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The sects of Vampire: The Masquerade.

A sect is not a clan. It is a political side, picked after the Embrace, that decides who protects you, who judges you and who destroys you the night you break the Masquerade. And unlike a clan, a sect can be left behind.

Here are the three great sects of the fifth edition, the Camarilla, the Anarchs and the Sabbat, then the other forces at play, the Ashirra, the Inconnu, the autarkis, and the Second Inquisition that hunts them all.

What a sect changes at your table.

A sect sets who you answer to, where you are allowed to hunt, which rules you keep in public and what you risk by breaking them. It gives your character a place in the city, a superior, rivals and debts.

It sets neither your clan, nor your disciplines, nor your morals. Two Nosferatu can serve one the Camarilla prince and the other an Anarch barony, with the same bane and opposite interests. A clan is suffered, a sect is chosen, and the sect is what gives a chronicle its engine.

The sects of Vampire: The Masquerade.
© Paradox Interactive AB. Vampire: The Masquerade and all related properties are trademarks and copyrights of Paradox Interactive AB.

The Camarilla, order and the Masquerade.

The rule
The Masquerade above all, no mortal may suspect that vampires exist

Every scene runs through one question: who could see, film or work it out. A breach is answered before the prince, often with death.

The prince
One prince per city, granting domain, hunting rights and the right to Embrace

They grant domain, hunting rights and the right to Embrace, so everything that matters. Meeting them is a privilege, interesting them is a danger.

The Traditions
The six Traditions, a code inherited from Caine and applied to the letter

Six rules inherited from Caine, among them the Masquerade and the right of progeny. Mostly they serve as a legal tool for removing nuisances.

The primogen
One primogen per influential clan, advising the prince and defending their own

One representative per influential clan, advising the prince and protecting their own. This is where what cannot be said in Elysium gets negotiated.

The court
A full court, seneschal, sheriff, harpy and keeper of Elysium

Seneschal, sheriff, harpy and keeper of Elysium: four posts, four kinds of pressure. An unhappy harpy costs more than an angry sheriff.

The clans
Ventrue, Toreador, Tremere, Nosferatu and Malkavians, joined by the Banu Haqim and the Lasombra

Five founding clans, recently joined by the Banu Haqim and the Lasombra. The newcomers pay for their admission in unpleasant errands.

The Anarchs, turf and your word.

The baron
One baron per turf, followed as long as they hold their district and their word

They hold a district as long as nobody topples them, which happens often. Authority there is local, concrete and revocable.

Merit
No birthright of blood, your generation counts for less than what you do

A thirteenth generation vampire can command an elder if they have the means. That is what makes the faction attractive to a young character.

Your word
Deals replace the Traditions, and an unpaid debt gets settled fast

A deal is a contract, and an unpaid debt is settled within the week. The boon system replaces the whole Camarilla procedure.

The Masquerade
The Masquerade still holds, out of self-interest far more than any oath

Nobody swears on the Traditions, yet everyone keeps the Masquerade. A camera kills an Anarch as fast as a Ventrue.

The clans
Brujah and Gangrel in numbers, the Ministry, Caitiff and thin-bloods welcome

Brujah and Gangrel in numbers, but above all everyone the Camarilla refuses. Caitiff and thin bloods find there the only place open to them.

The war
A street war against the Camarilla, block by block, with no front and no truce

A war of districts, with no front and no treaty, resuming the moment a baron weakens. It supplies a permanent plot with no prep at all.

The sects of Vampire: The Masquerade.
© Paradox Interactive AB. Vampire: The Masquerade and all related properties are trademarks and copyrights of Paradox Interactive AB.

The Sabbat, the Sword of Caine.

The Sabbat was built against the elders: no prince, no debts, packs bound by the Vaulderie, the ritual that mixes blood to replace clan loyalty. Members are Embraced in bulk, new vampires are buried to see which ones claw their way back up, and the Masquerade is only a tactical precaution there.

In the fifth edition the sect has left most North American cities. The Second Inquisition gutted it, the Beckoning called its elders towards the Middle East where it fights the Gehenna War, and the Lasombra took the chance to negotiate their way into the Camarilla. What remains in the cities are isolated packs, with no reinforcements and no orders coming, and that is exactly what makes them dangerous.

The other forces at play.

The East
The Ashirra, the Muslim vampires, their courts and their faith in the Middle East

Muslim vampire courts, built around faith and hospitality. They offer an entire setting outside the western cities.

The elders
The Inconnu, a handful of elders withdrawn from the game, whose aim nobody knows

A few elders who left the game and refuse to come back. They work as background mystery, not as playable opponents.

The loners
The autarkis, no sect and no allegiance, tolerated as long as they stay quiet

Neither Camarilla nor Anarch, they survive by staying invisible. An autarkis character has no backing, which makes every night harder.

The Sabbat
The Black Hand, a brotherhood of Sabbat warriors with uncertain loyalties

A Sabbat brotherhood whose loyalties were never clear. It reappears when a chronicle needs a faceless enemy.

The data
The Second Inquisition, mortal agencies hunting vampires through their data

Mortal agencies hunting through data rather than through faith. They turn one forgotten phone into a death sentence.

Faith
The Society of Leopold, the religious branch of the hunt, and a far older one

The religious branch of the hunt, far older than the state agencies. It has no budget and no cameras, but centuries of memory.

Picking your sect at the start of a chronicle.

The city
Ask the Storyteller which sect holds the city before you pick yours

A Camarilla city and an Anarch city do not tell the same chronicle. Ask before you choose, it saves you an off topic character.

The clan
Check what your clan costs in that sect, a Tremere among the Anarchs pays dearly

A Tremere among the Anarchs or a Brujah at court pays dearly for entry. It is playable, but it should be a choice, not an accident.

The coterie
A mixed coterie works, provided you write down why it holds together

A coterie straddling both sides works very well in play. You simply have to write down what holds it together despite the war.

The debts
Write your debts down on the first night, they are what drives the plot

Boons are recorded, traded and called in at the worst moment. In both factions they are what keeps the plot turning.

The punishment
Remember that the sect mostly decides who punishes you

The sect changes neither Hunger nor the Masquerade, only the authority that judges you. Prince or baron, the punishment lands the same way.

Switching sides
Plan at creation what could push your character to switch sides

A character switching sides mid chronicle gives you one of the best scenes in the game. Set that possible betrayal up at creation.

Playing your city's politics online.

A sect means a map of the city, titles, debts and characters who switch sides at the worst moment. On paper notes, half of it disappears between two sessions and nobody remembers who owed what to whom.

Tomeus gathers the backdrop, the sheets, the dice and the music in a single browser window. You prepare your city map and your handouts ahead of time, send the link, and your players arrive in your chronicle with nothing to install.

Go further with Vampire: The Masquerade.

Go further with tabletop RPGs.

Frequently asked questions.

How many sects are there in Vampire: The Masquerade?

Three really matter in the fifth edition: the Camarilla, the Anarch Movement and the Sabbat. Alongside them sit quieter groupings, the Ashirra of the Middle East, the Inconnu and their withdrawn elders, and the autarkis, who belong to no sect at all. Facing them, the Second Inquisition and the Society of Leopold are not vampire sects but mortal hunters.

Camarilla or Anarchs for a first chronicle?

The Camarilla if you want court intrigue, titles, clear rules and a prince you have to lie to. The Anarchs if you would rather have a tight group, a turf to defend and far less protocol to remember. The Sabbat asks for more: you need players who enjoy violent characters and a table happy to play that without discomfort.

Can you change sect?

Yes, and it makes an excellent plot. Unlike your clan, which comes from your sire's blood and cannot be left, a sect is only an allegiance: it can be betrayed, earned back and swapped in a single night. You simply pay the price, the loss of your domain, an elder's revenge, or a debt you can never repay. The Lasombra crossing from the Sabbat to the Camarilla are the most recent example.