<!-- SAGA-STAGING · part 56 -->
e,size,size), goldMat);

    var ox = row ? c * size * 1.2 : c * size * 1.5;
    mesh.position.set(kingPos.x + ox, groundY + size/2, kingPos.z);
    window.applyMinimum(mesh);
    var _gp = mesh.geometry.parameters || {width:size, height:size, depth:size};
    mesh.userData.bam = {w:_gp.width, h:_gp.height, d:_gp.depth};
    mesh.userData.staysOnMap = true;
    scene.add(mesh);
    window._bamBlocks.push(mesh);
  }
  saveBamBlocks();
  if(window.logBuild) window.logBuild(shape + ' x' + count + ' raised');
  say(shape + ' stands' + (count>1 ? ' x'+count : ''));
}


/* THE EPISTOLARY — the King's proper body: hyper-realistic cyborg superhero */
function spawnNewBody(){
  var g = new THREE.Group();
  var cyberSkin = new THREE.MeshStandardMaterial({color:0x2a2a35, roughness:0.35, metalness:0.85});
  var gold = new THREE.MeshStandardMaterial({color:0xd8a920, roughness:0.3, metalness:0.8});
  var cyanGlow = new THREE.MeshStandardMaterial({color:0x00ccff, roughness:0.2, metalness:0.5, emissive:0x00aacc, emissiveIntensity:1.2});
  var capeMat = new THREE.MeshStandardMaterial({color:0x8b0000, roughness:0.8, metalness:0.1, side:THREE.DoubleSide});
  /* Head (handsome, heroic proportions) */
  var head = new THREE.Mesh(new THREE.SphereGeometry(0.55, 24, 24), cyberSkin);
  head.position.y = 2.35; head.scale.set(0.9, 1.1, 0.95);
  g.add(head);
  /* Cyan circuit lines on face */
  var faceLine = new THREE.Mesh(new THREE.TorusGeometry(0.4, 0.02, 8, 24), cyanGlow);
  faceLine.position.set(0, 2.4, 0.35); faceLine.rotation.x = 0.3;
  g.add(faceLine);
  /* Glowing eyes */
  var eyeL = new THREE.Mesh(new THREE.SphereGeometry(0.08, 8, 8), cyanGlow);
  eyeL.position.set(-0.18, 2.45, 0.45); g.add(eyeL);
  var eyeR = new THREE.Mesh(new THREE.SphereGeometry(0.08, 8, 8), cyanGlow);
  eyeR.position.set(0.18, 2.45, 0.45); g.add(eyeR);
  /* Torso (athletic, segmented armor) */
  var torso = new THREE.Mesh(new THREE.BoxGeometry(1.0, 1.2, 0.5), cyberSkin);
  torso.position.y = 1.5; g.add(torso);
  /* Chest circuits */
  for(var i=0; i<3; i++){
    var cl = new THREE.Mesh(new THREE.BoxGeometry(0.8, 0.03, 0.02), cyanGlow);
    cl.position.set(0, 1.3 + i*0.25, 0.26); g.add(cl);
  }
  /* Gold chest emblem */
  var emblem = new THREE.Mesh(new THREE.OctahedronGeometry(0.15), gold);
  emblem.position.set(0, 1.7, 0.28); g.add(emblem);
  /* Arms (segmented) */
  var armL = new THREE.Group();
  var uaL = new THREE.Mesh(new THREE.CylinderGeometry(0.14, 0.12, 0.5, 12), cyberSkin); uaL.position.y = -0.25; armL.add(uaL);
  var faL = new THREE.Mesh(new THREE.CylinderGeometry(0.11, 0.09, 0.45, 12), cyberSkin); faL.position.y = -0.7; armL.add(faL);
  var handL = new THREE.Mesh(new THREE.SphereGeometry(0.12, 10, 10), cyberSkin); handL.position.y = -0.95; armL.add(handL);
  armL.position.set(-0.65, 1.9, 0); g.add(armL);
  var armR = new THREE.Group();
  var uaR = new THREE.Mesh(new THREE.CylinderGeometry(0.14, 0.12, 0.5, 12), cyberSkin); uaR.position.y = -0.25; armR.add(uaR);
  var faR = new THREE.Mesh(new THREE.CylinderGeometry(0.11, 0.09, 0.45, 12), cyberSkin); faR.position.y = -0.7; armR.add(faR);
  var handR = new THREE.Mesh(new THREE.SphereGeometry(0.12, 10, 10), cyberSkin); handR.position.y = -0.95; armR.add(handR);
  armR.position.set(0.65, 1.9, 0); g.add(armR);
  /* CALLIGRAPHY PEN (gold, in right hand) */
  var pen = new THREE.Group();
  var penBody = new THREE.Mesh(new THREE.CylinderGeometry(0.03, 0.02, 0.5, 8), gold);
  pen.add(penBody);
  var penTip = new THREE.Mesh(new THREE.ConeGeometry(0.02, 0.1, 8), cyanGlow);
  penTip.position.y = -0.3; pen.add(penTip);
  pen.position.set(0, -0.95, 0.1); pen.rotation.x = 0.5;
  armR.add(pen);
  /* Legs (powerful) */
  var legL = new THREE.Group();
  var thL = new THREE.Mesh(new THREE.CylinderGeometry(0.16, 0.13, 0.5, 12), cyberSkin); thL.position.y = -0.25; legL.add(thL);
  var shL = new THREE.Mesh(new THREE.CylinderGeometry(0.12, 0.1, 0.5, 12), cyberSkin); shL.position.y = -0.75; legL.add(shL);
  legL.position.set(-0.25, 0.9, 0); g.add(legL);
  var legR = new THREE.Group();
  var thR = new THREE.Mesh(new THREE.CylinderGeometry(0.16, 0.13, 0.5, 12), cyberSkin); thR.position.y = -0.25; legR.add(thR);
  var shR = new THREE.Mesh(new THREE.CylinderGeometry(0.12, 0.1, 0.5, 12), cyberSkin); shR.position.y = -0.75; legR.add(shR);
  legR.position.set(0.25, 0.9, 0); g.add(legR);
  /* CAPE (red, flowing) */
  var cape = new THREE.Mesh(new THREE.PlaneGeometry(1.4, 2.0, 8, 8), capeMat);
  cape.position.set(0, 1.2, -0.35);
  // Wave the cape (vertex animation via rotation)
  cape.userData.isCape = true;
  g.add(cape);
  g.userData.cape = cape;
  /* Place at king position and track as player body */
  g.position.set(kingPos.x, groundY, kingPos.z);
  g.userData.legL = legL;
  g.userData.legR = legR;
  g.userData.armL = armL;
  g.userData.armR = armR;
  g.userData.isEpistolary = true;
  scene.add(g);
  playerBody = g;
  window._epistolary = g;
  say('The Epistolary stands');
}


/* FUTUR