Shard Rules
The ground rules that hold the shard together: how accounts work, how reputation works, where the gloves come off.
Overview
Perilous Legends is a full-loot world. The rules below are stricter than a casual shard because reputation and PvP carry real weight here. Read them before you take a risk you cannot take back.
One Account, One Character
Perilous Legends is a strict one-account, one-character shard. One account per real person, and one character on that account. No alts, no mule characters, no second account for hauling while your main crafts.
Because your whole footprint is one identity, letting one person run a fleet of characters would let them dodge that and hide behind disposable alts. Keeping it to one character per person also means genuine specialization has to happen between real players - a crafter and a hauler are two people who trade, not one person with two windows open. Because this is the integral foundation of the entire shard's ruleset, breaking this rule will be taken extremely seriously.
Multi-Account Detection
The one-account rule is enforced, not just asked for. At world entry, only one non-exempt account may be online per connection - a second one from the same connection is kicked shortly after login. Real households (a couple, siblings, a dorm) can legitimately hit that limit, so there is a staff-reviewed process to approve those cases; the check is not meant to punish people who genuinely share a roof. However, automation is in place to identify abusers of this. Do not share your account with anyone, not even siblings or spouses. One device, one account.
That online check is the first layer. A fuller multi-account defense - combining device fingerprinting and behavioural signals - is part of the plan for launch, because a simple connection check can be worked around.
Do not try to route around it. Using VPNs or extra machines to run multiple accounts is against the rules and is exactly what the detection stack is built to catch. Because of how serious this rule is taken, there are no second chances. There is no freeroll to see if you can beat the system.
Murder Counts
Reputation on Perilous Legends is simple and hard to game:
- Only killing players gives a murder count. Never pets, never mounts, never NPCs or monsters. Nothing you do to a non-player raises your count, no matter how ugly it looks.
- Exactly one count per kill. A single player kill is worth a single long-term murder, full stop. Nothing stacks multiple counts onto one death.
Murder counts decay at 40 hours of game-time played. At 5 active murder counts a player turns Red, signifying they are a murderer - freely attackable by anyone, with increasing financial penalties for both purchasing and dying. When a red player dies, after paying their penalty, if their murder counts are above 5 they are reset to 5. More on the reputation system is on the Murder & Reputation page.
Lawless Zones
Some parts of the world run under a specific lawless ruleset, and it is more permissive than normal Felucca rules:
- Everyone inside is flagged grey (not criminal) - freely attackable by anyone, with no criminal flag applied.
- Kills carry no murder count. Killing another player inside a lawless zone does nothing to your reputation. It is free.
- Everything else is standard: real damage, and full loot on the corpse.
Lawless covers all of the ocean (every water tile), Tortuga and its satellite isles, and any dungeon marked lawless. The land between towns and trade hubs is not lawless and follows normal rules including murder counts. In practice this splits the world into two regimes: safer-ish land where killing costs reputation, and the seas and Tortuga where anything goes. See Lawless Zones.
Account Security
Login is gated: you sign in through the official launcher, and connections without a valid session are rejected. That protects both your account and the server. Guard your sign-in like you would any game account; if anything looks off, raise it in Discord.