From the desk of DM Darcy

Dearest and Revered Explorer,

I am incredibly excited and honored you’re interested in learning more about The Four Realms. Before I began drafting As Above, So Below, I lost myself in building entire worlds for Ves’ story (and future stories) to take place.

The Four Realms are a rich and robust world, each functioning independently and yet concurrently with one another. They’re interconnected and often intersect—as do all things in our own world and lives.

These accounts, histories, details, and bits of information are but a glimpse of what went into creating The Four Realms.

While most pages contain no major spoilers for those who have not yet begun The Fated Celestials Trilogy, those which do are prefaced with a warning. Furthermore, several pages will remain locked until the full trilogy has been released.

Certain pages will unlock with the release of As Within, As Without, and all pages will unlock with the release of As the Universe, So the Soul. So if diving into the nitty, gritty of the world is something you enjoy doing, I encourage you to revisit these pages with each future release. This includes future novellas.

If you’re a new reader who has yet to read As Above, So Below I suggest learning all the things about Eldoterra. You’ll have a leg up on Ves this way.

Light take your enemies,
and shadows keep you safe.

DM Darcy

The Four Realms

On average, a soul experiences three of four realms in a given lifecycle. It is possible for certain creatures to venture between realms but it takes great power, skill, and carries the risk of being noticed by the gods, or worse.

  • All living creatures exist in the living realm. Two sister continents, Eldoterra and Cerwiden, are home to the majority of living creatures and mortals.

    Neither the creatures of the hells or the heavens can exist for long within the living realm—not without greater amounts of inherent Nether or Aether in the realm.

  • An ethereal realm in which all who visit have either passed through the veil or are an ethereal creature. There are seven jurisdictions. Filled with nyraphim, blessed souls, and other heavenly creatures the heavens are rumored to be perpetual paradise.

    Blessed creatures reside here, ready to guide souls into the cycle of rebirth.

  • Like the heavens, all who visit must pass through the veil or be an ethereal creature. The realm consists of nine layers, each with their own cardinal sin, and ruled by an overlord archdemon. Demons, damned souls, and other horrifying creatures reside here, ready to cure their boredom at the expense of the damned.

  • A gossamer-like realm that clings to the living realm. All those who die must pass through the veil. It is possible to become trapped in the veil and souls left for too long become errant. Veilwalkers have mastered the means of suspending their lives to collect these souls for use in creating undead constructs.

Native Species

All bipedal, creatures capable of critical thinking residing (or having once resided) within the living realm.

  • Half-human, half-vampire creatures. Able to withstand direct sunlight for a few hours, most damphir choose a nocturnal life for ease. Unlike vampires, damphir are not required to feed to prevent withering. They eat food, enjoy drink, and subsist on typical omnivore diets.

    Damphirs who feed place themselves at risk of bloodrage, resulting in a loss of control. While not as vilified as vampires, damphirs are not widely accepted into society in Eldoterra. In Cerwiden, there’s little issue in finding an accepting House as long as they’re willing to sign a contract forbidding them from feeding upon the unwilling. Breaking the contract results in death.

    Many damphirs refuse vampiric ways of life, choosing to hide the truth of their nature. Those who embrace it often find themselves vying for the attention of Indui’s Blessed.

  • Half-human, half-fae these people appear human with minimal fae physical indicators. Their ears are oft elongated, but not pointed and they’re more apt to develop stronger innates than humans.

    The average lifespan for demi-fae reaches roughly 1500 years. Most demi-fae are sterile.

  • Hellish creatures originally borne of Darkness, Chaos, and Nether, their ability to walk among the living was revoked with the fall of Nether. Demonic bloodlines succumbed to the withering sickness over the course of a few weeks.

    Heavenly creatures originally borne of Light, Judgment, and Aether, their ability to walk among the living vanished with the fall of Aether. Nyraphim bloodlines fell ill to the withering sickness, a deprivation of magic to sustain Life.

    A demon’s lifespan can reach upwards of seven thousand years.

    The various subspecies of demons are given more detail within the dossier on the hells.

  • Stout and strong, this species once created sprawling subterranean cities throughout Eldoterra. Reclusive in nature, little is known regarding the how or when of their disappearance. People brave enough can explore several cities, but few do.

  • Human-like creature possessing two or more physical traits of an animal (e.g., cat ears, dog tail, bird talons, etc.) While a genetic anomaly, Errits are viewed as souls blessed by Melnas, the goddess of nature and a reminder all life is interconnected.

    Lifespans are roughly the same as humans, around a century.

  • Viewed as domineering, aggressive, and power-seeking among other species, fae rule lands in both Eldoterra and Cerwiden.

    Dark Fae: Fae residing on the continent of Cerwiden. Jewel toned skin and/or lighter hair tends to be a distinct physical marker. Lifespans can reach upwards of five thousand years but are markedly shorter due to several reasons, including the practice of blood magic, and near-constant skirmishes amongst themselves to secure Strongholds.

    Light Fae: Fae living upon the continent of Eldoterra. Earth toned skin and/or darker hair tends to be a distinct physical marker. Lifespans can reach upwards of five thousand years but are markedly shorter due to several reasons, including territorialism, and a disconnect with Aether.

    Forest Fae: Ancient bloodline of fae more in tune with nature than the average light or dark fae. Capable of speaking with animals, encouraging the growth of plants, trees, and crops, many of these fae died out due to unknown reasons.

    Winged Fae: Nyraphim-like creatures, winged fae were hunted to near extinction by both light and dark fae seeking to claim the thrones of Cal Anore and Illa Ysari.

    Those who survived did so by living in guarded isolation in the wilds or taking on a permanent glamour—sacrificing their wings. It is possible winged fae bloodlines exist mixed among the populations of light and dark fae, but are now so diluted the blood no longer resonates with Nether or Aether.

    Before the fall of Aether, winged fae had lifespans of six thousand years.

  • Easily recognizable as a blending of human and bird bodies (falcon, owl, or raven), these creatures take residence in thick forests. A matriarchal species, males are kept until they’re of age to reproduce. A male will father one or two clutches before he’s executed.

    Their lifespans are roughly two centuries.

  • Resilent and hardy, humans have proven themselves capable of taming lands uninhabitable by other species. They’re also capable of procreating with most other species. This has resulted in many of the halfbreeds existing throughout the living realm.

    With the shortest lifespan of all the creatures, humans lives reach roughly a century.

  • Exclusive to Cerwiden, these once living creatures, are House Patriarchs or Matriarchs. Those in possession of a Stronghold have the option and resources of undergoing the Withering. They offer their life in exchange for greater attunement with Death. Their bodies are preserved by blood magic, but do not require regular offerings of blood to maintain akin to vampires.

    The ritual carries an incredibly low success rate, hovering around two percent, but any House Patriarch or Matriarch seeking the seat of Cal Anore isn’t deterred.

  • Half-nyraphim, half-human or fae creatures with several sets of wings. Lightborne are rare and few details regarding their physiology is known.

  • Also known as werewolves, countless creatures (human and fae alike) carry the genetic marker for lycanthropism, but activation of the marker is rare.

    It is largely unknown what triggers the first shift, but it always occurs during a blood moon. A lycan’s first shift is violent, often leading to others’ deaths.

    Despite popular belief, being bitten by a lycan does not result in acquiring lycanthropism. But lycans do carry venom, slowing the healing process of bites. It always leaves a silver scar.

    Lifespans for lycans (human or fae) reach roughly four centuries.

    In Cerwiden, lycans are accepted into Houses with little issue. Until they prove themselves capable of controlling their urges during a full moon, they’re kept under heavy necrodum guard. This can take decades.

    The alternative is a life struggling for resources and safety in a land under constant shift of power.

    In Eldoterra, lycans are hunted, especially during blood moons. They are not accepted into society.

    Lycans who survive their first shift escape to Othia, seeking guidance and understanding from the several packs established on the island. Having formed a protection pact with elder witches, lycans seeking admittance must approach the island during a full moon in their wolf form.

  • Creatures of oceans, lakes, seas, and rivers. Mercurial in nature, they rarely interact with land-locked creatures.

    Amphrite — The most commonly seen of the merfolk species. While they rarely talk to land-dwelling species, they are curious and often watch ships, or swim alongside them. Identifying features include jewel toned hair, iridescent scales, and trailing fins.

    Poseider — Oceanic merfolk. Largest of the merfolk, spanning upwards of fifteen feet. Identifying features include jewel toned scales, sharp teeth, and bright eyes capable of seeing in dark waters.

    Rionae — River and lake dwelling merfolk. Unlike the other species, this species is freshwater bound. Smallest of the merfolk, typically no more than three feet in height. Identifying features include earth toned scales, and antennae upon the brow.

    Lifespans for merfolk vary, with most reaching about four centuries.

  • Heavenly creatures originally borne of Light, Order, and Aether, their ability to walk among the living vanished with the fall of Aether. Unlike their demon counterparts, nyraphim bloodlines succumbed to the withering sickness after centuries-long suffering.

    While certain bloodlines of nyraphim are capable of taking the seats of Cal Anore or Illa Ysari, nyraphim rarely sought the position of power. Unlike winged fae, nyraphim are stronger, faster, and harder to capture and thus could not be forced by fae.

    Lifespans of nyraphim have been known to reach upwards of seven thousand years.

    Subspecies of nyraphim are given more detail within the dossier on the heavens.

  • Half-demon, half-human or fae creatures with few (if any) physical markers of their demonic bloodline. Shadeborne are uncommon, with the majority residing in Cerwiden. As such details known about their physiology is lacking.

  • Water dwelling witches easily mistaken for merfolk at a distance. Notorious for luring sailors to their deaths, Sirens protect their covens with heartless voracity. Most commonly encountered have been around the shores of Othia.

    The average siren lifespan is unknown.

  • Tiny creatures with the wings of various insects, sprites inhabit wild lands. A forest, field, or valley with an abundance of sprites indicates the land is fertile. Typically harmless and shy, seeing one is rare.

    A sprite’s lifespan can reach three centuries—enough time to curate a copse of darkwood trees to maturity.

  • Undead creatures granted eternal life by blood magic. The magic used to preserve their bodies requires regular consumption of blood.

    Vampirism is viewed as a curse by many and a gift by few. Nocturnal in nature, the large majority reside in Ashemere, in the northern most mountain range of Eldoterra due to its tendency to have shorter days year round.

    Conversely, it is not unheard of for other pockets of vampires (also referred to as kindred) to live throughout both continents. These groups are often hunted in both Cerwiden and Eldoterra. Eldoterrans seek to exterminate, Cerwidens seek to integrate.

    Each vampire can trace their vampiric linage to one of Indui’s Blessed—those first granted the curse of eternal thirst.

  • A newborn vampire who has yet to earn rank among Indui’s Blessed court. These creatures have accepted the gift of vampirism and must endure agonizing months of transition as the blood in their veins decays.

    Their thirst is near insatiable, making them prone to violence.