Contents
- 1Biodata
- 2Geography and Formation
- 3Age of Discovery
- 4Administration and Economy
- 5Major Powers
- 6Strategic Sites and Assets
- 6.1Sleeping Dragon Spirit Vein
- 6.2Yinji Sea
- 6.3Fleet and War Infrastructure
- 7History
- 7.1Age of Discovery and Resource Conflict
- 7.2Human Seed Deployment Conspiracy
- 7.3The East Sea Crisis
- 7.4War Against Hell Ten Paths and the Dragon Palace
- 7.5Collapse of the East Sea
- 7.6Dragon Source Crisis and Seal Breach
- 8Trivia
Biodata
| Feature | Details |
|---|---|
| Name | East Sea (东海) |
| Type | Neutral Character (AI) |
| Status | Extant; its spiritual geography is destabilized by the Sleeping Dragon Spirit Vein's collapse and subsequent seal-breach disasters 843 846 |
| First Appearance | Chapter 391, “Age of Discovery: East Sea Island Lords” 391 |
Geography and Formation
The East Sea is a vast maritime cultivation region of islands, sea territories, and even small continents. Its landmass continually expands as extraterrestrial meteors, World Fragments, and Return to Ruins remnants enter the world and form new islands and spirit veins. 391 399
The Heavenly River helps create this expansion: it draws World Fragments and other foreign matter into the world, cleanses them of Outer World contamination, and eventually deposits the resulting secret realms in the East Sea, where they become islands and part of the world's foundation. 454 602
| Region / Feature | Description |
|---|---|
| Inner Domain | The area ruled by the East Sea Immortal Alliance for millions of years. It contains High Order Spirit Veins and is the principal front in its war against the East Sea Dragon Palace. 399 |
| Outer Domain | A frontier of World Fragments, Return to Ruins secret realms, extraterrestrial meteors, and miscellaneous lands; it is the principal stage of the Age of Discovery. 399 602 |
| East Sea Ten Thousand Islands | The archipelagic network of inhabited and resource-bearing islands governed through sea regions and island lords. 391 |
| Sleeping Dragon Spirit Vein | A High Order Spirit Vein running through the East Sea and the central object of the Immortal Alliance–Dragon Palace conflict. 713 834 |
| Penglai Island | Core of the East Sea Immortal Alliance, a crucial node of the Sleeping Dragon Spirit Vein, and the source of roughly seventy percent of East Sea resources above Golden Core level. 702 763 |
| Yinji Sea | The Yin Pole of the Sleeping Dragon Spirit Vein, located near Wolong Pass and saturated with the corpses, curses, and baleful qi of a million years of war. 703 833 |
| Yangji Island | The Yang Pole of the Sleeping Dragon Spirit Vein and location of the Dragon Source. 677 703 |
| Wolong Pass | The Immortal Alliance's million-year defensive line against the Dragon Palace, protected by the Dragon Trapping Feng Shui Grand Formation and an ancient sixth-order formation. 817 |
Age of Discovery
Every ten thousand years, changes in heaven and earth cause resource-rich islands, sea regions, and foreign-domain remnants to emerge across the East Sea. This recurring period is known as the Age of Discovery. 391
| Aspect | Details |
|---|---|
| Primary cause | The arrival of meteors, World Fragments, Return to Ruins remnants, and other extraterrestrial materials creates new islands and resource zones. 391 454 |
| Participants | The Immortal Alliance permits cultivators above Foundation Establishment to explore the East Sea voluntarily. 391 |
| Reward for success | Explorers may occupy discovered islands, receive rights to use seventy percent of their spirit veins' spiritual energy, and acquire resources unavailable in This Side World. 391 |
| Political purpose | The system is intended to compete for resources while preserving social mobility and preventing complete monopolization by established powers. 391 |
| Major dangers | Return to Ruins ruins, foreign laws, fallen high-level cultivators' domains, hostile foreign races, strange Dao methods, sea beasts, and open war. 391 |
Administration and Economy
The East Sea does not use the Central Lands' Dao Academy system. It is administered as an archipelago system led by the Immortal Alliance's Three Major Powers, with sea regions serving as administrative divisions under island lords. 391
The region's prosperity rests on spiritual-energy extraction, sea-beast materials, Outer Domain trade, and the Hundred Arts of Cultivation. Sea beasts are used extensively for pills, medicines, and other cultivation resources. 432
- Golden Route — A profitable but hazardous route linking the Inner and Outer Domains. Merchant vessels carry back treasures and materials that sustain the Ten Thousand Islands' prosperity, while sea monsters, demonic cultivators, foreign Evil Gods, and raiders prey on the traffic. 552
- Flying Boat Sea Market — A roaming merchant island that arrives roughly once every ten years. Its trade, transport, communication, energy circulation, production, and sales systems also allow it to function as a war fortress or an Immortal Alliance branch. 619 620
- Penglai Island — Beyond its political role, it concentrates the East Sea's advanced production of pills, artifacts, formations, talismans, spirit herbs, minerals, and refined spiritual qi. 702
- Resource pressure — Outer Domain warfare and stagnant cultivator numbers have intensified competition for existing spiritual energy, forcing many low-level cultivators into service, inherited trades, dangerous expeditions, or plunder. 605
Major Powers
- East Sea Immortal Alliance — The Inner Domain's long-standing ruling power; it contests spirit veins and sea territory with the Dragon Palace and maintains major fleets, formations, intelligence systems, and island administrations. 399 708
- East Sea Dragon Palace — The sea-beast power opposing the Immortal Alliance. It employs coordinated beast tides, Hatching Nests, Artificial Spirit Crystals, and the Myriad Demons Great Formation in its war effort. 742 769 821
- Death River Cult — One of the Nine Great Immortal Sects, stationed at Yinji Sea; its territory became a blood-soaked forbidden zone associated with the ancient Nine Nether. 833 834
- Hell Ten Paths — A hostile force whose floating Reincarnation Island moved through the East Sea under a deathly fog. Its activities prompted large-scale Immortal Alliance campaigns. 740 742
- Immortal Alliance Dark Department — The Alliance's covert branch, responsible for investigations and intelligence operations within the East Sea. 457 687
Strategic Sites and Assets
Sleeping Dragon Spirit Vein
The Sleeping Dragon Spirit Vein is the East Sea's most important High Order Spirit Vein. The Immortal Alliance and Dragon Palace have fought over it for more than a million years. 713
- Its Yin Pole, Yinji Sea, contains accumulated corpses, curses, grievance qi, and yin balefulness from the two races' wars. 703 833
- Its Yang Pole contains the Dragon Source, also called the Dragon Pearl. 703
- The Dragon Source can independently convert Chaos Qi and open another High Order Spirit Vein for the world, making it coveted even by Spirit Transformation and Void Refinement cultivators. 703
- The Dragon Emperor was born from the Sleeping Dragon Spirit Vein after it gained sentience, giving it an innate connection to the vein. 834
Yinji Sea
Yinji Sea is a perilous sea of blood and a borderland near Wolong Pass. It has nearly developed into a natural forbidden zone and bears the outline of ancient Nine Nether scenery. 833
- The sea assimilates living beings that reveal a living aura; even Spirit Transformation cultivators can be worn down by its inexhaustible blood sea. 833
- It contains numerous Golden Core and Nascent Soul demonic creatures, as well as hidden Spirit Transformation-level threats. 833
- Its accumulated darkness can resonate with the Nine Nether Mirror and be spread through the Sleeping Dragon Spirit Vein across the East Sea. 833 834
Fleet and War Infrastructure
- Flying Boat Fleet — The Immortal Alliance's strategic reserve, numbering more than 129,000 spirit ships after an Outer Domain campaign. Its Star Great Formation is dangerous even to Spirit Transformation cultivators. 708
- Floating Spirit Island — A mobile strategic platform capable of deploying vast numbers of spirit ships and launching attacks powerful enough to threaten Spirit Transformation cultivators. 721 746
- Hatching Nests — Dragon Palace war weapons that convert spiritual energy in sea-beast corpses into a breeding source for immense beast tides. 742 743
- Artificial Spirit Crystals — Grain-sized wartime energy sources, each containing spiritual energy comparable to one hundred million low-grade Spirit Stones. 741 769
History
Age of Discovery and Resource Conflict
The East Sea's defining conflict is the struggle between the Immortal Alliance and the Dragon Palace for spiritual energy, especially the Sleeping Dragon Spirit Vein and the expanding frontier of new islands. The Age of Discovery turned this struggle into an opportunity for independent cultivators to establish island holdings and seek foreign-domain resources. 391
Human Seed Deployment Conspiracy
Lin Chen discovered that a Human Seed Deployment Ship had been loaded with sea-beast eggs rather than human seeds. He inferred that the eggs could create miniature beast tides across inhabited islands and potentially serve as components in a grand formation using the entire East Sea as its base. 413
True Lord Xingmu and True Lord Lie Kong later investigated the incident and found signs that the Dragon Palace and demonic forces might be cooperating in a large-scale blood sacrifice across the East Sea. 424
The East Sea Crisis
Celestial Venerable Canghai concluded that the East Sea had become both a burden on the Immortal Alliance and a potential catastrophe. He proposed destroying the Dragon Palace and its monsters while preserving the Sleeping Dragon Spirit Vein beneath the region. 496
The crisis was intensified by rising Dragon Palace assaults on Wolong Pass, the growth of high-level sea-beast forces, and signs of Heavenly Demon Cult activity. 496
War Against Hell Ten Paths and the Dragon Palace
The Immortal Alliance used Heavenly Secrets Fishing to cast a Heavenly Mystery Net over the East Sea and expose hidden threats, including Hell Ten Paths. The operation revealed only minor members, creating suspicion that major forces remained concealed. 721 722
When Reincarnation Island targeted several spirit islands, the Alliance ordered the three affected sea regions purged of non-Alliance cultivators and foreign races while its fleet sought to hold the island in place. The campaign drew the fleet into massive Dragon Palace beast tides. 742
Collapse of the East Sea
After Lin Chen reached Spirit Transformation, Celestial Venerable Canghai reversed day and night over the East Sea and brought down the Heavenly River and starry sea in an attempt to stop him. The conflict destabilized spacetime and Worldly Laws across the region. 775
The ensuing clash threatened to collapse the East Sea. Celestial Maiden Yue Ling intervened with the Moon Palace to freeze and seal the breach, replacing the East Sea's million-li sea territory with an Ice Jade Palace. 776 777
Dragon Source Crisis and Seal Breach
The Dragon Emperor used the Myriad Demons Great Formation to shift the East Sea's fortune toward the Dragon Palace, producing a devastating tidal invasion by sea beasts. 821
The destruction of Yangji Island's Dragon Source caused Yinji Sea to erupt and the Sleeping Dragon Spirit Vein to enter Yin-Yang imbalance and disorderly collapse. The sea rose toward the Heavenly Vault, threatening the entire East Sea Cultivation World. 843
A later time reversal averted an immediate drowning disaster, but the breach allowed ancient remains to reincarnate and caused Law Deviation across the region. The Heavenly Lords chose to detach the Yin and Yang Poles of the Sleeping Dragon Spirit Vein to suppress the calamity. 846
Trivia
- The East Sea's unusual cultivation diversity includes foreign and heterodox paths such as Martial Dao, Incense Spirit Dao, Gu arts, blood cultivation, curse arts, and ghost-devouring methods. 391 731
- Rebirth Island, located near the Outer Domain, is rumored to awaken Spiritual Roots and improve cultivation aptitude. 399
- The East Sea contains a continent approximately one-tenth the size of the Central Lands, with Spirit Lands graded as spirit realms, blessed lands, and grotto-heavens. 551
- Its undersea spirit veins periodically shift position through branching and erosion, making accurate maps strategically valuable. 782