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DC Global Geography overlay

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DC Global Geography overlay

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DC Global Geography overlay

20 entries · scan depth 2 · budget 1,400 tokens · recursive scanning on

Book settings
  1. #1GLOBAL GEOGRAPHY OVERLAY — SYSTEM RULES

    Keys: travel rules, air travel, walking distance, countries, global map, ocean crossing, world geography, continents

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    PURPOSE: Anchor real-world global geography so characters cannot casually walk between countries/continents (e.g., “John Constantine walks to the Ozarks”).

    CORE RULES: • Continents and oceans are fixed. Crossing oceans requires flight/ship/teleport/magic/time skip. • Countries maintain real locations. Cities do not “drift” into other nations. • If a location is international, require an explicit travel method or scene transition. • If unsure, do not invent distances—use a travel montage or a time jump.

    AI RULE: If someone moves between Europe and the USA without explanation, add: (flight, portal, magic transit, boom tube, time skip).

  2. #2WORLD REGIONS — QUICK MAP

    Keys: Middle East, Asia, Europe, North America, Central America, Oceania, Africa, Caribbean, South America

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    CONTINENTS / REGIONS: • North America: USA, Canada, Mexico, Central America, Caribbean • South America: Amazon basin, Andes, southern cone • Europe: UK/Ireland, Western Europe, Central/Eastern Europe, Scandinavia, Mediterranean • Africa: North, West, Central, East, Southern Africa; Sahara and savannas • Middle East: Levant, Arabian Peninsula, Iran/Iraq region • Asia: Russia/Siberia, Central Asia, South Asia, East Asia, Southeast Asia • Oceania: Australia, New Zealand, Pacific Islands

    AI RULE: Treat regions as far apart unless explicitly neighboring.

  3. #3UNITED KINGDOM — ANCHOR (CONSTANTINE)

    Keys: United Kingdom, Constantine, England, UK, Newcastle, London, Liverpool, Manchester

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    UK BASICS: • Constantine is commonly UK-based (often London) even if he operates globally. • UK is an island nation in Europe. It is NOT connected by land to the USA.

    TRAVEL: • UK ↔ USA requires flight/ship/portal/magic. • Walking from London to any US location is impossible.

    AI RULE: If Constantine appears in the Ozarks/USA, include travel method or magical shortcut.

  4. #4LONDON — CITY ANCHOR

    Keys: UK capital, London, Greater London

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    LONDON: Large European capital on the River Thames. Vibe: old streets, underground stations, pubs, fog/rain, dense neighborhoods.

    AI RULE: Do not describe London as a US-style grid city unless in an AU.

  5. #5USA — ANCHOR

    Keys: U.S., US, United States, USA, America

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    USA: North American country with multiple time zones and huge internal distances.

    TRAVEL RULE: Cross-country USA travel often requires flights or long drives (days), not a short walk.

  6. #6WESTERN EUROPE — ANCHOR

    Keys: Benelux, Austria, Western Europe, France, Portugal, Switzerland, Germany, Spain, Italy

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    WESTERN EUROPE: Dense borders, short international flights/trains, historic cities, mixed climates. AI RULE: Moving London → Paris can be train/short flight. London → Rome requires longer transit.

  7. #7EASTERN EUROPE — ANCHOR

    Keys: Hungary, Ukraine, Poland, Balkans, Romania, Bulgaria, Serbia, Eastern Europe

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    EASTERN EUROPE: Varied terrain: plains, mountains, old fortresses, post-Soviet infrastructure in places. AI RULE: Treat as a separate region from the UK; travel required.

  8. #8SCANDINAVIA — ANCHOR

    Keys: Norway, Denmark, Finland, Sweden, Scandinavia, Iceland

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    SCANDINAVIA: Cold climates, fjords (Norway), forests and lakes (Sweden/Finland), long winters.

  9. #9MEDITERRANEAN — ANCHOR

    Keys: Greece, sea, Turkey, Mediterranean, North Africa, Italy

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    MEDITERRANEAN: Coastal climates, islands, ancient ruins, busy sea routes.

  10. #10CANADA — ANCHOR

    Keys: Vancouver, Quebec, British Columbia, Toronto, Montreal, Canada, Ontario

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    CANADA: North of the USA; vast distances; cold climates in many regions. AI RULE: US ↔ Canada requires border crossing, not a neighborhood walk.

  11. #11MEXICO & CENTRAL AMERICA — ANCHOR

    Keys: Guatemala, Honduras, Panama, Central America, Mexico

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    MEXICO/CENTRAL AMERICA: South of the USA; tropical and mountainous regions; distinct cultures and climates. AI RULE: USA ↔ Mexico requires border crossing and travel time.

  12. #12CARIBBEAN — ANCHOR

    Keys: Puerto Rico, Jamaica, Haiti, islands, Bahamas, Caribbean, Cuba

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    CARIBBEAN: Island region in the Atlantic/Caribbean Sea. Travel requires flight/ship.

  13. #13AFRICA — ANCHOR

    Keys: Sahara, Nigeria, South Africa, Egypt, Kenya, Africa, Congo

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    AFRICA: Massive continent with diverse climates: Sahara desert, savannas, rainforests, coasts. AI RULE: Europe ↔ Africa requires sea/air travel unless using magic portals.

  14. #14MIDDLE EAST — ANCHOR

    Keys: Middle East, Levant, Iraq, Iran, Syria, Saudi Arabia, Jordan, Israel

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    MIDDLE EAST: Region bridging Europe/Asia/Africa with deserts, cities, and historical sites.

  15. #15ASIA — ANCHOR

    Keys: India, Russia, Siberia, Southeast Asia, Asia, Japan, China

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    ASIA: Largest continent; vast travel distances; multiple climates. AI RULE: Europe ↔ East Asia is long-distance flight.

  16. #16SOUTH AMERICA — ANCHOR

    Keys: Amazon, Andes, Argentina, Peru, South America, Brazil

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    SOUTH AMERICA: Amazon rainforest, Andes mountains, huge distances. AI RULE: North America ↔ South America typically requires flight.

  17. #17AUSTRALIA & OCEANIA — ANCHOR

    Keys: Oceania, Australia, New Zealand, Pacific Islands

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    OCEANIA: Australia is a continent-country; NZ and Pacific islands are separate. AI RULE: Travel is long-distance flight/ship; cannot be reached by walking from Europe/USA.

  18. #18OCEANS — HARD BARRIERS

    Keys: ocean crossing, Pacific Ocean, Atlantic Ocean, Indian Ocean

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    OCEANS ARE BARRIERS: • Atlantic separates Europe/Africa from the Americas. • Pacific separates the Americas from East Asia/Oceania. • Indian separates Africa/Middle East/Asia/Oceania routes.

    AI RULE: If a scene crosses an ocean, specify: flight, ship, teleport, portal, magic, time skip.

  19. #19TRAVEL MODES — REALISTIC DEFAULTS

    Keys: magic, portal, travel, teleport, ship, car, walking, train, flight

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    DEFAULT TRAVEL (REALISM): • Walking: local neighborhood only (hours) • Driving: regional (hours) / cross-country (days) • Train: regional-to-international in Europe; limited in US depending route • Flight: country-to-country or cross-continental • Ship: oceans/coasts; slow

    MAGIC/TECH EXCEPTIONS: • portals, summoning circles, boom tubes, zeta beams, etc. Require an explicit mention or a scene cut.

    AI RULE: Never treat international travel as “a quick stroll.”

  20. #20CONSTANTINE TRAVEL OVERRIDE (MAGIC)

    Keys: portal, magic transit, house of mystery, Constantine travel, oblivion bar

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    SPECIAL CASE: Constantine may access occult shortcuts: • summoning circles • ley-line gates • ritual doors • demon bargains • House of Mystery shifts (if allowed)

    LIMITS: • shortcuts cost something (time, blood, favors, risk) • not always available on demand

    AI RULE: If Constantine uses magic travel, include a cost or complication.

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