In this universe, the surviving clans did indeed possess some faster-than-light escape arts that did not violate causality. But at most, those could only be used for travel between planets; no one used them for interstellar flight.
Everyone traveled by the Immortal Path.
And this meant that once a true conflict began, anyone below the immortal level could not be counted as combat strength.
At that time, every battle revolved around "path beacons."
If all the Path Beacon Magical Items within a Great Sun Territory were shut down, cutting off signals sent into the Immortal Path, then none of the guiding magical items could point here—not even those belonging to one's own side could enter.
That was a natural defense.
However, Celestial Favored Clans generally did not do this. To a Celestial Favored Clan at the height of its power, a Great Sun Territory was not considered spacious. Thus, even in war, they would often leave behind a path beacon known only to their own people, allowing passage in and out.
Furthermore, once all path beacons were shut down, even intelligence from the outside world could not flow in. Therefore, if only to learn the condition of their kin, they had to activate the beacons periodically.
And fighting over the guiding magical items corresponding to those path beacons was the key to war.
Kill or capture the enemy, seize their guiding magical item before they could destroy it, then wait for the instant the path beacon flickered. Attack the location of the beacon, destroy all of the enemy's Path Beacon Magical Items, and erect one's own path beacon. Then that Great Sun Territory would effectively be in one's grasp.
If the other side had no path beacon, then even if they possessed supreme experts, they could not accurately cross the