A ruined valley flooded with shroud fog at dusk
Tarquin & Friends
Fall 2026 · Dedicated Server

Five of us.
One shroud.

Embervale has been sitting there rotting long enough. 1.0 lands on the 15th and we go in the night after, Friday 16 October at 7:00 PM ET. One server, and nobody running ahead of anybody else.

Join the T&F Discord Server address & password land in #server-info
Enshrouded Not affiliated with Keen Games. We just like the game.
Server Start! Light the flame... Fri 16 Oct 2026 · 7:00 PM ET · 4:00 PM PT · midnight UK
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01 / The Five

Who's going in

Slots are fixed at five. Nobody has locked in a build yet and there is no rush. Enshrouded lets you respec whenever, so we can sort it out once we are in.

Geoff Still deciding

Build to be confirmed.

Duke Still deciding

Build to be confirmed.

Ivory Still deciding

Build to be confirmed.

Petar Still deciding

Build to be confirmed.

Rob Still deciding

Build to be confirmed.

02 / House Rules

Six rules,
that's it

Enshrouded shares almost everything across a server: quests, altar levels, world state. One person rushing ahead genuinely takes content away from the other four. That's the whole reason these exist.

01
Save the big unlocks for all five

Some quests hand the server something permanent: an artisan, a workshop, a new region. That happens once, whoever sets it off, main quest or side quest. Everyone still gets the unlock and can run the quest later for their own XP. The only thing really lost is the five of us being there for it.

02
Nobody strengthens the flame alone

Flame level sets Shroud Passage Level, which sets what the whole server can survive, and it can never go back down. We upgrade it on a call, together, when everyone is ready for the next tier.

03
Don't miss a root or a well

The skill point is yours alone. You only get one if you are standing there when it falls, nobody can collect it on your behalf, and there is no missed list to pick it up from later. They do grow back, so you can always go and take your own. That is just a long walk for something you could have had on the way past with everybody else.

04
Play alone, but stay in the phase

Log in midweek all you like: farm, build, mine, level. Just stay inside the current phase and leave the next one for Friday night.

05
Materials are communal, stashes are not

Ore, wood, fibre and food go in the communal chests at the base. Anything you are saving for yourself stays in a chest at your own place. When magic chests turn up, keep them communal: their contents feed whoever is crafting nearby, so one in your house quietly donates your stash.

06
Don't terraform someone else's build

Inside an altar's range whatever you dig or build stays that way, and there is no undo button. Ask in Discord before you reshape someone else's corner.

03 / The Plan

Six phases, one map

Each phase opens on a Friday night with all five of us on. We do not move on until everything on the row is true. The server moves at the pace of the fifth player.

01
Springlands Flame 1 to 2 We are here

Wake the flame, build one base we all actually live in, and start pulling artisans out of their ancient vaults. No second altar yet, because we stay on top of each other on purpose.

We move on when All five have a bunk, a workbench and shroud-resist food on hand.
02
Revelwood Flame 3

Into the forest proper. First real Shroud dives, first Ancient Spire climb, first time anyone dies to something with too many legs.

We move on when Revelwood spire lit, five full sets of tier-2 gear in the chest.
03
Nomad Highlands Flame 4

Desert, heat, and the point where the difficulty stops being polite. Second altar goes up out here so we are not gliding home for twenty minutes after every run.

We move on when Flame up to five, the forward base standing, nobody still in Revelwood gear.
04
Kindlewastes Flame 5

Deep shroud, elite camps, and gear that finally feels good. The rules matter most here. Going in under-levelled and alone is just donating your bag to the fog.

We move on when Flame up to six, and everyone carrying the best we can make.
05
Albaneve Summits Flame 6 to 8

Snow, altitude, and the deep Shroud at its worst. The Flame is near the top of its range by now, so the altar stops being the thing holding us back and the fights start being the thing.

We move on when Flame up to eight, and nobody still missing a piece of cold-weather kit.
06
Veilwater Basin Flame 8 to 9

Added in the Wake of the Water update, and as deep as the Flame goes. It opens while Albaneve is still unfinished, so these last two are a pair we can take in either order. After that it is whatever we want: a stupidly large castle, a full map sweep, or a second run with the difficulty sliders turned up.

We move on when Nothing left to wait for. Go wherever you like.
04 / Before Friday

Do these
three things

Install and patch

1.0 lands on the 15th. Patch it and launch it once before Friday, not at 6:55 on the night.

Join the Discord

T&F Enshrouded. Server address and password go in #server-info.

Check your mic

Push-to-talk sorted. Five people in a cave needs working comms.