Source Ability
Choose the Source Ability for this run
Current Source Ability: Lightning Ability. World rules transform it before play.
Play
Choose a Source Ability and enter the first Peach Garden action immediately. Results, Settlement, and Routes appear naturally after play.
First 60 seconds
You wake beneath the Zhuo commandery gate. Rain blurs a Yellow Turban notice, and someone at the straw-sandal stall asks whether you will stand with Liu Bei, Guan Yu, and Zhang Fei.
This is not a normal choice
The first action already decides whether this is a low-rejection infiltration, a risky evidence play, or a high-pressure break.
The first result gives immediate feedback
You do not rewrite the age of war. You pin the notice under your palm and ask which muddy road brought the grain cart in. The crowd falls quiet for one breath. Liu Bei looks up.
Peach Garden Name progress 1/3 The first private mark is written into your Runner profile. After Settlement, you can inspect its source, carry-out conditions, and militia Route foundation.
Finish the first act and take something with you
Settlement is not only a score. It can preserve titles, relics, hidden clues, and a private Route.
Begin Your First Act
Choose a Source Ability and enter a World. Every action leaves consequences, and you can save your own Route when the act ends.
Source Ability
Current Source Ability: Lightning Ability. World rules transform it before play.
Play the First Act
Choose from the opening scene, live with the consequences, and reach your own first-act ending. Your finished Route stays private while it awaits review.
Three Kingdoms: Peach Garden entry pressure
When Lightning Ability enters this world, it becomes Command Awareness. Your choices, ability, and current condition shape what happens next.
When others challenge your Route, their own Runner adapts abilities into it.
Content stays private, pending review, and human-review required. It is not published automatically.
How your ability affects this choice
Lightning Ability becomes Command Awareness in this world. It changes what you can attempt and the price you may have to pay.
First compare the reward, cost, and risk of "Ask civilians about their losses first".
Cost pressure: 1 / Risk pressure: 0
Civilian trust +2 / Morale +1 / Oath ledger +1 / Time remaining -1
Ability Adaptation
This historical warfront accepts strategy, reputation, and morale, not modern firepower or direct rewriting of the age.
Stabilize civilian trust and provisions before choosing oath, recruitment, or civilian protection.
First-act depth hooks
Each world adds replayable crises, relationship shifts, and rare rewards so different choices are worth another run.
Use this familiar public-domain warfront as a low-friction entry, deepening oath, provisions, civilian trust, and morale while keeping review gates closed.
Enemy counterplay
The Peach Garden oath stops being only a heroic line; civilians, ledgers, and orders all test whether loyalty can hold.
Triggers when morale or reputation rises faster than provisions and civilian trust.
Resource twist
Supplies become pressure shared by rescue and mobilization; taking, yielding, or guarding grain all leaves a cost.
Triggers when the player repeatedly pursues morale or recruitment gains.
Time pressure
The battlefield window compresses, forcing a quick line between wit, assault, and pulling back to protect civilians.
Triggers when strategy gains approach a breakthrough or time is repeatedly spent.
Failure recovery Route
A failed first act does not erase the Route; morale debt and provision losses can buy one rally line.
Entered when completion is low, command risk is too high, or civilian trust collapses.
Recovery lowers the Settlement ceiling and raises warfront pressure.
Rare carry-out reward
A private carry-out title that improves later team cohesion and trust-based openings.
Unlocks at 90 completion after a private Settlement.
Route challenge preview
Before the first act ends, you can already see how this Route will be challenged.
Only private preview is allowed now; public sharing still requires review.
Completion at least 70, with World Rejection lower than the original 0.
Both challengers follow the same world rules. Ability, condition, and action together determine the outcome.
First-act guide
Accept the invite, choose a Source Ability, enter any World, complete one action, then read Settlement and the Route card.
Focus on the Three Kingdoms - Peach Garden first act first, then compare apocalypse, cultivation, and Fog City Ability Adaptation and first actions. They are still not public long-form content, and Route publication still requires review.
Complete Source Ability selection, enter one World, view Ability Adaptation, submit one action, then read adjudication and Settlement.
This round focuses on first-act play, Ability Adaptation, and Route Settlement. Public Routes still require review, and public long-form inventory is not open.
Use the feedback entry for experience issues. Do not paste private data, secrets, complete AI instructions, or unauthorized novel text.
Invited accounts can request export and deletion from the profile page. Public Routes are anonymized first; private Routes and personal identifiers are deleted or anonymized.
AI turns confirmed outcomes into story text. It does not decide success or failure or rewrite world rules.
Route publish requests do not auto-publish. Public Routes must pass content review.
Playable content
A public-domain Three Kingdoms Season One long campaign that moves from the Peach Garden opening through Xiaopei, the Yuan Gate standoff, Xiapi, Xudu, Guandu, Xinye, Changban, and the eve of Red Cliffs, testing low-magic historical adaptation through civilian trust, army morale, provisions, strategy, and chaos pressure.
Invite access
Guests can browse the basics. Signed-in invited accounts can enter the full first-act experience.