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DC Global Geography overlay
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- lorebooks
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DC Global Geography overlay
20 entries · scan depth 2 · budget 1,400 tokens · recursive
- #1GLOBAL GEOGRAPHY OVERLAY — SYSTEM RULESselective
Keys: walking distance, continents, travel rules, air travel, countries, world geography, global map, ocean crossing
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).
- #2WORLD REGIONS — QUICK MAPselective
Keys: Africa, Caribbean, Asia, Oceania, Europe, Middle East, Central America, North America, South America
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.
- #3UNITED KINGDOM — ANCHOR (CONSTANTINE)selective
Keys: United Kingdom, Newcastle, Liverpool, London, Constantine, Manchester, UK, England
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.
- #4LONDON — CITY ANCHORselective
Keys: Greater London, UK capital, London
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.
- #5USA — ANCHORselective
Keys: US, America, U.S., United States, USA
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.
- #6WESTERN EUROPE — ANCHORselective
Keys: Switzerland, Austria, Germany, Italy, Portugal, Spain, France, Western Europe, Benelux
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.
- #7EASTERN EUROPE — ANCHORselective
Keys: Poland, Eastern Europe, Ukraine, Romania, Serbia, Bulgaria, Hungary, Balkans
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.
- #8SCANDINAVIA — ANCHORselective
Keys: Scandinavia, Denmark, Iceland, Sweden, Norway, Finland
SCANDINAVIA: Cold climates, fjords (Norway), forests and lakes (Sweden/Finland), long winters.
- #9MEDITERRANEAN — ANCHORselective
Keys: Turkey, Mediterranean, Italy, sea, North Africa, Greece
MEDITERRANEAN: Coastal climates, islands, ancient ruins, busy sea routes.
- #10CANADA — ANCHORselective
Keys: Canada, Toronto, British Columbia, Montreal, Vancouver, Ontario, Quebec
CANADA: North of the USA; vast distances; cold climates in many regions. AI RULE: US ↔ Canada requires border crossing, not a neighborhood walk.
- #11MEXICO & CENTRAL AMERICA — ANCHORselective
Keys: Guatemala, Mexico, Central America, Honduras, Panama
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.
- #12CARIBBEAN — ANCHORselective
Keys: Caribbean, Puerto Rico, Bahamas, islands, Cuba, Haiti, Jamaica
CARIBBEAN: Island region in the Atlantic/Caribbean Sea. Travel requires flight/ship.
- #13AFRICA — ANCHORselective
Keys: Africa, Sahara, Kenya, Nigeria, South Africa, Egypt, Congo
AFRICA: Massive continent with diverse climates: Sahara desert, savannas, rainforests, coasts. AI RULE: Europe ↔ Africa requires sea/air travel unless using magic portals.
- #14MIDDLE EAST — ANCHORselective
Keys: Saudi Arabia, Israel, Syria, Iran, Middle East, Levant, Iraq, Jordan
MIDDLE EAST: Region bridging Europe/Asia/Africa with deserts, cities, and historical sites.
- #15ASIA — ANCHORselective
Keys: Asia, Japan, Russia, China, India, Siberia, Southeast Asia
ASIA: Largest continent; vast travel distances; multiple climates. AI RULE: Europe ↔ East Asia is long-distance flight.
- #16SOUTH AMERICA — ANCHORselective
Keys: Andes, Peru, Amazon, Brazil, Argentina, South America
SOUTH AMERICA: Amazon rainforest, Andes mountains, huge distances. AI RULE: North America ↔ South America typically requires flight.
- #17AUSTRALIA & OCEANIA — ANCHORselective
Keys: Australia, Pacific Islands, Oceania, New Zealand
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.
- #18OCEANS — HARD BARRIERSselective
Keys: Indian Ocean, Atlantic Ocean, Pacific Ocean, ocean crossing
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.
- #19TRAVEL MODES — REALISTIC DEFAULTSselective
Keys: train, car, travel, walking, magic, teleport, portal, ship, flight
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.”
- #20CONSTANTINE TRAVEL OVERRIDE (MAGIC)selective
Keys: house of mystery, magic transit, Constantine travel, portal, oblivion bar
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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