TIER 0 — THE OUTER RIM

Jayjo exports everything it does not want to see to the Outer Rim: storm load, waste, broken infrastructure, bad medicine, old promises, and people the city has marked expendable.

AT THE EDGE

Tier 0 is a radial belt around Jayjo’s mountain base. The storm is always on. Structures are assembled rather than built: tarp, tape, sealant, scrap sheet metal, exposed pipe, wet wood, pallet walks, and repairs that cannot afford to be hidden. Survival is performed in public.

EVERYDAY LIFE

Nobody checks food first. They check seams. Dry cloth is medicine. Tape is inheritance. Markets, repair circles, water exchange, shelter maintenance, and route gossip organize the day. Attention is a cost; a quiet act of mutual aid may matter more than a promise.

THE FIVE WAYS AROUND

NOCTURN — NORTH

Disappearance and ritual. Hollow Hills / Quiet Debt, Story Stop, and the Missing Wall.

BARGE — WEST

Visible strength and crowd-witness. Hookpit / Meathook Yard, Chain Walk, Scrap Chapel, and Collection Lane.

ZENO — EAST

Bottlenecks, queues, trade, and denial-first passage. Ledgerlane / Bookgut, Receipt Steps, the Dry Scar, and the Drop / Drainmouth. Zeta lives here.

ALBINO — SOUTH

Pack unity and flood survival. High Rope, Watch Nest, Surge Shelter, and the Falls / Whitewater Trap.

THE SPLIT — CENTER

A neutral treaty corridor for brokered exchange, water trade, dead drops, and crowd-enforced ceasefire.

GETTING IN / GETTING OUT

Travel around the rim is slow enough that districts become worlds. Travel inward is dangerous enough that every route feels like entering a new dominion. Upward movement is punished by the city; illegal ascent trends through runoff tunnels, service shafts, Drainmouth, the Crawl / Throatwork, and Deathrow / Last Ladder. Routes are priced through rain, time, injury, reputation, and denial.

WHEN THE RAIN CHANGES

BASELINE

Routes remain usable, tolls open, and vendors operate.

SPIKE

Crowds compress beneath cover, dryness prices jump, and travel becomes short-range.

HUSH

Rain noise drops wrong. Sound carries too far. Speech becomes expensive.

FLOOD HOUR

Routes hard-close, escorts become mandatory, Albino expands, and the underlayer chokes.

The rain does not change the map. It changes what the map means.

PLACES THAT REFUSE THE MAP

The Unnamed Block removes usable names. The Dry Scar stays impossibly dry. The Missing Wall poisons orientation. Each one alters how witnesses, smugglers, and pursuit routes behave.

WHAT KILLS / WHAT KEEPS YOU MOVING

Flood funnels, contaminated water, failing seams, toll mouths, witness cohesion, disappearing routes, and hope used as leverage can kill. Double-wrapping supplies, schedule literacy, routine silence, escort trades, dry strips, reputation, and knowing when not to name what everyone saw can keep you moving.

WHERE THE ROAD LEADS

UP THROUGH THE TIERS

The districts continue beyond the rim.
The entities move where the rain is deepest.

If the rain goes quiet, keep moving. It has heard you.