Riverside Opera Lexicon




  • Accords, The: A document signed by the seven clans and bloodlines of the Independent Alliance at the formation of their sect.
  • Alamut: The mysterious home fortress of Clan Assamite.
  • Alliance, The: A shortened named for The Independent Alliance.
  • Allthing: A meeting of all the local Gangrel in a given region.
  • Amaranth: The act of consuming another Kindred’s blood, q.v. diablerie.
  • Anarch: 1) A member of the Anarch Movement. 2) Any Kindred rebel who opposes the tyranny of elders.
  • Anarch Movement, The: The Sect within the Camarilla comprised of Anarchs who want to reform or overthrow the rule of the elders.
  • Anathema: Vampires who are subject to a blood hunt. Also sometimes used to refer to the kindred on the Red List (see below).
  • Ancilla: A “proven” vampire, of age and distinction between elders and neonates. Plural ancillae.
  • Antediluvian: A member of the dreaded Third Generation, one of the eldest Kindred in existence and generally the founder of a Clan.
  • Antitribu: An “anti-Clan,” or one who has turned her back on the Sect that her Clan has founded (usually by joining the Sabbat). Some antitribu have evolved into new bloodlines.
  • Archon: A Recognized agent of one of the Justicars of the Camarilla.
  • Autarkis: A Kindred who remains outside the larger vampire society of a given city and often refuses to acknowledge the claim of a Prince, Archbishop, or Baron.
  • Barrens, The: The areas of a city unfit for life, including graveyards, abandoned buildings, industrial wastelands, and areas of irreversible urban blight.
  • Baron: A title used by the Anarch Movement. By its simplest definition, a baron is the Movement’s equivalent of a Prince.
  • Becoming, The: The moment one passes from being a fledgling into “full” vampire status as a neonate. In the Camarilla, one may not Become until her sire deems her ready and gains the Prince’s approval.
  • Board, The: A council that usually consist of the eldest, most experienced Ventrue in a given area.
  • Boon: A favor owed from one Kindred to another.
  • Book of Nod, The: A collection of Kindred legends, myths, and history.
  • Beast, The: The inchoate drives and urges that threaten to turn a vampire into a mindless, ravening monster.
  • Blood: A vampire’s heritage; that which makes a vampire a vampire. Usage: I doubt her claims to such esteemed Blood.
  • Blood Bond: A mystical power over another individual engendered by partaking of a particular vampire’s blood thrice; accepting blood from a vampire is an acknowledgment of her mastery.
  • Blood Doll: A mortal who freely gives her blood to a vampire. Most blood dolls gain a perverse satisfaction from the Kiss, and actively seek out vampires who will take their vitae.
  • Blood Feast: A Victim or group of victims, alive and restrained, serving as refreshments at a Sabbat social function.
  • Blood Hunt: An order given by a Camarilla official, calling for the destruction of another vampire.
  • Bloodline: 1) A vampire’s heritage (see lineage). 2) A pedigree of vampires similar to a Clan, but that cannot trace their creation back to one of the Third Generation.
  • Blood Oath: See blood bond.
  • Caine: Caine is considered to be the first and most powerful vampire.
  • Cainite: A vampire; a member of the race of Caine.
  • Caitiff: A vampire of unknown Clan, or of no Clan at all. Caitiff are typically of high Generation, where Caine’s blood is too diluted to pass on any consistent characteristics.
  • Camarilla, The: A Sect of vampires devoted primarily to maintaining the Traditions, particularly that of the Masquerade.
  • Chamberlain: The Kindred tasked with maintaining proper etiquette in the use of Prestige and prestation in an Independent Alliance domain.
  • Change, The: The moment an individual ceases to be a mortal and becomes one of the Kindred.
  • Chantry: A term used by the Tremere to describe their clan base of operations in a given city. It is their stronghold, laboratory, and communal haven.
  • Childe: A vampire created through the Embrace — the childe is the progeny of her sire. This term is often used derogatorily, indicating inexperience. Plural childer.
  • Clan: A group of vampires who share common characteristics passed on by the blood. There are 13 known Clans, all of which were reputedly founded by the Antediluvians.
  • Conclave: Important and potentially dangerous political events called by the higher ups in the Camarilla. They can serve as anything from high courts to political rallies and tend to have an open door policy.
  • Consigliere: An alternate title used by Giovanni Emissaries.
  • Convention of Thorns: A peace agreement between the leaders of the Camarilla, the Anarchs, and the Assamite Clan made on October 23, 1493. It marked the end of open conflict between the three groups, and more specifically and end to the first Anarch Revolt.
  • Coterie: A small group of Kindred, united by the need for support and sometimes common interests. In the Sabbat, coteries are called “packs.” In the Anarch Movement, coteries are called “gangs.”
  • Damned, The: The race of Cainites; all vampires.
  • Diablerie: The consumption of another Kindred’s blood, to the point of the victim’s Final Death. Vampires may lower their Generation permanently through this abhorrent practice.
  • Disciplines: The powers of a vampire, such as strength, speed or supernatural senses.
  • Domain: The area of a particular vampire’s influence. Princes claim entire cities as their domains, sometimes allowing lesser vampires to claim domain within.
  • Domitor: A ghoul’s master; one who feeds her blood and issues her commands
  • Donor: A sarcastic term for a vessel, typically human.
  • Elder: A vampire who has experienced at least three or more centuries of unlife. Elders are the most active participants in the Jyhad.
  • Elysium: A place where vampires may gather without fear of harm (although some Sects, such as the Sabbat, respect Elysium less than the Camarilla does). Elysium is commonly established in opera houses, theaters, museums, and other locations of culture.
  • Embrace, The: The act of transforming a mortal into a vampire. The Embrace requires the vampire to drain her victim and then replace that victim’s blood with a bit of her own.
  • Emissary: An appointed representative of a Signatory Clan or Bloodline to the Sovereign of an Independent Alliance Domain.
  • Enforcer: The representative of a Sovereign’s law in an Independent Alliance domain.
  • Farmer: A term of mockery for vampires who refuse to feed on human blood, instead taking sustenance from animals.
  • Final Death, The: When a vampire ceases to exist, crossing the line from undeath into death.
  • Fledgling: A newly created Vampire, still under the protection of their Sire.
  • Frenzy: An emotional state where the Beast rises to the forefront, and the vampire reacts as an enraged animal would.
  • Gang: A coterie of Anarchs.
  • Gehenna: The rumored Armageddon when the Antediluvians will rise from their torpor and devour the race of vampires and the world.
  • Generation: The number of “steps” between a vampire and the mythical Caine; how far descended from the First Vampire a given vampire is.
  • Ghoul: A minion created by giving a bit of vampiric vitae to a mortal without draining her of blood first (which would create a vampire instead).
  • Golconda: A fabled state of vampiric transcendence; the true mastery of the Beast and balance of opposing urges and principles. Rumored to be similar to mortal nirvana, Golconda is greatly touted but rarely achieved.
  • Haven: A vampire’s “home.” The place where she finds sanctuary from the sun.
  • Harpy: The opinion leaders and the trend-setters to whom other Kindred look when it comes to matters of taste, style, philosophy, or politics. They are the official keepers of debts owed and status gained.
  • Hierophant: An alternate title commonly used by Setite Emissaries.
  • Hunger, The: The urge to feed. For vampires, the Hunger replaces all other drives with its own powerful call.
  • Hunter: A mortal that seeks to exterminate vampires.
  • Imperator: A Camarilla leader who has claimed praxis over multiple domains; A Prince’s superior.
  • Inconnu: A Sect of vampires who have removed themselves from Kindred concerns and, largely, the Jyhad. Many Methuselahs are rumored to exist among the Inconnu.
  • Inquisition: A mortal organization based in the Catholic Church dedicated to hunting vampires and other supernatural creatures.
  • Independent Alliance, The: A Sect of formerly Independent Clans and Bloodlines formed out of necessity due to increasing territory grabs by both the Camarilla and the Sabbat.
  • Inner Circle: The organizing council of the Camarilla. Practically nothing is known about the Inner Circle, which takes pains to keep the identity of its members hidden. The public faces of the Inner Circle are the Justicars and their Archon assistants.
  • Ivory Tower: Another name for the Camarilla.
  • Juicebag: A contemptuous term for mortals, indicating that their sole use is for sustenance. Also “juice box.”
  • Justicar: The most powerful visible component of the Camarilla’s government, charged with adjudicating matters of the Traditions on a wide scale and acting as the eyes, ears, and hands of the Inner Circle.
  • Jyhad, The: The secret, self-destructive war waged between the Generations. Elder vampires manipulate their lessers, using them as pawns in a terrible game whose rules defy comprehension.
  • Keeper of Elysium: The Keeper of Elysium assures that the customs of Elysium are observed, and is a caretaker of sites declared Elysium by a Prince.
  • Kindred: The race of vampires as a whole, or a single vampire. According to rumor, this term came about in the 15th or 16th century, after the Great Anarch Revolt in order to better serve the Masquerade. Sabbat vampires scorn the term, preferring the word “Cainite” instead.
  • Kine: A term for mortals, largely contemptuous. The phrase “Kindred and kine” refers to the world at large; everything.
  • Kiss, The: To drink blood, especially from a mortal. The Kiss causes feelings of ecstasy in those who receive it.
  • Lextalionis: The code of the Kindred and the system for punishing transgression; the blood hunt. It suggests Hammurabian or Biblical justice—an eye for an eye—and punishment in keeping with the grievance.
  • Lick: A vampire; one of the race of Kindred.
  • Lineage: A vampire’s bloodline; the Kindred’s sire, sire’s sire, etc.
  • Lord: A term used by the Tremere to describe an hierarchical position beyond the rank of Regent.
  • Lush: A vampire who typically feeds from drugged or drunk mortals in order to experience their inebriation.
  • Life, The: A euphemism for mortal blood. Many Kindred regard this term as affected and effete.
  • Man, The: The mote of humanity that a vampire maintains; the spark of mortality that distinguishes him from the Beast.
  • Masquerade, The: The habit (or Tradition) of hiding the existence of vampires from humanity. Designed to protect vampires from destruction at the hands of mankind, the Masquerade was adopted after the Inquisition claimed many Kindred unlives.
  • Magistrate: A Judge selected by the Kindred of an Independent Alliance domain (by loaning their Prestige) to determine the guilt or innocence of an accused party.
  • Maharaj: A rarely used alternate title for Ravnos Emissaries.
  • Methuselah: A vampire who has existed for a millennium or more; an elder who no longer participates in Kindred society. Methuselahs are rumored to hail from the Fourth and Fifth Generations.
  • Neonate: A young Kindred, recently Embraced.
  • Pack: A coterie of Sabbat vampires.
  • Pasha: An honorific that replaces the surname of an Assamite Emissary.
  • Path of Enlightenment: An alternate code of morality to which a vampire subscribes to in an effort to stave off the Beast.
  • Praxis: The right of Princes to govern; the Prince’s claim to domain. This term also refers to the Prince’s matters of policy and individual edicts and motions.
  • Prestige: The measure of a Kindred’s reputation within The Independent Alliance.
  • Prestation: The system of owing and granting favors; used as a bartering tool among Kindred.
  • Primogen: The representatives of their clans (or territories) to the prince of a Camarilla-controlled city. The power of the primogen varies with the power of the vampires that make it up: in some cities they are a rubber stamp for the prince, while in other cities they manage all affairs.
  • Prince: A vampire who has claimed a given expanse of domain as her own, generally a city, and supports that claim against all others. The term can refer to a Kindred of either sex. In the Sabbat, this Cainite is called the “Archbishop,” in Anarch cities she is called the “Baron,” and in the Independent Alliance she is known as “Sovereign”.
  • Progeny: All of a given vampire’s childer, collectively.
  • Rack, The: The hunting ground of choice, including bars, nightclubs, drug dens, whorehouses and other bacchanalian locales, where mortals go missing all the time.
  • Rake: A habitual visitor to the Rack, especially in the interests of feeding.
  • Rant: Loud and informal meetings of Brujah (and other clans) where everyone is allowed to speak their thoughts and opinions.
  • Red List: The listing of those Kindred whom the Camarilla most ardently desires to see purged from the face of the earth. Vampires on the Red List, who are called Anathema, are considered under continual Blood Hunt in every Camarilla domain.
  • Regent: The position of overseer and figurehead of a local Tremere Chantry.
  • Regnant: A Kindred who holds a blood bond over another.
  • Reputation: Often simply called “Rep”. The measure of a Kindred’s reputation within The Anarch Movement.
  • Retainer: A human who serves a vampiric master.
  • Rogue: A vampire who feeds upon the vitae of other Cainites, out of necessity or depravity.
  • Sabbat, The: A Sect of vampires that rejects humanity, embracing their monstrous natures. The Sabbat is bestial and violent, preferring to lord over mortals rather than hide from them.
  • Seer: A rarely used alternate title for Ravnos Emissaries.
  • Salon: A formal gathering of Toreador to discuss art in all its forms in which the pecking order of the Clan is established and refined.
  • Scourge: A Kindred selected by the Prince to detain or destroy the unacknowledged of a city or it’s unwanted Caitiff. The position first surfaced in the Dark Ages when a Scourge acted as the Prince’s personal executioner.
  • Scribe: The eyes, ears, and voice of an Emissary in their absence.
  • Sect: A group of vampires arguably united under a common philosophy. The three most widely known Sects currently populating the night are the Camarilla, the Sabbat, and the Anarch Movement.
  • Seneschal: An influential vampire who is empowered by a Prince to act on his or her behalf if the Prince in indisposed. A seneschal is often the Prince’s chosen successor. All actions of a seneschal can be overturned by the Prince.
  • Sheriff: A vampire selected by the Prince who enforces the Lextalionis of the Traditions within the Prince’s Domain, as well as the edicts of the Prince.
  • Sire: A vampire’s “parent”; the Kindred who created her.
  • Slumming: The practice of feeding from derelicts, the homeless, and other dregs of society; one who does this regularly is known as a Slummer.
  • Sovereign: The Kindred who is eldest or most powerful in an Independent Alliance domain. Their word is law within the confines of the Independent Accords.
  • Status: The Measure of a Kindred’s reputation within the Camarilla.
  • Steward: A Sovereign’s chief advisor and the primary point of contact for all Emissaries in any Independent Alliance domain.
  • Thrall: A vampire under the effects of a blood bond, having drunk another Kindred’s blood thrice.
  • Traditions, The: The Fundamental laws of Kindred society, supposedly handed down by Caine himself.
  • Turf: 1) A modern affectation used in reference to a domain. 2) The area under a given gang’s influence.
  • Vessel: A source of vitae for sustenance or pleasure, primarily mortal.
  • Vitae: Blood
  • Warren: A communal haven for the Nosferatu. Often found in forgotten tunnels, bunkers, or abandoned buildings.
  • Wassail: The last frenzy a vampire experiences – the one that causes Humanity to drop from 1 to 0 and puts the vampire entirely and permanently under control of the Beast. Once a vampire enters Wassail, she is lost forever.
  • Whelp: A derogatory term for a young Kindred, originally used with exclusive reference to one’s own progeny.
  • Whip: The direct servant to a member of the primogen. The whip acts as the primogen’s messenger and liaison to members of their clan, with the dual purpose of gathering support for the primogen’s agenda as well as gauging the prevailing mood and needs of their clanmates within the city.



  • Ability: The things that a character knows or can do. Typically used as retests.
  • Challenge: Any time that two opponents face off and throw Rock-Paper-Scissors to determine the outcome. Sometimes made up of multiple tests.
  • Extended Challenge: A challenge that continues until the tester loses.
  • Health Level: A measure of how injured a character is.
  • Recall: The act of canceling another player’s retest with one of your own from the same category.
  • Retest: A power or ability of your character that allows you to disregard the previous results of the challenge and test again.
  • Static Test: A challenge that requires someone to risk a certain number of Traits to complete a task. Made against the environement.
  • Simple Test: Any time you Rock-Paper-Scissors without risking Traits. Always thrown against a Narrator.
  • Scene: A period of time during which an IC event takes place.
  • Trait: An adjective used to describe a character’s Attributes, such as Quick, Gorgeous or Knowledgeable.
  • Turn: A unit of time in Riverside Opera play, usually considered to be the equivalent of about three seconds.

March 2019 House Rules Updates

March 2019 House Rules Update


Wu Zao

There are as many different variations of the Wu Zao as there are editions in which they appear, so getting a solid, definite answer on what their Discipline spread should be is a guessing game.  Toward that end, we have decided there needs to be an HR to clarify.

In Riverside Opera, the Wu Zao have Auspex, Obfuscate, and Valeren as their In-Clan Disciplines.



When creating a Salubri in Riverside Opera, there are two Bloodlines you can choose from.  They have the same Clan Weakness (they can only feed from willing subjects), but they have slightly different In-Clan Disciplines.  Healers get Obeah, and Warriors get Valeren.  They are also slightly different cosmetically—Healers’ third eyes is blue, green, or brown, and Warriors’ third eyes are all red.  Any Salubri can learn the other Bloodline’s Discipline without drinking vitae, but they must still have a teacher.


Abilities and Traits

Abilities and Traits refresh at the beginning of each game session.


Path of Blood

In Riverside Opera, the Path of Blood is slightly different from rules as written, since in our canon, the Assamites still suffer from the Tremere Blood Curse preventing diablerie.


Path of Blood Hierarchy of Sins

5 – Killing a mortal for sustenance; Breaking a word of honor to a Clanmate.

4 – Refusing to offer a non-Assamite an opportunity to convert; Failing to destroy an unrepentant Kindred outside the Clan.

3 – Succumbing to frenzy; Failing to pursue the lore of Khayyin.

2 – Failing to demand blood as payment; Refusal to aid a more advanced member of the Path.

1 – Failing to tithe blood; Acting against another Assamite.


Assamites are heavily incentivized to collect blood as payment rather than trading in Boons.  It doesn’t matter what generation the blood is, really; the Clan is always happy to get any non-Assamite Kindred vitae at all.  Assamites following the Path of Blood are required to tithe at least one Trait of Vitae back to the Mountain each month (and Assamites not on the Path of Blood are encouraged to do so).  Once an Assamite collects 100 Traits of Non-Assamite Vitae of their Generation or lower (that they have not tithed) that character can return to Alamut to undergo a Ritual which lowers their Generation by one step.


Giovanni Clan Advantage

The Giovanni Clan Advantage grants one free Trait of the Retainers Background.  That Trait may represent a human, or it may be combined with two other Traits to represent a ghoul or wraith.  Each Trait of Retainer after the third adds one ghoul or wraith retainer, to a maximum of three total extra-human Retainers.


Changing Traits

Once a character has maximum Traits in a category, their player may spend 1 XP to change one of those Traits to a different Trait in that same category (e.g., to change Ferocious to Quick).  Characters who do not have maximum Traits in a category may not spend XP this way.  Characters may not spend XP to change their Negative Traits.