It is possible for Necromancers, the Abhorsen, and Charter Mages to enter Death. When they do so, their bodies become frozen over, ice hanging from their form. Dead creatures and those of Free Magic who enter Death do so physically, disappearing from Life when they enter Death.
Death is a dull, grey place. It is an infinitely wide river, that extends forever horizontally. A grey mist lingers forever, hindering how far one can see. The river's current always pulls on any who enter Death, trying to sweep them deeper into Death.
Proceeding forwards, deeper into Death, leads to the Gates. The Gates cannot be passed unless a Free Magic spell is cast, or one is swept up in the Gate and passes it involuntarily.
The first place any who enter Death arrive. It is the only place that walking along horizontally has any meaning - walking along the portal to Life changes where one comes out, allowing those who physically enter Death to move places in Life faster than normal.
The water is knee-high, with a decent current. The First Gate is a giant waterfall. The spell to pass it creates a stairwell downwards.
Not much different from the First Precinct at first glance, the Second Precinct has dangerous sinkholes which can trip up the unwary. Those who pass need to memorise the path to the Second Gate in order to not fall prey to the holes.
The current of the river strengthens alarmingly at the Second Gate, which can catch one off guard. It is a whirlpool that is frozen with the spell to pass is cast, allowing one to walk down to the Third Precinct.
With warm, ankle-deep water and better light, the Third Precinct can only be described as a trap.
As soon as the spell holding the Second Gate open fades, the caster must run. For as spell falls, it stops holding back the great waves that the Third Precinct is known for. A great tidal wave that sweeps the length of the Precinct, any caught in it are trapped, doomed to be thrown into the Fourth Precinct utterly stunned.
The Third Gate is a wall of mist. The spell to pass must be cast while the caster is still sprinting away from the waves, else the wave catch up. Once past the Gate, the wave will crash past the caster harmlessly.
The Fourth Precinct is very similar to the First, though the current is slightly stronger.
The Fourth Gate is deceptive - another waterfall, it appears smaller and weaker than it truly is. The only way to pass is creating the Dark Bridge with the passage spell, creating a bridge that leads through the Fourth Gate - and is the only way to pass through the Fifth Precinct.
A place of very deep water and incredibly strong current, anything that lingers in this precinct will no longer resemble what it once was in Life.
The Dark Bridge is the only safe way to pass through the Fifth Precinct, which also makes it dangerous. The Dead are quick to try and use the Dark Bridge to charge back towards Life.
The Fifth Gate is a reverse waterfall - a waterclimb. The passage spell makes the water lift the caster up it and sends them forwards.
A large, shallow pool, the Sixth Precinct has no current unless something is being thrown through the Gates. As a result, many Dead linger in this Precinct.
The Sixth Gate has no fixed location. It can appear anywhere, or be summoned anywhere by the passage spell. It is simply a giant sinkhole.
There is little known about the Seventh Precinct. It is the first of the deeper areas of Death.
The Seventh Gate is the first to not have anything to do with water. It is instead a line of fire from horizon to horizon. The passage spell creates an arch in the fire to allow safe passage.
The Eighth Precinct has patches of oily fire that drift on the surface of the river. They can flare up out of nowhere and are extremely dangerous. They can be warded off using Free Magic, but are better avoided so that the Dead do not sense the magic.
The Eighth Gate is a wall of darkness that cuts off all outside stimulus. The passage spell makes it release you into the Ninth Precinct.
With ankle deep water that has no more current, and the mist of Death no longer present, the Ninth Precinct is a gentle place.
The Ninth Gate is a giant field of stars overhead, so many that they fill the sky in a giant cloud. Any dead who enter the Ninth Precinct and see it rise up into the sky to their final death. Necromancers often fear the Final Gate because of this, never looking skyward if they must enter the Ninth Precinct for any reason.
The Ninth Gate can exert its pressure on those still living, but they can often realise that it is not their time and will float back to the ground.
Death
Date: 2018-08-23 12:04 pm (UTC)From:Death is a dull, grey place. It is an infinitely wide river, that extends forever horizontally. A grey mist lingers forever, hindering how far one can see. The river's current always pulls on any who enter Death, trying to sweep them deeper into Death.
Proceeding forwards, deeper into Death, leads to the Gates. The Gates cannot be passed unless a Free Magic spell is cast, or one is swept up in the Gate and passes it involuntarily.
The First Precinct
Date: 2018-08-23 12:07 pm (UTC)From:The water is knee-high, with a decent current. The First Gate is a giant waterfall. The spell to pass it creates a stairwell downwards.
The Second Precinct
Date: 2018-08-23 12:09 pm (UTC)From:The current of the river strengthens alarmingly at the Second Gate, which can catch one off guard. It is a whirlpool that is frozen with the spell to pass is cast, allowing one to walk down to the Third Precinct.
The Third Precinct
Date: 2018-08-23 12:13 pm (UTC)From:As soon as the spell holding the Second Gate open fades, the caster must run. For as spell falls, it stops holding back the great waves that the Third Precinct is known for. A great tidal wave that sweeps the length of the Precinct, any caught in it are trapped, doomed to be thrown into the Fourth Precinct utterly stunned.
The Third Gate is a wall of mist. The spell to pass must be cast while the caster is still sprinting away from the waves, else the wave catch up. Once past the Gate, the wave will crash past the caster harmlessly.
The Fourth Precinct
Date: 2018-08-23 12:15 pm (UTC)From:The Fourth Gate is deceptive - another waterfall, it appears smaller and weaker than it truly is. The only way to pass is creating the Dark Bridge with the passage spell, creating a bridge that leads through the Fourth Gate - and is the only way to pass through the Fifth Precinct.
The Fifth Precinct
Date: 2018-08-23 12:17 pm (UTC)From:The Dark Bridge is the only safe way to pass through the Fifth Precinct, which also makes it dangerous. The Dead are quick to try and use the Dark Bridge to charge back towards Life.
The Fifth Gate is a reverse waterfall - a waterclimb. The passage spell makes the water lift the caster up it and sends them forwards.
The Sixth Precinct
Date: 2018-08-23 12:19 pm (UTC)From:The Sixth Gate has no fixed location. It can appear anywhere, or be summoned anywhere by the passage spell. It is simply a giant sinkhole.
The Seventh Precinct
Date: 2018-08-23 12:21 pm (UTC)From:The Seventh Gate is the first to not have anything to do with water. It is instead a line of fire from horizon to horizon. The passage spell creates an arch in the fire to allow safe passage.
The Eighth Precinct
Date: 2018-08-23 12:24 pm (UTC)From:The Eighth Gate is a wall of darkness that cuts off all outside stimulus. The passage spell makes it release you into the Ninth Precinct.
The Ninth Precinct
Date: 2018-08-23 12:28 pm (UTC)From:The Ninth Gate is a giant field of stars overhead, so many that they fill the sky in a giant cloud. Any dead who enter the Ninth Precinct and see it rise up into the sky to their final death. Necromancers often fear the Final Gate because of this, never looking skyward if they must enter the Ninth Precinct for any reason.
The Ninth Gate can exert its pressure on those still living, but they can often realise that it is not their time and will float back to the ground.