Founders' Playtest  ·  Pre-Launch

TheEmberlands

A guided run through the full gameplay loop — gather, earn, delve, rise, settle — built to stress-test every custom system before we open the gates. Play it like a real session; report like a QA team.

Party
2–6 friends
Duration
~2–3 hours
Voice
Stay on call
Spawn
Larinor
Needs
1 admin online
0 / 0 checks complete

Before you log in

Pre-flight  Verify first

The single most common way a test dies is a mismatched client. Clear this before anyone tries to connect.

The shape of a session

The core loop

Everything below is one turn of this wheel. Each pass, you come back with better gear and push a little deeper into the world.

Gatherchop · hunt · mine
Processbutcher · cook · craft
Earnsell · fence
Upgradelevel · gear
Venturedungeon · dragon
Secureclaim · bank · rank

…then back to Gather, geared up and further out. The six Acts below walk the wheel once, touching every system.

I

Gather & survive

First Light

Live off the land for the first 30 minutes and watch the survival systems tick over.

II

Economy & crime

Making a Living

Turn the morning's haul into coin — legally, then not so legally.

III

Dungeons & combat

Into the Dark

Clear an instanced dungeon as a group — this is the least-tested system, so go slow and note everything.

IV

Progression & mounts

Rise & Ride

Cash the dungeon loot into real power and put the mount systems through their paces.

V

Territory, rivalry & world

Home & Horizon

Put down roots, test the offline/PvP layer, and probe the edges of the world.

Highest value

Priority bug hunt

If you only stress one thing, stress these. They're the systems we most need real players (not bots) to confirm.

  1. The void / chunk streaming. Travel far from spawn, fast-travel around, and watch the ground below you. Blue-sky void, "only 3 chunks at spawn," or holes in the world after fast travel are the #1 unknown — a config fix is in and needs a real-client re-test. Bots can't see this; you can.
  2. Client-pack join failures. Any lockout or crash-on-connect — capture who, their pack version, and the error.
  3. Dungeon spawn & wand points land you somewhere sane (Act III).
  4. Dragon dismount doesn't strand or teleport you (Act IV).
  5. Butchering drops fire on both the field-skin and butcher-hook paths (Act I).

Don't test these

Not wired up yet

Skip these so we don't drown in "bug reports" for things that were never turned on.

Act VI — Debrief

How to report

Good reports are the whole point of the session. For each issue, drop this in the bug channel:

The Emberlands · Founders' Playtest handbook · Walk the loop once, break it on purpose, write down what wobbled.
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