Infernal Realm
Coiling Dragon: Dawn of CreationContents
- 1Biodata
- 2Geography and Environment
- 2.1Notable Locations
- 3Travel and Teleportation
- 3.1Teleportation Arrays
- 3.2Long-Distance Travel
- 4Major Factions
- 5History
- 5.1Formation and Early Disorder
- 5.2End of Expansion and the First Continental Wars
- 5.3Kings’ Agreement
- 5.4War Against the Hall of the Gods
- 5.5Hall of the Gods’ Ascendancy
- 5.6Celestial Realm Campaign and Sovereign Sparks
- 5.7Sovereign Era
- 6Society and Economy
- 6.1Population and Advancement
- 6.2Trade and Resources
Contents
- 1Biodata
- 2Geography and Environment
- 2.1Notable Locations
- 3Travel and Teleportation
- 3.1Teleportation Arrays
- 3.2Long-Distance Travel
- 4Major Factions
- 5History
- 5.1Formation and Early Disorder
- 5.2End of Expansion and the First Continental Wars
- 5.3Kings’ Agreement
- 5.4War Against the Hall of the Gods
- 5.5Hall of the Gods’ Ascendancy
- 5.6Celestial Realm Campaign and Sovereign Sparks
- 5.7Sovereign Era
- 6Society and Economy
- 6.1Population and Advancement
- 6.2Trade and Resources
Biodata
| Feature | Value |
|---|---|
| Name | Infernal Realm |
| Original Name | 地狱 |
| Type | One of the Four Overgod Planes 6 |
| Universe | Coiling Dragon Universe 1 |
| Geography | Five continents, the Star Mist Sea, and the Sea of Chaos 109 |
| Major Powers | Historically, the Demon Alliance, Amethyst Alliance, Dark Night Alliance, and Hall of the Gods 57 |
| Dominant Faction | The Hall of the Gods becomes its foremost faction without completely unifying the realm 111 116 |
| First Appearance | 1 |
Geography and Environment
- Scale: Its five continents and surrounding seas make complete territorial unification difficult. Each continent is smaller than the Netherworld’s continuous landmass, but the realm as a whole supports numerous competing powers 109.
- Sky: A purple crescent moon casts eerie purple moonlight at night; the sun is blood-red 6 113.
- Landscape: Rhodes’s first journey outside the Thunder Region reveals towering trees, jagged rocks, and vast stretches without visible inhabitants 6.
- Planar boundary: Once its expansion ends, a barrier containing all seven perfectly fused elements separates the realm from endless Spatial Turbulence 25.
Notable Locations
| Location | Description |
|---|---|
| Central Continent | The Demon King’s early stronghold. The Demon Alliance occupies the entire continent and guards its Teleportation Arrays before attempting further conquests 26. |
| Amethyst Continent | Unified by the Amethyst Alliance during the early struggle for supremacy 35. |
| Blood Peak Continent | Southern continent that becomes the Hall of the Gods’ exclusive territorial base. It contains two Teleportation Arrays 57 116 124. |
| Thunder Region | Lightning-rich territory producing thunderstrike stone, a prized material for lightning-element divine artifacts. Five rival forces initially surround the Ten Thousandfold Thunder Prison 8. |
| Heavenly Thunder Mountain Range | Rhodes’s home region, shrouded in immense lightning pillars. Its interior remains dangerous even to powerful deities without the Thunder Crystal 78. |
| Amethyst Mountains | Source of soul-strengthening amethyst and the home of the Zijing Couple 10 18 21. |
| Skyrite Mountains | Birthplace of the Four Divine Beasts and headquarters region of the Hall of the Gods. Heaven-Reaching Peak is its tallest summit 44 57 113. |
| Star Mist Sea | Separates continents. Bebe and Danniton cross it aboard a Metal Lifeform while fleeing pursuit 158. |
| Sea of Chaos | Lies at the center of the five continents. Formerly Watrod’s territory, it contains numerous powerful experts 109. |
| Purgatory | A small divine plane created deep within the Sea of Chaos by the realm’s Sovereigns. Entry requires at least Seven-Star Demon strength 147. |
Travel and Teleportation
Teleportation Arrays
- Network: The Infernal Realm has seven Teleportation Arrays connecting it with other Overgod Planes and countless Material Planes 25 109.
- Protection: The Overgod Edict declares that anyone who destroys an array will die 25.
- Strategic value: Arrays provide access to arriving recruits, interplanar campaigns, and Material Planes where factions can spread faith 26 118.
- Local access: One array appears approximately one hundred thousand li from the Amethyst Mountains. Blood Peak Continent has two, including one close to the Skyrite Mountains 26 57.
- Transport services: During its monopoly, the Hall of the Gods transports new arrivals in Metal Lifeforms, distributing them among settlements rather than allowing populations to accumulate around the arrays 112 116.
Long-Distance Travel
- Metal Lifeforms serve as vehicles for journeys across continents and seas. Rhodes recalls that crossing the Star Mist Sea can take fifty or sixty years of uninterrupted travel 7.
- Spatial travel becomes an alternative for Sovereigns, who tear open the realm’s barrier to enter Spatial Turbulence 139 141.
- Danger outside settlements persists despite organized transport: bandits ambush travelers, raid homes, and kill deities for their Divine Sparks 112.
Major Factions
The four-faction balance emerges after the early continental wars; it does not represent the realm’s political organization throughout its entire history 54 57.
| Faction | Leadership | Position and Institutions |
|---|---|---|
| Demon Alliance | Chris Ding, the Demon King | Initially controls the Central Continent and later occupies two continents. Operates Fiend Castles for trade 26 35 57. |
| Amethyst Alliance | Lei Jialie and Zijing, the Zijing Couple | Unifies the Amethyst Continent. Operates Amethyst Castles 35 57. |
| Dark Night Alliance | Solo Ross, the King of the Dark Night | One of the four major factions during the peace established by the Kings’ Agreement. Operates Dark Night Castles 51 57. |
| Hall of the Gods | Rhodes; administered by figures including Lei Si and Krus | Holds Blood Peak Continent, develops six great Gods’ Legions, and eventually monopolizes the realm’s Teleportation Arrays. Its trading institution is Gods’ Paradise 57 109 111 112. |
- Independent experts: Watrod repels the Demon King without joining the major continental alliances. Other unaffiliated experts later challenge the established rulers and seek their own territories and sources of faith 35 76 90.
- Infernal Realm Faction: In the Sovereign era, Rhodes leads a broader coalition. Wind Sovereigns under Yi Han attach themselves to it rather than all settling within the Infernal Realm itself 141.
History
Formation and Early Disorder
The Infernal Realm exists before the Seven Divine Planes are born and before life appears in the Material Planes. Its territory initially expands continuously as elemental essence condenses into land along its edges 1 8 25.
Early society has no unified order. Deities and Saints gather into alliances or Divine Beast kin-groups for protection, while powerful individuals establish their own forces. The Demon King imposes relative stability in the realm’s center, but conflict continues beyond his territory 8.
Rhodes begins his travels in the Thunder Region. After defeating Di’ers, he learns about the surrounding powers and begins organizing followers of his own. Over five hundred years, Di’ers and Pulide expand his territory across hundreds of millions of li 8 13.
End of Expansion and the First Continental Wars
An Overgod Edict marks the end of the realm’s expansion and announces the construction of Teleportation Arrays in fifty years. Their completion brings successive waves of Saints and deities from the Material Planes 25 26.
Factions seize the arrays and use the arrivals to enlarge their armies. Recruitment ranges from coercion to outright slaughter: the Amethyst Alliance allows Midgods to leave, whereas the Demon Alliance kills those who refuse submission. Cities rise, but fighting remains common even within them 26 27.
The Demon Alliance expands across two continents and attacks the Amethyst Alliance. Rhodes refuses the Demon King’s invitation to join him, while Watrod independently repels the Demon King in the Sea of Chaos 28 34 35.
Kings’ Agreement
After the leading continental rulers gather around Rhodes’s confrontation with the Celestial Realm’s Light King Atezi, they negotiate a temporary settlement. Proposals for common rules fail, including Chris Ding’s attempt to establish Fiend Castles throughout all five continents. They agree that the winner of a war ten thousand years later will determine the realm’s rules 51 52 54.
The agreement produces a period of rapid development. Restrictions on Teleportation Arrays are lifted, intercontinental trade expands, and the four major factions make their cities safe by executing anyone who fights inside them. Lei Ding’s Floating Shadows of Rhodes’s battles circulate widely, making Rhodes famous throughout the realm 54 57.
War Against the Hall of the Gods
The peace lasts less than six thousand years. After discovering the Hall of the Gods’ efforts to gather faith, Chris Ding, Solo Ross, and other powers organize an attack while Rhodes is traveling in the Netherworld 88 89.
Enemy forces seize the Hall’s Teleportation Arrays and surround the Skyrite Mountains. The Four Divine Beasts kill Solo Ross with their fusion innate divine ability, but face further attacks from the assembled Highgods. Atezi subsequently enters with Celestial Realm reinforcements 90 94.
Hathaway and experts from Green Leaf Castle arrive from the Netherworld to support Rhodes. Their intervention prevents Atezi from continuing his assault and shifts the battle against the invading forces 101.
Hall of the Gods’ Ascendancy
Recognizing the difficulty of conquering every continent, Rhodes abandons complete territorial unification as a goal. He instead directs the Hall of the Gods to hold Blood Peak Continent and control all seven Teleportation Arrays, leaving other factions to contest the remaining lands 109.
Over the next hundred thousand years, the Hall’s legions maintain that monopoly, build protected cities, and transport new arrivals. Its authority remains selective rather than universal: the other continents continue to produce competing factions and powerful experts 112 116.
Blood Peak Continent becomes an exclusive base. Residents must belong to the Hall of the Gods or be relatives or dependents of its members; unauthorized inhabitants face expulsion through lethal patrols and military action 116.
Celestial Realm Campaign and Sovereign Sparks
The Four Divine Beasts lead the Hall of the Gods into the Celestial Realm, drawing other Infernal Realm factions into the invasion with the prospect of capturing Teleportation Arrays. The resulting conflict continues for over a hundred thousand years 117 118.
When pillars containing Sovereign Sparks appear, Rhodes recalls the Hall’s armies and relinquishes its Celestial Realm holdings. Although he initially orders most Infernal Realm arrays abandoned as well, a small number of Highgods ultimately remain to guard them. Other factions still hesitate to challenge the Hall 120 122.
Competition over the pillars fuels prolonged warfare elsewhere in the realm. Blood Peak Continent remains comparatively peaceful because no one dares seize the Hall’s pillars 124.
Sovereign Era
The emergence of Sovereigns transforms the struggle for power. Rhodes intends to seize the Sparks of Sovereigns outside the Hall of the Gods, prompting four Infernal Realm Sovereigns to flee toward the Celestial Realm. Their request for protection draws the other Overgod Planes into the confrontation 129 130 131 132.
The Infernal Realm later serves as a refuge for spectators during the dangerous final compression preceding the Wind Element Divine Plane’s creation. Rhodes’s faction also exercises decisive influence over plans to create further Divine Planes 139 142.
The realm’s Sovereigns jointly create Purgatory in the Sea of Chaos. Deities who enter and claim territory become Purgatory Commanders, linking its elite fighters to the era of Planar Wars 147.
After the catastrophe involving Rhodes’s gray energy, outside Sovereigns believe he has perished and predict that the Infernal Realm Faction will eventually fragment. This remains their expectation rather than an established dissolution of the faction 187.
Society and Economy
Population and Advancement
- Early population: Before Teleportation Arrays exist, the realm has relatively few deities, though violent conflict is already widespread 12.
- Immigration: Continuous arrivals from Material Planes produce rapid population growth and make Midgods increasingly common 55.
- Saint-level arrivals: Early factions accept Saints as recruits. Those unable to attain godhood through comprehension can earn Divine Sparks through contributions such as mining 55.
- Concentration of experts: Persistent competition helps the Infernal Realm produce more powerful experts than the other Overgod Planes 109 116 130.
Trade and Resources
| Resource or Institution | Use |
|---|---|
| Thunderstrike stone | Material particularly suited to forging lightning-element divine artifacts 8. |
| Amethyst | Strengthens souls and serves as an exchange good 10 57. |
| Divine Sparks | Used for advancement and trade; function as money within the Hall of the Gods’ territory before Sovereign currency exists 55 112. |
| Gods’ Paradise | Purchases and sells Divine Sparks and artifacts, offers artifact forging, gathers information, and provides exchanges for expert guidance. Initially restricted to Hall members 57. |
| Floating Shadows | Battle recordings sold for resources, food, and wine; their popularity increases demand for Water Element deities 57. |
| Power of Faith | Encourages conquest of Material Planes and makes control of Teleportation Arrays a central military objective 118. |
Before Sovereigns appear, trade relies on barter because ordinary manufactured currency can be copied. Inkstones containing traces of Sovereign power do not yet exist during this period 57 112.