The first true layer, and the only one to uninvited guests, tend to reach. This layer is filled to the brim with traps and guards outside of needing a void gate to reach. The orders of 3, 10, and 11, as well as many of the Order of 4 constructs, are instructed to show unwanted guests the door. This is also the only place where the Order of 3 and 11 are used in a defensive way.
This is the location of the infamous gate 14 incident, which is one of the many reasons, both GOC and Foundation, together with a few other organizations. All of the above being forced to make the collective decision to leave exploration be beyond this point.
This layer is often jokingly called "the live-fire exercises fields" by higher up of the Order of 6 and 3. This is because it's the layer that any intruder with sufficient determination can reach before facing real resistance.
The Dead don't stay dead in this layer, and any who fall will join the void as hollows, shamblers, or however you may call them.
Soul death of a normal human occurs 24 hours after entering this zone. But if you die from soul degradation... you must be far beyond just lucky.
[Average life expectancy: 15 minutes]
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This is where every recruiter arrives, and if you need to process millions every hour, you need a sufficiently massive hall.
A room that defines logic with its sheer size with space for any size of craft on the hangar [and I do many any. The hangar size may feel like a sick joke to any uninitiated].
The area has more in common with a massive flight terminal than a simply entry hall. Every is sorted and as quickly processed with the help of the Order of 2 and 6. This process goes rather smoothly most of the time, and everyone I quickly move to be tested, sorted into the correct order, and then handed over to their superiors.
This place is also under the constant effect of the decipher field, causing everyone to understand everyone.
This place is always filled, and if you look long and hard enough, you may find anyone here, be that your favorite fictional character, old friend, or the dead.
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This one consists of technically 14 parts rather than being just one massive realm, but more will be explained below.
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A central point that creates a new instance for every 15 people that enter. Allowing people to enter the correct orders hallway/realm via numbered door. The hallways all look different depending on the orders' rep/preferences and architects' whims. This hallway may look different to anyone looking at it but always feel familiar [the main one]
Once you enter a hallway, you will end up in one of the:
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[Orders hallways/relams (1 to 12)]
These stech infinitely and always look like some type of hallways, but beyond that, don't follow many rules. They will always have doors that generate new doors, allowing the order to have room for anything they need.
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The way that is only available to those of striving or above leading deeper into the void. This door will not generate for any lower ranks, and outside of every few, it doesn't allow anyone to take passengers, which normally wouldn't be allowed.
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Only reachable from the Order of 9ths realm.
This is where most if not all knowledge inside void is stored, together with more books than almost anyone could image.
The order of 9 is an [armsrace] with the library about which library is bigger.
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[The Hall of Remembrance]
Only reachable via the Path, and the only way to actually view the memories of anyone in void. They can be consumed in almost any way, including experienced yourself. Looking up memories of those of your rank or higher is frowned upon and may lead to the Order of 1 paying you a visit.
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