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/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.