A Quick Guide to the sects

The Camarilla
    This is the focus of our game. The Camarilla is a group of kindred who band together under the flag of the Masquerade. During the Inquisition mortals started kicking the shit out of vampires, so many of those vampires learned it was good for their health to blend in with the enemy. The problem with this is that Vampires are not human. In fact pretending to be human, is often very difficult as it goes against kindred nature. Kindred are predators, driven by hunger. Wolves in sheep's clothing. Though the wolf comparison ends there. Kindred do not like to form in packs, they are solo predators. Due to this the Camarilla has come up with several means to placate the natural desires of kindred, and enforce the keeping of the Masquerade. The biggest is of course, revealing yourself to mortals is punishable by death. The next is Prestation. Status and Boons. A way to wage immortal, never ending, social battles with each other in order to fend off boredom and it also helps you retain your humanity. Killing is a sin, destroying someones reputation on the other hand... well that is just good fun.

The Sabbat
    Opposite side of the coin, is the Sabbat. They hate the Masquerade, and feel that vampires should be rulers of all. Mortals are mere cattle. The Sabbat have issues with Humanity and the Solo nature of Kindred just as much as the Camarilla does. The Sabbat's answer was 'Paths of Englightenment' and 'Vaulderie'. Paths are alternate codes of Morality that are incredibly hard to master and adapt too, but if you can manage it you can fend off the beast within you and still be the evil, power hungry, prick it is in your nature to be. Vaulderie at the very basic level is a fancy system of blood bonding that enforces a pack mentality. Allowing the Sabbat to be more like wolf packs, and makes them devastating in combat situations.

The Anarchs
    The Anarchs are against the Camarilla and it's laws, social politics, and blatant hypocracy... they are also against the Sabbat's savagery and inhuman wanton acts of violence. Of course, losing the war against the Camarila didn't help much either. So they have a basic treaty with the Camarilla, technically they are part of the sect but not beholden to all of the rules save the Masquerade. In exchange they agree to help defend cities from the Sabbat. Relations are typically stressed between the two sects, but neither wants the Sabbat to win.

The Giovanni
    Not so much a sect, but a clan. You can't join it, you are just born into it. The Giovanni are a series of families that either excell as merchants or necromancers. They only embrace within the families. The Giovanni eradicated the bloodline that created them, the Camarilla knew about it but didn't have the resources to care. So the two made a truce, or rather a Promise. I stay out of your affairs, if you stay out of mine. The Camarilla turned a blind eye to the genocide of the Capadocian clan, and the Giovanni keep the Masquerade and don't give the Camarilla any hassle. Course now that is a vague promise, and it can be twisted and bent in all kinds of directions. In games that have active Giovanni involvement it is often a constant source of contention.

The Independants
    Not an easy life by any means, you have reviewed all the sect options and chosen to go it alone. In theory this gives you freedom, but in practice it means you either live in some small corner of the world devoid of other vampires, or you end up toeing the line with one of the sects so they let you live. If an independent goes missing, nobody goes looking.

The Autarkis
    Not only have you told the Sects to piss off, you have also told your clan to get bent. You must be very powerful, very clever, or very hidden to pull this off.