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Hello, and welcome to Aphelion! Also known as "Many Vampires in Nebraska" ( jokingly, of course ), we're a supernatural / modern/urban fantasy with a crime streak, and an optional boarding school. The school permits both supernatural and non-magical students, and features a middle school, high school, and college on the same campus. We're a no application, no word count, no strict activity check, no cap/ban/ratio, sandbox-y game with larger optional plots to partake in, and feature only six member groups, with a mere four distinct races ( you can also play reborn gods! ). Quite honestly, we're very easy to join; the easiest thing to do is create a mundane human for your first character, pretend we're slice of life, and learn as you go, you legit only need to read the rules and joining guide with this method. This first mundane human can also technically spontaneously develop magic later and become a witch, because magic can manifest at any age. Disclaimer: feels may occur. Disclaimer two: anyone that asks for threads in cbox will probably be told to post an open thread, join an existing one, or post in plotters. If this is off-putting to you, this is not the site you're looking for. We are default rated 3.2.2./high PG-13, but we do go above that via users inputting their birth date.

Aphelion Wiki

Welcome to Aphelion's site information wiki! We're glad to have you. Aphelion is a modern fantasy board, somewhat inspired by Harry Potter, with crime streaks, and a school complex (middle, high, and collegiate) that accepts both normal humans and magical beings. Our game's relatively simplistic to get into, and follows a sand-box plot set up. Players are welcome to create their own plots, big and small, and drive Aphelion forward. Magic and mundane collide in unexpected ways; from mundane humans and magical beings co-existing in Luxerion's International Academy, to mundane street gangs colliding with vampire mafias, our game has opportunities for everyone.

Our site's rating is, by default, 3.2.2. It goes above that into 3.3.3. This content can be accessed by adding one's birth date into their profile.


  • Six unique member groups to choose from.
  • New spins on old, staple modern fantasy races. Shapeshifting vampires? Horned angels? Check.
  • Four distinct races.
  • Ever wanted to play a god? The Reborns are born with god-like traits.
  • Wand system; wand cores are gemstones.
  • Organized crime families, mafias, and street gangs.
  • Optional international boarding school; magical and mundane students both attend.
  • ACMA, American Center of Magical Affairs, an over-arching, magic-based government and police force.
  • Solid, developed magic system.
  • No app, no word count, no strict activity requirements, no character caps or bans.
  • Play bys may be RL, or CG.

Reading Guide

The easiest character to make is a normal human. Just make them, to be honest; Luxerion, Nebraska is essentially every other large city in the United States.

Below is a list of all lore pages, and what they're about. You really only need to read pages that seem important to the type of character you'd like to play. If you have any questions, you're welcome to ask in the chatbox on the index at the bottom of the site, PM a staff member (either giratina or dragonborn), or ask in the help desk. Don't be afraid to interrupt the chatbox with questions! We love questions.

Joining Guide
Read this page for a step by step guide to registering and creating a character with Aphelion.

This page goes over the site's rules and regulations, as well as our privacy policy.


Once living people that have been born and reborn many times, gaining many lifetimes of experience, the Daevas are guides appointed by the Light to other races. Each Daeva has a focus, which may be a single person, family, group, region, or nation, that the Daeva is meant to look after, and protect. When their focus has ended, the Daeva returns to crystal stasis, a state of sleep, and someday, vanish, returning to the creator.

Human (Mundane)
Normal, every-day humans, mundanes cannot use magic, and generally cannot see much of what a supernatural being will see. They may be aware of supernatural occurrences, but are incapable of seeing aura, or its effects. This includes weaker ghosts, but very strong ones, and Daevas, can be seen by mundane humans if they wish to be seen by them.

Carrying a trait passed down since Roman times, necromancers act as a bridge between the living and the dead. They can see, and interact with, even weak ghosts. A slight caveat is that not all ghosts know how, or are mentally and emotionally capable, of interacting back, and often transfer emotions and memories to, or cause hallucinations in, a necromancer in order to communicate. This can be highly disturbing, and difficult for a necromancer to handle. While necromancers are capable of controlling spirits, a well-trained one knows that doing so is exceedingly dangerous, and won't unless necessary. They exist to help those that cannot move on by themselves do so, and sometimes this means helping them come to terms with their own death, or complete unfinished business. As a ghost continues to remain in the living realm, they tend to become angrier, or fall deeper into despair, and can be very difficult to reason with.

Some are reincarnated innately different. While they may be supernatural, depending upon their bloodlines, they have extra abilities and powers from their soul being aligned to a god-like aspect. These are natural forces, occurrences, and emotions, that play a large part in the lives of humans. When humans were still strongly believing of gods, these reborns carried with them the strength of their worship, and were known as many names in many places across the world, but they are not quite gods as most know the term, instead existing to ensure the continuation of the natural forces they command. How much of their former incarnations, and what they are, they know and understand, varies between reborn. See the reborn listing to see which aspects are taken.

The Sidhe are sentient creatures born of the natural world. One could liken them to manifestations of the world's elements, personifications of natural cycles, and likewise. The Sidhe are varied, and were, at one time, many, but as humans expand their empire and their actions damage the planet, more and more Sidhe tribes die off as a consequence. Most Sidhe now have blended into human society in order to survive, and some have taken on interesting adaptations in reaction to how the planet is changing. The Sidhe may be fairies, pixies, selkies, most Japanese youkai, elves, and more; but they all call one another Sidhe, and see no reason to separate them.

Beings of the night, the vampires are a magical accident, created when a magical experiment went awry. Some say they are cursed, but, older vampires eventually become rather powerful in return. Due to this, the first few vampires have put in place a vampire council, on which sits the heads of every vampire coven in the world, and strict regulations, to prevent vampires from ever going out of control.

Witches are fairly populous; they are humans that have the ability to use magic, and while it often passes down in bloodlines, sometimes it will skip generations, occasionally many generations, and randomly reappear far later down the line. Witches remain severe minorities in comparison to mundane humans, but there are enough for them to have their own central government body. Witches blend in with every day society, but some may have more magical job descriptions than the typical office worker. Both males and females are called witches. There are several different school complexes across the world that accept magical students, including witches, and teach magical subjects, Luxerion International being one. All witches need a wand in order to properly focus their magic, and will all have an affinity for a certain kind of sorcery. Witches do not tend to gather together into covens; that's a vampire thing, but there are many witches present in several different vampire covens, typically the oldest of them.


Luxerion International Academy
Here, you can find information about the International Academy. Both non-magical and supernatural beings can attend this school, and it does have boarding options, and accepts students from outside the city, state, and even outside the United States.

Here, we go over the semantics of how magic works. There are no established techniques or spells, but it requires a wand for most, made of wood and mineral, and all magic users have some kind of affinity, an element or type of magic that they have a natural aptitude with. Learning magic outside of it is possible, but may be difficult for some, and will likely never be as strong as one's affinity. Aura can also be manipulated directly. All affinities can heal, all affinities can damage.

Interested in how wands work? Need to build one? Check this page. It goes over how wands work and links to the pages with descriptions for each wand core and wood.


In the aftermath of the Witch Hunts, the magical community came together in effort of protecting themselves, their families, and future generations from such an occurrence happening again. While it was at least decided early on that attempting to hide magic from the world at large entirely would be a fool's quest, they did take a somewhat unexpected approach. The formation of the American Center for Magical Affairs followed soon after, and measures were taken to hide in plain sight. No one really outright lied about it, but neither did anyone jump at the chance to volunteer any information to mundane humans.

Over the years, the ACMA has expanded to include several different departments, all of which oversee and help manage different aspects of magical beings' needs. The conservation and regulation of magical creatures, magical education, and magical policing are only a few. In the early days of the magical police force, such officers were termed "enforcers." Later, this was shortened to Forcers, with specialized task force witches, sent out to handle the darkest of magical criminal, being known as a Striker. In modern times, Strikers are occasionally called Hawks -- this is sometimes derogatory, implying that they never mind their own business, and sometimes not. Once in a while, they're called Striker Hawks.

The ACMA works relatively closely with the mundane government bodies. While they do have a good deal of influence in government, they generally only use that influence when it is necessary to calm a mass frenzy, or to save someone innocent. In a sense, the ACMA functions sort of as another check and balance for the United States government, and while they will step in when dealing with magical crimes, they generally run on the same laws and regulations as mundanes. Some departments work so closely with the mundane government that they act more as interpreters for them, explaining magical phenomena in a way mundanes can understand, and judge according from.

Incidentally, the ACMA are pushing very hard for Nebraska to legalize marijuana possession, aiming to at least get medical marijuana approved, and hopefully drastically lighten the charges that are incurred for marijuana possession, growth, and sale. This is because, as it happens, there are several magical beings that find their quality of life drastically improved with cannabis use.

Can my magical character be open about it?
Basically. There are no rules against being open about one's supernatural status; but one does so at their own risk. It is entirely up to your character whether they want to be open about it, or hide it until they trust someone else, or just never tell anyone. In America, at least, it is more likely to be taken as a joke, or even lead to some vague awe, so it certainly isn't as dangerous as it used to be, or is in certain parts of the world, to be openly magical.