupines stalk many woods, and it also requires cunning and stealth to catch human prey without alerting the whole settlement or group to the vampire's presence.

Therefore, most Gangrel spend at least some time among other vampires. Testing themselves against humans and animals is all very well, but they can only truly test themselves against others like them. That means spending at least a little time in the cities, learning the ways of their rivals. A few have even come to live in cities full time, prowling the night when most prey are locked up in houses. But the weak, diseased and ineffectual humans who dwell there with over-complicated, manipulative vampires feeding on them breed contempt in most Gangrel. For most of the Clan, unlife is a seies of long periods of rural solitude and interludes of a few years among the massed herd and rival predators.

Sobriquet: Animals

Clan Disciplines: Animalism, Fortitude, Protean

Weaknesses: The Gangrel's closeness to their inner Beast tends to manifests itself in their bodies. Every time a Clan member frenzies, they gain an animal feature ((furry arms, cat-like eyes, heavy fangs, wolf ears, etc.)) For every five such features gained, one of the Gangrel's Social Attributes drops by one. Some Gangrel view this as a blessing, rather then a weakness.

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