Aphelion is a modern supernatural roleplay where humans and the supernatural have lived side by side since the dawn of man. But that doesn't mean they have always gotten along... Coming soon to jcink! Species will include: humans, witches, werewolves, vampires, and sirens. Mobile Navigation
The first wisp of a ghost was discovered back before humans and witches created civilization proper. A flicker of something between the trees, a soft hum of a song that only meant something to loved ones left behind. No one is sure how ghosts came to be, why their souls remain on the side of the living instead of going beyond to what awaits everyone after death.Â
Witches could hardly make sense of ghosts in the early days, for no two ghosts were the same. One would appear as they did while living, solid but freezing to the touch. But they could be touched, and that in of itself, should’ve been impossible.Â
Other ghosts would be barely visible, mostly translucent as they drifted through the world, seemingly unaware of the living beings around them. They can touch and speak with one another though, as if they are in their own world within the land of the living. It was also discovered that ghosts will manifest as the version of themselves they felt the most themselves in. So, even if they died of old age, it’s not unsurprising when they appear as their younger self.Â
All of this brought about witches who specialize in understanding They Beyond and all the complications around it. These witches were determined to see if they could fully pull a ghost back into the land of the living, even if their body was long rotting in the ground, becoming one with Earth herself.Â
(Spoiler alert: They can’t.)Â
As the centuries sprawled on, more ghosts joined the world of the living. No amount of asking from the living could get the ghosts to spill the secrets of life after death, it is as though ghosts' memory of The Beyond is stripped of them when they step back onto Earth. And as a result, ghosts have carved out their own world within the world, with their own traditions, and communities.Â
Eventually, humans and witches learned to live with the presence of ghosts and the impossibility of discovering what makes them exist. What has been learned over time is this:
IMPORTANT FACTS
It's theorized that a soul could have unfinished business which draws them back to the land of the living, though it has also been documented that strong emotions/feelings for someone who passed (from a living person) can bring a soul from The Beyond.
The stronger the connection a ghost has to the living world, the more 'life-like' they become. While they often appear to be translucent and are unable to interact with the world around them, ghosts who have living relatives, friends, or loved ones can look almost completely solid and can interact with most objects.Â
Often if someone does not return to the land of the living within 48 hours of their death, they will remain in The Beyond, out of reach of their loved ones who remain behind. Often, with sudden and tragic deaths, families will seek out witches who specialize in Divination to pull them out of The Beyond quickly, before they settle there.Â
Some families have accidentally trapped ghosts to the land of the living even after their immediate family and loved ones die and go to The Beyond. Strong emotions from living relatives do not need to be close relations to keep a ghost from moving on.Â
If they die a violent death, most ghosts will not remember the exact circumstances, just like humans who experience a massive trauma often do not remember the event. If they do remember, there is a very high chance they will turn into something more sinister (i.e. a poltergeist or phantom) due to the pain of remembering.Â
Ghosts can possess people but as it takes an incredible amount of effort and they can only do so for a limited period of time. The older the ghost, the longer they can manage a possession.Â
Some ghosts possess the living for fun, seeing how long it takes their loved ones to realize it is a ghost who controls them. Other ghosts do it for more nefarious reasons, forcing the one they’ve possessed to do things they’d normally never do if they were in control of themselves.Â
Ghosts cannot get hurt and/or more injured then they were at the time of their death. While it is unknown whether or not ghosts can die a second death, they can be banished with the help of a witch who specializes in necromancy.Â
Ouija boards, while helpful to communicate with ghosts who are barely tethered to the living world and thus cannot speak well, are to be used as a last resort. The magic of Ouija boards taps into the magic of The Beyond where other creatures besides the dead reside.Â
If a ghosts' remains are destroyed, they will be sent back to TheyBeyond. Or at least, that’s the theory. There’s no true way for the living to know what happens once a ghosts’ remains are burned or destroyed. Some theorize they are completely erased from existence, believing their remains returning to the Earth is what allows them to go to The Beyond.
Bonds have been a part of life since witches and sirens came to be, they are sacred and cherished among communities across the world. To this day, they still aren’t completely understood as each time witches or others in the supernatural community believe they have discovered its limitations something new reveals itself.Â
Unfortunately, humans are unable to experience this wonderful gift due to their muted or non-existent connection to the world's ley lines.
Most commonly bonds come in pairs, though it is not unheard of for there to be trios. (Usually trios are siblings who are close in age and develop strong emotional connections early on in their lives.) Only once in known history has there been witches bonded to more than two others.Â
And once was one time too many.Â
Not every siren, witch, werewolf, or vampire will develop a bond in their lifetime - most experts estimate around only 40% will. No one knows if they’ll be bonded or not until they turn thirteen. And a bond won’t fully manifest in a pair or trio until the youngest one turns thirteen, those who are older in the bond will feel one there but it is an echo. Noticeable but untouchable.
Most bonds occur within the same coven, shiver, or pack, rarely does a siren, witch, werewolf, or vampire find themselves bonded with someone outside their immediate circle, as many experts believe the strength of a pair or trio’s emotional connection growing up influences the development of said bond. However, it is not impossible and has happened enough times over the centuries that suspicions of these kinds of bonds have largely died down.
After a siren, witch, werewolf, or vampire has a full bond they all can feel in the back of their mind, many describe bonds as a string, how that string looks varies from person to person, but consistently across the centuries it’s been described as a thread.
Witches
Witches experience the strongest bonds, as they originated with them. They are able to:Â
Share each other’s knowledge, such as if one knows another language the other(s) will know it as well. This is most often used for exchanging knowledge of spells or curses. Those who have bonded outside their coven are incapable of hiding coven specific spells from their bond partner(s).Â
Feel each other’s emotions. Shortly after a bond is developed, witches train to first recognize their own emotions from the others, and second to learn how to filter out the mundane everyday emotions. By adulthood, most witches will only experience their bond partner(s) most intense emotions.Â
Share each other’s physical pain.Â
Can draw power from each other without needing to be physically present.Â
Through meditation and years of practice and training, some witches who are bonded can share thoughts or images with each other. Some have even claimed they’ve been able to see their bonded partners as if they are with them when they aren’t. These astral projections can only be seen by the bonded witch.Â
Werewolves
Werewolves’ bonds are not as strong as witches, significantly damped thanks to the curse. They’re able to:Â
Have largely family bonds.
Feel each other’s emotions, though they’re muted in comparison to witches. Only intense emotional reactions are felt, every other emotion is just a faint hum in the back of one’s mind.Â
They do not feel each other’s pain, however, if a bonded partner is severely or fatally wounded, the other partner(s) will feel a sharp pinching sensation in their chest.Â
Most packs have a general bond they share with each other, but it is very, very faint and only used in cases of emergency to alert the pack to danger.Â
Vampires
Vampires have the weakest bonds among the supernatural creatures that share them, no one is certain as to why their curse dampens it more than the werewolves, though many have their own theories. They’re able to:Â
Get a general sense of their bond partners’ moods, though they’re not able to distinguish individual emotions such as frustration and annoyance, instead they can feel their bond’s mood is negative or positive.Â
Most bonds are between the new vampire and their sire who turned them. It usually forms and develops during the process of transformation, and the vampire sire experiences their bond partner’s pain. Once the transformation is done, they no longer are able to experience their partner’s physical pains.
Half-vampires largely do not experience bonds unless their other parent is a witch who’s bonded themselves and therefore they are able to inherit their ability to bond with another witch usually.Â
Sirens
Sirens have bonds of their own, manifesting around the same time as they did for witches. But their bonds formed to help their survival in oceans filled with predators and friends alike. They’re able to: Â
Have strong immediate familial bonds, which is extremely useful when out hunting and they can alert each other to dangers or prey quickly and efficiently.Â
Amongst their immediate family they can share thoughts amongst each other but only with a strong intent behind it.Â
Their bonds outside of immediate family are present but weaker, often used by the leader of the shiver to call upon their family to discuss matters or to call them to arms against another shiver encroaching on their territory.Â
Like their witch counterparts, they also share each other’s pain. The stronger the bond the more real the pain feels.Â
While they cannot share knowledge amongst each other inherently, it is said that sirens who are bonded are some of the fiercest warriors, able to tell where the other(s) are without even needing to look over their shoulders.Â
Alder Bay, Washington is like many other western coastal cities that sprung up around the late 1800’s. To this day, signs of the city’s early heritage are fiercely protected. Despite being a city of over 150,000 people, there remains an aura of the old bones of the area. Many of the original buildings remain in the downtown area, and the historical society has made it their sole mission to remember the heritage of the area.Â
Within the city, many things evolved much like it has anywhere else. Technology advanced throughout the centuries, though magic has influenced things quite heavily. The natural branch of magic has helped to boost the transportation in Alder Bay, making travel extremely efficient and comfortable, thanks to the wards and seals put in place by witches over the years.Â
Throughout the city there are many forms of public transit available, with the most prolific being their magnetic light rails. With the gift of space-time seals, this means travel throughout the city limits is done mostly through magical means and has rendered automobiles obsolete and mostly unnecessary. There are still a few mundanes that keep with their old habits, choosing to have their own car or take the light rail. Â
Magic Row
Tucked deep within the center of the downtown area lies Magic Row. Many businesses and shops can be found here, especially the magical ones. A vampire might find an amulet for daytime walking, or mundane might come to find enchanted items that help with their daily life. Werewolves might come looking for something to help their headaches, or to keep them sane during the full moon. There are many different shops, and most people can find whatever they’re looking for here.Â
Next to the shops, the town hall as well as the courthouse can be found here as well. The area is neat and orderly, with every hedge and tree trimmed to look as neat as possible. Some of the buildings harken back to their roots within the architecture, and even the newer buildings hold that inspiration.Â
Hidden from the prying eye of the general public lies a secret business run under the table. There is one business, [name here], that offers vampires a place to relax and have a good time without judgment from the rest of the world. Hidden in the basement sits one of the only public blood dens available within the city limits, open to both clients as well as new employees.Â
Easthallow
Easthallow sits on the edge of the more upscale housing areas in the city. This neighborhood features pristine lawns, multi-million dollar estates, and prestigious neighbors, all flocking to the center point of the neighborhood - the Alder Bay Community College. The college welcomes all sorts, even including several magical courses for those so inclined. Not far off lies a botanical garden with various plants and other flora.Â
Peppered throughout the botanical garden lies a few sitting areas. In the center lies a park, open to anyone that wants to sit and enjoy nature for a while. The flora within the gardens and the park are lush and green, sustained by magical means. Whimsical fairy lights float all around, giving the whole scene a surreal feeling.
Blightwood
Toward the outskirts of the city lies Blightwood, an area that seems a bit more run down and unkempt than the rest of the city. An air of foreboding floats through Blightwood for anyone who knows that this patch of the city belongs to the wolves. Long ago, the werewolves claimed this part of the city as their own and frowned upon any intruders.Â
The wolves have divided the land amongst themselves, each pack carving out their own sections and protecting them fiercely. Blightwood drew in the wolves, both new and old, thanks to the Olympic National Forest that lies nearly in their backyard. It’s said if anyone ventures into the area after dark, they can hear howling and other noises from the shadows.Â
Willowsdale
Those who find Easthallow too high scale, and Blightwood too rough and tumble for themselves might look at Willowsdale as the best place to be. Many of the middle class have settled into this part of the city, giving it a more comfortable feel. There are a few shops scattered throughout the comfortable suburbia that sits close to the outskirts.Â
One of the most popular beaches in the city can be found here as well, along with a pier that is a popular place to spend time in the warm, sunny summers. Many come here to fish off the pier year round and kids are often found trying to sneak treats and candies from the stalls. Overall, Willowsdale is your typical family friendly suburb if you ignore the coming and goings of vampires who are free to move around now that the sun’s set.
Storms Bluff
Storms Bluff earned its name thanks to its vicinity to the coastline. Many magical users call this little chunk of city their home. Many sea-faring creatures have laid claim here, calling this the ocean’s pearl. Thanks to magic from the witches, many find themselves facing the brunt of a storm along the beach where the bluff meets the water.Â
The vicinity to the coastline means city goers don’t have too far to travel to reach the beach. It’s a popular destination for those that want to get away from the heavy bustle of the inner city and enjoy the beautiful landscape of the pacific northwest coastline. It’s the perfect place for a personal walk or even an evening in front of a bonfire with friends.Â
North Pass
North Pass is the other end of town, an area that’s nestled up against the Olympic National Forest. Being on the north end, this section remains unclaimed by the wolves, much to the relief of the other residences. The houses in this area of the city are modest but harbor a beautiful architecture that harkens back to this region’s past.Â
Due to the outskirts being free of major wolf presence, the edge of the forest offers many hiking trails and other nature excursions for those that enjoy a nice walk in the trees. The wilds aren’t just for the supernatural, after all. One can enjoy trails that go for miles into the wilderness - but be warned. Just because it’s on the north end doesn’t mean it’s free of danger that lurks in the shadows.Â
Fernsworth
Fernsworth is the center of the city. Nestled next to Magic Row, this gem of a neighborhood is home to a lot of the smaller businesses not found nestled into the main strip. There are a few local restaurants around, as well as other quaint establishments. Anything that’s not suited for the strip can be found in this area.Â
There are a few modest apartment buildings for those who don't want the modern suburban life, but don’t want to quite deal with the constant bustle of Magic Row itself. It’s a trendy neighborhood to live in, especially for young adults who are spreading their wings for the first time. It’s the most artsy neighborhood as well, with many craft shops and family owned bookstores and cafes tucked into hidden nooks.
just wonderinggg, would land-dwelling sirens feel less of a connection to the ocean and/or the act of sacrificing land-dwellers since they live closer to them, or are they still similar to other sirens in that regard?
Their connection is perhaps a little different, because of their pearls. They feel a strong connection to any large bodies of water, especially the ocean, but because of their pearls when they are on land they don't go mad with desire to return to the ocean.
This is why when a land-dwelling siren loses their pearl, they become ill and go mad with desire to return until they either do or pass away.
Hi, do you have a list of banned subject matter, like racism, SA, homophobia, etc?
Hi! Yes, our guidelines will outline what kind of material/subject matter isn't acceptable for Aphelion under any conditions.
I can tell you explicit sexual violence/assault is not allowed, along with other explicitly harmful/violent situations around things like transphobia, homophobia, race, etc.
Would there ever be an instance where a male werewolf would be the leader of the pack?
It isn't impossible or necessarily unheard of for a male (cis or trans) to step up into the role of pack leader, but at the very least in western cultures in this fictional world the site is set in, they would be seen as a weaker leader.
Not every pack is exactly the same, there are variations from pack to pack of course, so some are perhaps more lenient with men being pack leaders in certain scenarios/cases, and other packs could be stricter about pack leaders only being women.
So, like there could be a situations where the previous pack leader was killed or died unexpectedly and the next pack leader in line is too young to take on the role of leader, so their father would step in until they were old enough to take over themselves.
hi! I was wondering if there was any idea of when the site is going to be open? thanks!
Hi! It should be by the end of the month at the absolute latest. I'm hoping we can at least do the soft open not this upcoming weekend, but the next weekend on the 21st or 22nd. :)
Hello everyone! As we are wrapping up the final touches to the lore and the site's skin, we've decided that we'll be opening our discord this Friday, July 14th!
The time we'll drop the discord invite isn't set in stone yet but it'll likely be afternoon EST.
Once the discord invite is dropped, we'll be no longer be taking face reservations via our tumblr blog, so if there's a face you really really want to reserve, I suggest you get it in before Friday to ensure you are able to snag it.
sorry if this had been posted somewhere already, but is there any chance we could get graphic sizes? :)
No worries, I don't think I've posted them yet so here they are:
Square image: Any dimensions, it will automatically resize.
Avatar: 240px by 425px (480px by 850px for retina screens)
Profile Image: 300px by 500px (600px by 1000px for retina screens)
Our skin does utilize the last poster's avatar in our forum rows and those are also square images (doesn't have to be the same as the one above) and must be input in url form in the avatar settings in the UCP.
Other than that, those are all the graphic sizes you need for our skin!