The World
A familiar land, ravaged by time and newly worth exploring - the great cities, the wilderness between them, and the dungeons under the hills.
Overview
The world of Perilous Legends is a familiar Britannia changed by time and war. The mainland keeps the shape you would expect - the great cities, the roads and forests between them, the dungeons cut into the hills - but time ravaged it and left it worth exploring all over again.
This page is the shape of the world, not a street map. It covers what kinds of places you will find and how they behave, so you know what you are walking into.
Exact roads, town positions and dungeon layouts are best learned on foot - the world is meant to be re-explored, and half the point is finding things yourself. Where a name or a location matters, confirm it in-game rather than trusting a fixed list here.
The Mainland
The mainland is the heart of the world: the classic cities and the wilderness that connects them. The cities are where you bank, buy from vendors, pick up your travel, and run into other players. They are also the backbone of two custom systems - you can buy or rent an actual town building as your home, and hire a public vendor stall in the streets. Both are covered on the Towns & Housing page.
The mainland runs on Felucca-style rules: anyone can attack anyone out here, but killing another player is not free - it carries a murder count (see Murder & Reputation). Out beyond the walls is open country: the overland routes that trade pack haulers cross, the farms and livestock of the farming system, and the wildlife a tamer wants.
Hamlets & the Wilds
Scattered through the wild country are the hamlets - guild-held settlements you can take, hold, and defend under siege. They are a different animal from the safe city streets: contested territory with destructible structures and real fighting over who holds them. If you want ground worth fighting for, that is where it is.
The Ocean
Every tile of water on the shard is lawless. Out on the sea there are no murder counts - everyone is auto-grey, anyone can attack anyone, and a kill costs the killer nothing on their reputation. That is by design: the ocean is the wide-open, anything-goes half of the world, and pirates live there.
The sea is its own system - ships, storms, shallow water and sportfishing all live on the Ships & Sea page. Tortuga, the pirate isle (with its satellite islands Ankh Isle and Bank Isle), is lawless ground as well - and it can only be reached by boat, with no gate shortcut in or out.
Getting Around
There are no public moongates. You cross the world overland, by sea, and with the one travel spell the shard keeps: Gate Travel, a Circle 4 spell with an extended cast time. Recall has been removed. Mounts - including flying ones - carry you faster over land and sky, and ships carry you and your cargo across the open water.
For crossing between cities there are the Flight Paths: every city has a Flight Stable where you buy a ticket and fly straight to another city. The full story of why the gates are gone, and how Gate Travel and the Flight Paths work, is on the Flight Paths page. The sea is its own way to travel, covered on Ships & Sea, and the flying mounts are on Mounts & Flight.