# /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`.