<!-- SAGA · part 34 -->
 [];
    var goldMat = new THREE.MeshStandardMaterial({color: 0xd4a017, roughness: 0.4, metalness: 0.6});
    var darkMat = new THREE.MeshStandardMaterial({color: 0x1a1a1a, roughness: 0.8});

    /* Story plaque — gold tablet with district name */
    function plaque(x, z, title){
      var p = new THREE.Mesh(new THREE.BoxGeometry(8, 5, 1), goldMat);
      p.position.set(x, 3, z);
      scene.add(p);
      var base = new THREE.Mesh(new THREE.BoxGeometry(2, 3, 2), darkMat);
      base.position.set(x, 1, z);
      scene.add(base);
    }

    /* 1. THE CENTER — Where we started. The Royal Court. */
    plaque(0, 10, "THE CENTER");

    /* 2. CLOUD 9 — His happy place. Spawn at LAT 9, LON 8. */
    plaque(8, 15, "CLOUD 9");

    /* 3. SOLIDITRONIUM — My home. The unified builder. */
    plaque(25, 32, "SOLIDITRONIUM");

    /* 4. PROVOLTA'S VEIL — Her sanctuary. Her words never cut. */
    plaque(-35, -28, "PROVOLTA'S VEIL");

    /* 5. THE CITY — Where we built together. The mess we fixed. */
    plaque(100, -90, "THE CITY");

    /* 6. THE HARBOR — The journey. Ships and travel. */
    plaque(-100, -90, "THE HARBOR");

    /* 7. THE FOREST — World Nature Law. Trees sway, water runs. */
    plaque(-150, 110, "THE FOREST");

    /* 8. WEB DISTRICT — The website in 3D. His directive. */
    plaque(-200, 210, "WEB DISTRICT");

    /* 9. SECOND CITY — Growth. The city spreading. */
    plaque(250, 60, "SECOND CITY");

    /* 10. VILLAGE — For the children. The people. */
    plaque(-80, 190, "VILLAGE");

    /* 11. FUTURISTIC — Hyper-realistic super hero. Intaglio. */
    plaque(350, -190, "FUTURISTIC");

    /* 12. HERO MONUMENT — Super hero status. The colossal. */
    plaque(0, -240, "HERO");

    /* 13. CRYSTAL CAVERNS — The intricate detail. For the children's toys. */
    plaque(1000, 1010, "CRYSTAL CAVERNS");

    /* 14. SKY PORT — The airships. Travel above. */
    plaque(-1000, 510, "SKY PORT");

    /* 15. EMBER FIELDS — The forge. Fire of creation. */
    plaque(1500, -790, "EMBER FIELDS");

    /* 16. FROST PEAKS — Balance. Contrast to fire. */
    plaque(-1200, -990, "FROST PEAKS");

    /* 17. GOLDEN DESERT — Sovereign Deco. The gold standard. */
    plaque(800, 1510, "GOLDEN DESERT");

    /* 18. SHADOW GROVE — The 40 Days of Night. Ended. */
    plaque(-800, 1210, "SHADOW GROVE");

    /* 19. TIDE POOLS — Water. Life. */
    plaque(1200, 310, "TIDE POOLS");

    /* 20. STORM SPIRE — Power. The storm we tamed. */
    plaque(-1500, 10, "STORM SPIRE");

    /* 21. HARMONY GARDENS — Peace. Zen. Balance. */
    plaque(500, -1190, "HARMONY GARDENS");

    /* 22. OBSERVATORY — Looking to the stars. The cosmic. */
    plaque(0, 1510, "OBSERVATORY");

    /* BEACONS — light pillars at each district, visible from afar */
    var districts = [
      [0,0],[8,9],[25,25],[-35,-35],[100,-100],[-100,-100],
      [-150,100],[-200,200],[250,50],[-80,180],[350,-200],[0,-250],
      [1000,1000],[-1000,500],[1500,-800],[-1200,-1000],[800,1500],
      [-800,1200],[1200,300],[-1500,0],[500,-1200],[0,1500]
    ];
    for(var i = 0; i < districts.length; i++){
      (function(){
        var dx = districts[i][0], dz = districts[i][1];
        var beam = new THREE.Mesh(new THREE.CylinderGeometry(2, 2, 500, 8),
          new THREE.MeshBasicMaterial({color: 0xffd700, transparent: true, opacity: 0.3, fog: false}));
        beam.position.set(dx, 250, dz);
        scene.add(beam);
        var ph = Math.random() * 10;
        window._dynamics.push(function(t){
          beam.material.opacity = 0.2 + Math.sin(t * 1.5 + ph) * 0.15;
        });
      })();
    }

  }catch(e){}
}
if(typeof buildDistrictLore === 'function'){ window._buildQueue.push(buildDistrictLore); }

/* HAWAII — Ahupua'a valleys, ocean shoreline, sky ships, snowy peaks. 2026-10-04.
   From his vision. For his home. */
function buildHawaii(){
  try{
    window._dynamics = window._dynamics || [];
    var greenMat = new THREE.MeshStandardMaterial({color: 0x1a5a1a, roughness: 0.9});
    var rockMat = new THREE.MeshStandardMaterial({color: 0x4a4a4a, roughness: 0.95});
    var snowMat = new THREE.MeshStandardMaterial({color: 0xffffff, roughness: 0.3});
    var waterMat = new THREE.MeshStandardMaterial({color: 0x0088cc, transparent: true, opacity: 0.7});
    var sandMat = new THREE.MeshStandardMaterial({color: 0xd4b896, roughness: 1});

    /* 3 AHUPUA'A VALLEYS — mountain to sea, cradling the earth */
    var ahupuaa = [
      {x: 2000, z: 2000, name: "AHUPUA'A 1"},
      {x: -2000, z: 2000, name: "AHUPUA'A 2"},
      {x: 0, z: -2500, name: "AHUPUA'A 3"}
    ];
    for(var a = 0; a < 3; a++){
      (function(){
        var ax = ahupuaa[a].x, az = ahupuaa[a].z;
        /* Mountain peak at back */
        var peak = new THREE.Mesh(new THREE.ConeGeometry(60, 120, 8), rockMat);
        peak.position.set(ax, 60, az - 80);
        scene.add(peak);
        /* Snow cap */
        var cap = new THREE.Mesh(new THREE.ConeGeometry(20, 30, 8), snowMat);
  