@DnvnQuinn
The vamps won't outright rule anything. The most logical conclusion I can come to, thus far, has been that the "General" Masquerade is toast. There will be too many Draugr around to deny the existence of the supernatural. Think of all the vampires who were trapped under rubble, in tunnels, etc. when the world ended, and then going crazy until they were able to free themselves in a frenzy. Stuff like that.
On the other hand, those remaining "sane" Kindred would feel even more pressure to maintain a "Personal" Masquerade, because they're more vulnerable than ever before. So there won't be any "Let's cover up the existence of vampires", but a lot of "Let's make sure that no one suspects me, Jim The Night Watchman of the Camp, of being a vampire", so that they don't get drug into the sunlight by the frightened and enraged populace.
This also provides a bit of a boon for Kindred, in a way, though. Misdirection. The Draugr (and the subsequent Revenants made in their wake) will mostly serve to present a picture of Vampires as horrifying, near mindless beasts. Savage monsters that are relatively easy to identify. So, the Kindred who maintain their Humanity are able to exist among the herd all the more easily, because no one expects that their neighbor could be anything like the vampires that they know.
As far as Vampires and politics go, I'm still working on how I want to handle them. The part of me that thinks like a psychologist almost wants to take politics off the table at the start, due to thinking of Maslow's Hierarchy of Needs. Most people are just trying to sturggle to survive. This includes Kindred. It's only when they've satisfied those most basic of needs (food and shelter) that they can really consider getting into things like politics to work towards the upper rungs of the Hierarchy. Between this line of thinking, and the unifying factor of a common enemy (the draugr and revenants that inhabit the city that hasn't been "reclaimed" yet), I have thought about letting politics go until later in the game.
That being said, vampire is supposed to be a game about politics, traditionally. And I LOVE the political game, when it can be done right. Another thing that I'm concerning myself with, at the moment, is how to best try to present that in a setting such as this. It's too easy, in general, for Vampire spheres on games to fall into a trap of Might Equals Right, and a setting like this lends itself well to that. Well, honestly? I've seen it enough times to know that it sucks when it becomes that. So, I want to find a way to try to ensure that people aren't going to "politic" their ways into positions just because they've got Protean claws, Ride The Wave and Claws of The Unholy. I think all of us want the focus of this game to be one of "Cooperative Storytelling" over "Dick over everyone because lol my char's a dick bro! Sorry!" and so, it follows that mechanics should represent intent.
Note: This is not to say that there isn't a place for combat oriented characters to advance, or to just have a place in the game. There are a lot of things out there that need killing. I just don't want to see nothing but combat based characters cropping up since everyone feels the need to defend themselves from X character, or the need to have combat stats to "take a position" among the local courts.
Courts, you ask? Why yes, I tell you. In a setting such as this, there's actually a high potential for multiple Praxes to form as the population expands and reclaims territory. It's something I've been thinking about, at least.
Also, still working out how to really incorporate the Covenants into the setting. My current thinking is that The Invictus would be hurt pretty badly. All their infrastructure and influence is kaput. Dragons are likely sent into a tailspin, but now have lots of mad science opportunities with research subjects caught in the field. Carthians would likely have a lot of pull, due to their ability to utilize sort of "grass roots" movements and politics and make structure out of chaos. The Lance would likely enjoy quite a bit of power, as well, as people turn to God in the wake of the end of the world, so to speak. The Crones would have a pretty decent base of power just based on the people who start becoming more open to the idea of the occult and supernatural.
And I've rambled long enough. But feel free to toss ideas my way if anyone has them, or contact me directly through messages or on the game when I'm around.