The Precincts

Death can only be entered by Necromancers and Abhorsens. While their spirit is in Death, they usually protect their physical bodies with a Charter-spelled diamond of protection. Their bodies become very cold while they are in Death and frost sometimes forms on them. The Seven are the only ones to have been known to enter Death physically. Death is divided into nine precincts. Each progressive precinct is usually more dangerous than the last. At the end of each precinct is its corresponding gate. A river that saps energy runs through all of them, pulling souls on their way. In most cases, travelling through the gate will pull the traveler under, or stun them, rendering them unable to control themselves from drifting to the Ninth Precinct. Abhorsens and necromancers, on the other hand, master Free Magic spells that allow them to harmlessly traverse the gates. Dead creatures linger around precincts 4 through 7, and are hostile, always trying to claw their way back to Life.

The First Precinct

The First Precinct is merely a river, with all of the usual characteristics of Death as mentioned above. The water only rises to one's knees, making it easy to wade through. This is where the border between Life and Death lies. When a human or animal dies, one can travel into Death and find its soul, although this is not generally advised. The First Gate is a waterfall one must walk through, spanning the horizon. The appropriate Free Magic spell makes the waterfall thin out until a passage through it can be seen.

The Second Precinct

The Second Precinct has stronger currents than the First, and also has holes in its riverbed. Previous Abhorsens have mapped out a path to take that is free of holes. The Second Gate is a giant hole/whirlpool . The Free Magic spell stops the water from flowing temporarily, revealing terraces where the water flowed. While it seems that it would take hours to walk down the Second Gate, it is implied that time is deceptive in Death. As the traveler walks down, the water starts flowing behind them.

The Third Precinct

The Third Precinct has better visibility, is slightly warmer, and the current becomes barely a trickle. Foolish, inexperienced necromancers might rest here, but that would be quite unwise. The Third Precinct has waves which will stun any swept up in one. They are kept in check by the same spell that allows passage of the Second Gate. It is the only precinct that requires haste. The Third Gate appears when the correct spell is recited, appearing as a mist doorway. It protects the traveler from the waves as the path to the Fourth Precinct appears.

The Fourth Precinct

The Fourth Precinct is fairly straightforward. The current is stronger than in the First Precinct, but the only threats are wandering Dead. The Fourth Gate is a deceptive waterfall; it looks like a drop of a few feet, and the river continues on afterwards. It is advised to step a good deal back before reciting the Free Magic spell. It makes a solid ribbon appear, described as "made of solid night," about three feet wide, spanning off into the distance. This allows one to travel over the Fourth Gate.

The Fifth Precinct

The ribbon of night is not only the way over the Fourth Gate, but the way over the Fifth Precinct. The water here is too deep to wade, and has a strong metamorphic effect: anything spending time in its waters would soon not resemble its previous body. The ribbon of night is often favored by the Dead as a way to get through the Fifth Precinct. Dead often rush along the path, hoping to surprise the necromancer or Abhorsen who summoned it, throwing them into the river and rushing towards Life. The Fifth Gate is the opposite of a waterfall - a "waterclimb." The river hits an invisible wall and floats on upwards. The spell causes a tendril of water to reach out from the waterclimb and wrap around the traveler without touching them. This tendril then brings them up the waterclimb. After a few minutes, the tendril stops and snaps through the waterclimb, taking the traveler with it.

The Sixth Precinct

The Sixth Precinct is a lake, inhabited by many Dead. The Sixth Gate may open randomly, or it may be summoned. When summoned, it takes the form of a dry circle that sinks through Death into the Seventh Precinct. When the gate is summoned, the current pulling towards it increases drastically.

The Seventh Precinct

The Seventh Precinct is not described, but the Seventh Gate is described as a wall of fire. When the correct spell is spoken, an archway forms, allowing the caster to pass through unscathed.

The Eighth Precinct

Patches of fire erupt randomly from floating stuff on the river, although there is a spell that will ward against them. The Eighth Gate is a wall of darkness. When passing through, however, an experienced Abhorsen or necromancer will cast a spell that dissipates the darkness around them, allowing them through to the Ninth Precinct safely.

The Ninth Precinct

The Ninth Precinct is described as an enormous lake illuminated by a star-filled sky. This sky is actually the Ninth Gate, which calls all who see it with a promise of eternal peace and rest, leading them to final death. Very few beings are able to resist this call. According to the Disreputable Dog, few necromancers ever visit this precinct, since "their very nature is to deny its call." Because the Ninth Precinct is a lake, there is no current.