Overview: Demonic path alliance, robbing and plundering.
Social status: Super first-class power, consistently possessing six or more Nascent Soul cultivators. Righteous sects are relatively tolerant of their members, not easily eradicating them; Demonic Alliance members often have public headquarters, while non-Alliance demon cultivators must wander homelessness. The Ten Thousand Worlds Convention usually invites Demonic Alliance representatives to attend.
Internal system: One hegemon, many powers. The hegemon is lifelong, can be challenged; leaders of Nascent Soul-level powers automatically become powerful masters, with deliberation and information rights; other members need to pay protection fees.
Cultural characteristics: Members are mostly church-based. Church characteristics: loose entry and exit, numerous outer disciples; information scarcity upward, extreme authority downward. Under righteous sect suppression, the church model facilitates survival and reproduction. A few powers rely on Demonic Alliance protection to change to the sect system, but all six powers are churches.
Core members:
- Death Church: One-hit kill.
- Phantom Church: You struggle and cry out in a barrier, but passersby are unaware.
- Seven Kill Church: Occupy transmission arrays, kill everyone who comes.
- Nightmare Church: Wander in the wild, can't be warned by compasses.
- Flood Church: Random transmission, steamroll everything. Wherever they go, nothing grows.
- Shadow Church: Three years without action, then feast for three years. Spies everywhere, only rob the most valuable goods.
Overview: Commercial alliance, based in Holy Lands, buying low and selling high.
Social status: Super giant, detached from worldly conflicts. But if anyone dares to underestimate or attack them, the fangs revealed by the Merchant Alliance will terrify you.
Internal system: Conference-based. Decisions passed by the conference must be executed, with no other constraints.
- Great Elegance Bank: Banking. Store spirit stones, fixed interest.
- Heaven and Earth Bank: Wealth management. Store spirit stones, invest on behalf, variable interest rates.
- Holy Land Li Family: Power stock, bond certification and trading center.
- Holy Land Wang Family: Futures certification and trading center.
- Holy Land Qian Family: Bulk commodity spot investment. Countless food and minerals.
- Treasure Gathering Tower: Pawn, purchase, slow sales. Bulk purchases in front of secret realms.
- Dragon Walking Group: Merchants, purchasing cheap local specialties, long-term cooperation with local powers.
- Ten Thousand Treasures Pavilion: Wholesale and retail, high-priced sales at branches everywhere.
Overview: Elixirs, artifacts, talismans, arrays - production, sales, monopolistic profits.
Social status: The focus of all attention. Every cultivator's daily necessities and side businesses.
Internal system: Classic alliance system. Academic exchanges, pricing conferences, joint defense.
- Elixir Sect: Produces elixirs. Representative: Foundation Establishment Pill, for breakthrough to Foundation Establishment.
- Poison Sect: Produces poisons. Representative: Holy Poison Pill, for controlling subordinates.
- Artifact Sect: Produces equipment, magical treasures, elixir cauldrons. Representative: Immortal Swords.
- Sumeru Sect: Produces storage rings. Although Artifact Sect also produces them, they're not as good as Sumeru Sect's.
- Colossus Sect: Produces flying ships.
- Talisman Sect: Produces talismans. Representative: Protection Talismans.
- Array Sect: Customizes arrays. Representative: Mountain Protection Grand Array.
Overview: Academy alliance, disciples throughout the world, neutral.
Social status: Uncrowned king, the thirteenth Holy Land, detached from worldly conflicts. Those who attack the Source Alliance become enemies of the world.
Internal system: Classic alliance system. Academic exchanges, joint defense, organizing leagues.
- Extreme Abyss Academy: Comprehensive independent academy.
- Soul Curse Academy: Comprehensive independent academy. Specializes in soul techniques, curse techniques, blood techniques, counter techniques.
- Sword Sect Academy: Affiliated with Sword Heart Holy Land, open to worldwide enrollment. Comprehensive academy, specializing in sword techniques, heart techniques.
- Wilderness Academy: Comprehensive independent academy, specializing in body techniques.
Overview: No cognitive filtering, directly facing the world's truth. The source of all techniques, five-dimensional space. The world is like cards; others only play straight flushes, while I face chaos. Over a million years, more than half of those above Divine Transformation came from the Dao Alliance.
Social status: No presence, mysterious, viewed as part of the rules, familiar yet strange, hidden in plain sight.
Internal system: United in appearance, divided in heart. Only joint defense and using the alliance name for business.
- Divine Church: Core of the Dao Alliance, no cognitive filtering, all techniques returning to one.
- Boundary Sect: Maintains various major transmission arrays, the Ten Thousand Worlds transportation pattern. Active in the void, exploring unknown realms.
- Heavenly Mechanism Tower: Calculates history, knows the current situation, ranks the Heavenly Rankings.
Overview: Martial artist alliance, rogue cultivator court. Fighting demonic beasts, exploring secret realms, sharing experiences, mutual assistance.
Social status: Pitiful creatures, bumpkins, hot-tempered, not to be provoked. Unreasonable, neurotic, ready to fight to the death over disagreements, big fools. Countless, no one knows how many people are in the Martial Alliance, a mixed bag, all sorts of characters, indescribable.
Internal system: Unwritten rules. Very few written rules, just one page; the rest are all unwritten. Meetings basically depend on loudness and force, internal often quarreling into fights, but making up afterward.
- Martial Gang: Mainly fighting wild demonic beasts.
- Yellow Bird Society: Secret realms as the main focus, treasure hunting, assassination. Some call it a demonic church.
- Berserker Faction: Beast clan front line, insect plane, life-or-death battles.
- Treasure Hunting Gang: Secret realms as the main focus, avoiding battles to find treasures.
- Escort Association: Escorting merchant caravans, delivering treasures, guarding gates, hosting conventions, escorting explorers, mercenaries.
Overview: Also known as the National Alliance or Dynasty Alliance. Dynasties controlled by sects are not qualified to join; National Domain members must have independent sovereignty. Imperial authority is stern within the National Domain but a joke outside it.
Social status: The backbone! The body of the world! Highest recognition; many people believe: where the National Domain is located is the Ten Thousand Worlds, outside the National Domain is all outer territory.
Internal system: Conference system. Allows internal wars, but must maintain communication and explain the war; the dignity of the National Domain cannot be violated, external enemies are jointly suppressed.
- Great Elegance Empire: Imperial system, unlimited power. Few legal changes, immortals and mortals subject to the same laws.
- Great Qin Empire: Imperial system, unlimited power. Many legal changes, lax enforcement, immortals freely violating laws.
- Tianxuan Empire: Imperial system, unlimited power. Has laws but no prisons, violators become crime citizens. Vast crime citizen groups, crime citizens have no human rights, at the disposal of immortals, children of crime citizens are also crime citizens, achieving immortality can absolve crimes.
- Song River Dynasty: Emperor and feudal lord system, feudal lords are self-governing but must pay tribute and provide soldiers.
- Imenosson Forest: Elves, queen system. Queen has highest diplomatic authority, Elder Council has highest decision-making authority.
- Dark Elf Kingdom: Elves, queen system. Queen oversees Dark Stewards with information and judgment rights, Elder Council exists in name only, queen is like an emperor.
- Ancient Sky City: Territory only in a single plane, but Nascent Soul-level strength, abundant plane. No external conflicts, nearby planes voluntarily paying tribute. Imperial system, high welfare.
- Jihua City: Rich plane, single plane territory, no expansion. Imperial system, prohibits leaving the plane, no families, prohibits reproduction, artificial babies, unified cultivation.
Overview: Alliance of myriad races, huddling together for warmth, resisting humans.
Social status: Enemy of humans. Powerful, vast territory. With external enemies, they grow stronger through battle; without external enemies, they split internally.
Internal system: Conference system. Allows internal wars, maintains communication, joint defense. Nascent Soul takes turns as alliance leader, in emergencies the leader's power expands.
- Tiger Clan: Comprehensively strongest. Strong from birth.
- Bear Clan: Individually strongest. Strong from birth.
- Snake Clan: Poisonous. Born weak, multiple transformations.
- Crocodile Clan: Highest damage. Strong from birth.
- Eagle Clan: Fastest speed. Born weak, strong after adulthood.
- Insect Clan: Vast territory, individually weak.
Overview: Not an alliance, Dragon Clan is one entity. The world has only ten parts, humans take eight, I take one, and the rest share one.
Social status: Uncrowned Holy Land, outer realm paradise, low presence, many visitors.
Internal system: Elder system. The Elder Council decides all arrangements large and small within the clan, one entity, no member powers. Dragons have long lifespans.
Overview: Holy Land alliance. People from Holy Lands look down upon the world, viewing the Ten Thousand Worlds as the lower realms, enclosed in their own paradise.
Social status: To outsiders, lofty and venerable; to insiders, enclosed in their own paradise, all outside is barbaric.
Internal system: Exclusionary system. Transportation interconnected, internal wars allowed, maintaining communication, comprehensive exchanges. Each responsible for their own external enemies.
- Equality Holy Land: Under the jurisdiction of the Primordial Heavenly Dao. Prohibits killing. Trade center.
- Wind Spirit Realm: Under the jurisdiction of the Wind Deity, creating cultivation methods and spiritual techniques.
- Sword Spirit Realm: Under the jurisdiction of the Sword Saint, creating heart techniques.
- Soul Realm: Under the jurisdiction of the Soul Saint, creating dao embryos.
- Thunder Fire Holy Land: Under the jurisdiction of the Thunder Deity. Creating divine positions.
- Seven Star Holy Land: Under the jurisdiction of the Array Saint. Creating mountain protection grand arrays.
- Netherworld Holy Land: Under the jurisdiction of the Curse Saint. Creating self-destruct and burning techniques.
- Matchless Realm: Under the jurisdiction of the Matchless Deity. Creating spirit absorption techniques.