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>
/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.