Unofficial fan campaign set in Will Wight's Cradle series. Players are sacred artists — cycling madra, forging iron bodies, and walking Paths from Copper to Monarch and beyond — in a world of remnants, sacred beasts, Dreadgods, and Monarchs who rule by raw power. Built on a native Cradle rules engine with no D&D material.
The Wandering Titan stirs. The Sacred Valley wakes. Forge your Path and climb from Copper to Monarch — if the world lets you.
A fan-made campaign set in Will Wight's Cradle. You are a sacred artist — a cultivator of madra — advancing stage by stage from a backwater valley to the heights of the world, in the shadow of remnants, sacred beasts, Dreadgods, and Monarchs who rule by raw power. The engine is native to Cradle: stages instead of levels, madra instead of spells, Paths instead of classes, techniques bound to the core. Start at the Harvest Festival. Forge your Path. Watch the mountain move.
The campaign opens grand on purpose: a cinematic prelude plays in the lobby, a Cradle-native character wizard forges each sacred artist, and the game start drops the party onto festival morning with the Wandering Titan already stirring. Every Path, technique, iron body, and madra aspect in the compendium is playable — add more by matching the file types' conventions, and the wizard, sheets, and GM all pick them up.