I have another question regarding the Death Realm.
If it's going to be much harder to escape from in the future, what happens when a relatively low-powered character is sent there?
The re-incarnation bit is pretty easy to explain, I'm more worried about the game-balance effects of having some poor schlub die and then not be able to get out.
I see a couple of ways to go with this:
1. The easy way: Characters of lesser power have an easier time leaving the death realm. Being capable of leaving is a feat in and of itself worthy of some note, but the Death Realm itself does not hold as tightly to those lesser beings.
2. The hard way: The death realm is a realm in and of itself, on equal playability footing as Hydlaa. This means there are trainers, and quests and shops and everything. This has great potential for story and introducing PvP with a reason. A whole new 'side' of player characters can be developed. Doing quests in the Death Realm gives XP as normal, but also gives you 'Death Realm' reputation, meaning that, after a certain point, trainers, shop-keepers and other NPCs will have you listed as KoS. Likewise completing quests in Hydlaa gives 'Life Realm' reputation, dictating that the vendors, shop-keepers and other NPCs will 'hate' you in the Death Realm. This way, the more 'powerful' you are, the harder it is to exist in the realm opposite to you. I'm not sure that a 'neutral' setting with both parties should be beneficial, basically if neither thinks very well of you, why should they offer you goods and services, then again, suitable penalties could be enacted to ensure that only a very few -and foolhardy- players would even WANT to go down that path.
This creates a three-sided aggresion map, which is ALWAYS more interesting than a duo-sided one. I dunno if it's worth the effort required though. To be honest, a lot of stuff could be copy-pasted, and there should be a multitude of quests that involve neither side anyways.
Then again, maybe there's a third option that I've missed. Anyone with suggestions?