There are few Gangrel in Scandinavia not descended from Odin, the All High, the legendary Gangrel methuselah who personally waged war against the dreaded Lupines and lived openly as a god amongst both mortal and supernatural populations. His was a reign of blood and glory that would ripple across the culture of the Gangrel for millennia, having set into practice the first Althing.
Then, he fell into torpor. His legendary Einherjar either joining him, or perishing in the wars waged thereafter. It wasn’t until the rising of his grandchilde Brunhilde and her Valkyries that his name was spoken again and his presence was felt amongst the Gangrel.
There is talk that he has once again woken, purging Scandinavia of many of the Lupines therein. His Valkyries replenish his ranks once more, calling for Einherjar and Valkyrie recruits from all corners of the world to find him and finally attain true glory in this life after death as chosen warriors of a true blood god. The appeals made by the Valkyries receive interest from many, both mortal and vampire.
[Mechanics]
• Visage of the All-High: For one reason or another you hold the bearing, aura or appearance of your ancestor. Other Gangrel find themselves drawn to this, and in-clan social rolls benefit from an extra two dice.
•• Initiate of the Order: The Gangrel of this stage has begun to learn to balance their humanity with their bestial nature. The path of humanity has been replaced with the Path of Harmony. The Gangrel is neither human nor beast, but both. This lesson in mortality is balanced with spiritual teachings to help the Gangrel retain balance. The basic of Blood Magic is taught in order to communicate with the spirits.
The Gangrel gains access to Blood Sorcery using Koldunic Sorcery.
••• Valkyrie/Einherjar: You have been inducted as one of Odin’s Valkyrie or Einherjar. You have a Mawla capable of teaching you Blood Sorcery at a reduced cost (6XP per level). As one of Odin’s warriors you are expected to find new recruits and adhere to the customs of the Valkyrie/Einherjar or be stripped of your title.
•••• Blood-Horn Replica: One legendary artifact of Odin was the Blood-Horn, a drinking horn stated to turn the mead within into vitae after being given a single drop of blood, even quenching the Thirst of Ages with its contents. You possess a copy of this horn, one of many appearing in cities visited by the Valkyries. Once per session you may put a drop of vitae into the horn filled with mead, creating vitae equivalent to the slaking of two hunger.
••••• Blood of the Shifter: The Gangrel were not the only ones which are a mixture of man and beast. Mortals with the ability to change form man to beast walk the nights as well. The character has undergone a ritual involving bathing in the blood of Garou. The form is similar to that of the Chrinos Garou and a mastery over Protean.
This merit replaces the need to take levels 4 and 5 for additional shape changing. With it, the Gangrel of Odin's blood may now change to any animal that they wish and may assume a war form similar to the Tzimisce Horrid form. This form usually has the monstrous features of a wolf (Such as a Garou's Crinos form) or bat, but can take on the features of any animal the Gangrel typically changes into.
[History]
1800s:
Early Reformation: With the industrial revolution spreading across Europe, the Valkyrie/Einherjar undergoes a period of reformation, adapting to the changing times while preserving its ancient traditions.
Expansion and Recruitment: As European empires expand, the faction extends its reach beyond Scandinavia, seeking recruits among the dispossessed and disenfranchised, especially those with a connection to Norse heritage.
Conflict with Lupines: Encounters with Lupines become more frequent as human expansion encroaches upon their territories, leading to bloody conflicts and the reinforcement of Odin's legacy as a Lupine hunter.
1900s:
World Wars: The Valkyrie/Einherjar plays a covert role in both World Wars, leveraging the chaos to expand its influence and recruit among soldiers who display martial prowess and a thirst for glory.
Urbanization: With the rise of cities, the faction establishes clandestine bases in urban centers, using them as hubs for recruitment, training, and coordinating operations against Lupine threats.
Cold War Era: The faction maneuvers through the tensions of the Cold War, leveraging geopolitical rivalries to further its own agenda while maintaining secrecy from mortal governments.
2000s:
Technological Advancements: Embracing modern technology, the Valkyrie/Einherjar utilizes the internet and social media to connect with potential recruits worldwide, adapting its ancient rituals to the digital age.
Globalization: Expanding its influence beyond Europe, the faction establishes cells in North America, Asia, and other continents, seeking out individuals who embody the warrior spirit and share a connection to Norse mythology.
Rise of Supernatural Threats: As the world becomes more interconnected, the faction faces new supernatural threats alongside Lupines, including powerful vampires, mages, and other entities vying for dominance.
Present Day:
Resurgence of Odin: Rumors spread of Odin's awakening from torpor, inspiring fervor and loyalty among the Valkyrie/Einherjar, who redouble their efforts to recruit new members and prepare for his return.
Modern Challenges: In the face of increasing surveillance and scrutiny from mortal authorities and rival supernatural factions, the Valkyrie/Einherjar must operate with greater caution, relying on secrecy, deception, and strategic alliances to achieve their goals.
Internal Struggles: As the faction expands and diversifies, internal tensions arise between traditionalists who seek to preserve Odin's legacy and reformists who advocate for adaptation and evolution in response to changing times.
Through these trials and tribulations, the Valkyrie/Einherjar remains steadfast in its mission to honor Odin and recruit chosen warriors for glory and battle in the modern world.