Beyond The Zahd
Most travelers to Fehr Volgi will at first be met by familiar sights when arriving at one of the trade cities near its border or along the coast. The folk inhabiting these locales seem to live in a manner quite similar to the well-to-do peoples of other nations. Appearing even an idyllic lifestyle by some standards. Few signs will be detected of the dreaded masses of undead they are said to have at their command. Punctuating this disparity of perceptions, however, these travelers often receive an indirect warning not to wander "beyond the zahd."
Some curious visitors will then be led to inquire as to what, or where, the zahd is. The most common explanations share that the zahd is a place for trade, made welcoming in appearance and free of that which is likely to unsettle delicate outsiders. More brazen visitors may find however that they should avoid doing anything stupid like poking their head into a sewer, or skulking around behind locked doors, finding themselves sanctioned or escorted for the rest of their visit for "trespassing beyond the zahd." Many curious travelers will discover that it is easier to get into the city from the sea or trade highway, than out of it through a landward gate or port. Friendly wardens posted near these exits will guide you back to the fine wares of the merchants and pleasant entertainments of the zahd.
The studiously observant will find that a zahd is an international trade zone in which the high lords of Fehr Volgi have declared that their unliving workforce is to be hidden from the view of visitors. Intrepid adventurers will discover gangs of undead drudges tucked away by merchant lords within the city, behind potent barriers excluding them from the zahd, or catch glimpses beyond the walls of the city of lurching workers in fields hidden away by flower dappled hedges or mossy tree lines .
For the select few that wish to secure a lucrative contract with one of the plantations, mines or other industries of inland Fehr Volgi you may be invited beyond the zahd. In these instances a tour will reveal the peculiarities of this land of light and dark. Outside the zahd you may find bucolic villages of living artisans and scholars sprouting up between manicured fields and forests, all overseen by foreboding manor houses served by squads of undead minions and their cloaked handlers.
I love this idea ! The place is a negative space, it's "not Zahd" and not a specifically named space. I also always dig a place that is easy to enter but hard to exit