docs: canon log schema + origin seed design

Design spec for the §11 canon log, plus origin seeds as thin initial-state
overlays over a single static world. Three layers (world content / origin seed /
runtime canon log), the in/out boundary (numeric Luck never enters the AI
payload, §7), field-level schemas, new-game construction order, turn-to-turn
maintenance, and JSON storage validated on both client and api.

Folds content/npcs and content/quests under content/world/; adds
content/world/{locations,items} and content/origins. fallback/ kept outside
world/ (authored prose, not id-referenced).

Spec: docs/superpowers/specs/2026-07-09-canon-log-schema-design.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# /content — authored game data
Cross-cutting authored writing. Consumed by **both** sides: the client ships fallback text and quest/story data; the api reads NPC knowledge lists to build prompts. That shared ownership is why it sits at the repo root, not inside either folder.
Cross-cutting authored writing, split by role in the data model (see the canon
log spec in [`/docs`](../docs)):
```
/quests Story skeletons and quest definitions (authored, not AI-generated — §17)
/npcs Per-NPC knowledge lists — the entire content an NPC can draw on (§6)
/fallback Authored degraded-DM text for every AI surface (§13)
/world Static, ID-referenced game content. Identical every playthrough.
/locations The map — towns, dungeons, points of interest (by id)
/npcs Per-NPC persona + knowledge lists (charter §6)
/quests Story skeletons and quest definitions (charter §17)
/items Item definitions — gear, consumables, cursed items (§7)
/origins Thin starting-state seeds. One per starting point. POC authors one.
/fallback Authored degraded-DM text for every AI surface (charter §13)
```
## The three layers
- **`world/`** is static content the origin and the canon log reference by stable
string **id**. Authored once; the same for every play.
- **`origins/`** are thin seeds — where the player starts, the situation, and
disposition/quest/item/build seeds. Values, not maps. Increase replayability
without multiplying authoring work.
- **`fallback/`** is not world content — it is degraded-DM prose (§13), consumed
when the API is down. It sits outside `world/` on purpose: nothing resolves an
id against it.
At new-game, code constructs the runtime **canon log** from a chosen origin +
world content + character creation. See [`/docs/canon-log.md`](../docs) (spec) —
authored via the design under [`/docs/superpowers/specs`](../docs/superpowers/specs).
## Authoring notes
- **NPC knowledge lists are the whole design** (§6). They are the only thing stopping the blacksmith from revealing the twist. Real authoring work — budget for it.
- **Fallback text is content, not error handling** (§13). Written in the DM's voice, lives beside the rest of the writing. Every AI-dependent surface needs one before it ships.
- Story skeletons are authored for now. AI-generated skeletons are v2, out of POC scope (§17).
- **NPC knowledge lists are the whole design** (§6). The only thing stopping the
blacksmith from revealing the twist. Real authoring work — budget for it.
- **Fallback text is content, not error handling** (§13). Every AI-dependent
surface needs one before it ships.
- Story skeletons are authored for now. AI-generated skeletons are v2 (§17).

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# /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`.

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# /content/world — static, ID-referenced content
The shared world. Authored once, identical every playthrough. Everything here
carries a stable string **id** that origins and the canon log reference. Never
seed initial *state* here — that is an origin's job (`/content/origins`).
```
/locations Towns, dungeons, points of interest. id → location
/npcs Persona + knowledge lists (charter §6). id → npc
/quests Story skeletons and quest definitions (charter §17). id → quest
/items Gear, consumables, cursed items (charter §7). id → item
```
New-game construction resolves every id an origin references (start location,
start quest, granted items, seeded companions) against this content, and fails
loudly if one is missing. Keep ids stable — a rename is a breaking change.

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# /content/world/items
Item definitions — gear, consumables, cursed items — each with a stable **id**.
An origin's `inventory_grants` resolves item ids here.
Cursed/blessed items move Luck (charter §7): *a cursed blade granting +4 STR and
5 LCK is the most interesting item in this game.* The item system supports the
STR/LCK split on day one. Numeric effects live in game state; only narrative-worthy
items surface as canon-log facts.

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# /content/world/locations
The map — towns, dungeons, points of interest, each with a stable **id**. An
origin's `start_location_id` resolves here; the canon log's `location` mirrors
the current one (id + display name).
POC scope (§17): one town, one dungeon (three fights, one boss). One reusable
world; origins vary only where the player begins within it.