# /content/origins — starting-state seeds

Thin authored files, one per starting point. An origin is an **initial-state
overlay** on the static shared world (`/content/world`): where the player begins,
the opening situation, and seeds for dispositions, inventory, starting quest, and
character-creation constraints. Values and id references — never maps or personas.

At new-game the player picks an origin; code constructs the runtime canon log
from origin + world content + character creation. See the spec in
[`/docs/canon-log.md`](../../docs) (design under
[`/docs/superpowers/specs`](../../docs/superpowers/specs)).

## Scope (§17)

Schema supports **N** origins; the POC authors **one**. One world, one map, fixed
NPCs — origins change only the player's starting point and situation. More
replayability, flat authoring cost.

## Fields (summary)

`id` · `display_name` · `description` · `start_location_id` · `situation[]` ·
`opening_facts[]` · `disposition_overrides{}` · `inventory_grants[]` ·
`start_quest_id` · `build_constraints{}`

`humiliations` are never seeded — they are earned in play (§7/§9). Validated
against `origin.schema.json`; every id must resolve in `/content/world`.
