Gangrel

Clan Gangrel are outcasts, wanderers, rogues, and hunters. They make havens in the poorest parts of the city and feel no shame for doing so. They claim few domains as their own but defer to no prince. If a feral enters a city, the prince will either accept it or have to fight the feral to get them to back down.   Gangrel Embrace from the ranks of survivors and fighters: leaders of prison crews and gangs, explorers (urban and otherwise), and any kine who sees the world as something to traverse instead of something to hide from. They care not for looks or title, but for accomplishment and reputation. A childe may be a challenge, but the clan follows rituals and initiations to ensure the fledgling is worth the time. Success means a new, honored member of the clan. Failure means simply a forgettable reject or a pile of ash.   Any mortal capable of projecting their will onto others, leading a group from disaster to success, or fighting impossible odds draws the clan’s attention. This fact results in a symptom known as “too many chiefs,” when the clan consists of more leaders than followers. Customs encourage fights for dominance, but these rarely last until final death, as Gangrel elders advocate against taking competition for authority personally, instead encouraging a culture of healthy rivalry.

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