The Metaphysical Revolution (D&D 3.5 Module)
Download The Metaphysical Revolution – GM’s Edition! (25 Meg) 
Download The Metaphysical Revolution – Player Materials! (7.1 Meg) 
Download The Metaphysical Revolution Soundtrack! (49 Meg)
The Pitch
What is The Metaphysical Revolution?
The Metaphysical Revolution is an adventure that eases players and characters into an atypical setting where magic is industrialized, the rights of sentient machines are debated, and humans are discriminated against by the orc majority.
The setting is a logical extrapolation of Dungeons & Dragons 3.5‘s rules. For example, the commonality of magic in D&D’s rules implies a means of mass producing and mass consuming it. I embraced those notions and crafted a setting wholly by the rules, creating my own material to fill the gaps.
Why change some of the rules for The Metaphysical Revolution?
In short, the rules needed change to facilitate balance and fun. Basic assumptions about how D&D 3.5 would be played were challenged by players and later, even the game’s authors. These changes reflect how the game was found to work after 8 years of playtest data.
The Metaphysical Revolution is an adventure for new characters starting at level 1. Playing all the way through will take them to level 3.
The Campaign Setting
A Primer on the World of Yevir
The world of Yevir isn’t your standard fantasy world. Standard fantasy would start the group in or near a tavern from the employ of a mysterious stranger or a royal official or a dying creature. This town or tavern would be in or near a forest. A level 1 mission would most likely involve slaying (or avoiding) rats, bandits/raiders, skeletons, zombies, goblinoids, or/and kobolds. In my humble opinion: Yawn.
Instead, the world of Yevir focuses on things not often seen in a fantasy setting. This module is called The Metaphysical Revolution for good reason. Among other things, Yevir is meant to showcase what would happen if Earth’s Industrial Revolution happened with magic and psionics instead of scientific technology. Also, the setting is intended to change due to people, y’know, doing stuff. (Player characters, especially.)
New magic is researched. New item creation methods are discovered. No Medieval Stasis, here!
In Yevir, 50 years is a long time because, as real-world humans, we typically don’t care about what happened more than 50 years ago. Also, things change rapidly in the setting. By the time the group is level 10, space travel isn’t out of the question. (Interplanar travel is still available, of course.)
The world of Yevir is much like our own world. Morality isn’t so absolute. There is plenty of grey. As such, this world is filled with difficult decisions and people who need to make them.
Yevir Facts and History You Need to Know to Play This Module
NPCs, Levels, and Power
When this campaign starts, no one in the world is above level 5. A level 1 person is a typical adult. A level 2 person is significantly experienced or significantly trained in his field. A level 3 person is known as an expert in his field, and possibly an innovator. Many people reach level 2 or 3 within 50 years just by staying around town.
A level 4 person is quite remarkable. He has some training or innate talent that makes him a leader in his field. Typically, a level 4 person is an innovator in his field.
A level 5 person is an exemplar of this generation. He likely created or discovered an extremely effective or powerful technique in his field. Innovation is almost a certainty here. People will probably write songs and stories about him in the days to come if they haven’t already.
There still are very powerful creatures out there, like dragons, who are powerful because they were born that way. Some have class levels, but not more than 5 when this scenario begins.
‘Tech’ (spells and psionic powers) of level 3 and below are sold by the trade houses in varying frequencies. There is a high demand for tech level 3 items due to their power, and so few people are able to make them. Even though tech level 4 and 5 items are possible via experimental methods (and are also extremely expensive), agreements are in place so these items are never sold on the open market.
The War
This module takes place on the Eastern Continent. About a decade ago, The War annihilated nearly all life on the Western Continent. Humans, Elves, and Dwarves are mostly to blame. The War assumedly lasted only 1 day, but its impact is still felt today.
The Orc majority rules cities in the Eastern Continent. Racism against Humans, Elves, and Dwarves (and those who look like them) is rampant and seen as necessary to prevent further annihilation.
Trade Houses and Society
Various trade houses are effectively the governments of the civilized parts of the Eastern Continent. House Felsad, the largest trade house, specializes in divine magic. (House Felsad also employed the party on this adventure.) House Sardonic specializes in psionics. House Tyndorf specializes in arcane magic. Other, fledgeling trade houses exist but don’t matter much right now.
Trade houses keep life pretty rosy for the civilized folk. Due to magic, there is plenty of food and water for everyone, given freely to all. (Go, go, create food and water and plant growth traps!)
Endure elements means no one is especially hot nor cold. See invisibility on everyone prevents those pesky, sneaky casters from merely magicking their way into restricted areas. Continual flame lampposts provide light at all hours and discourage sneaking around in public.
This society sounds more like Star Trek than medieval Europe. So what do people do all day when they need not worry about food, water, nor shelter?
Adventure and politics.
In civilized areas, politics are a way of life. Those with power are ever trying to gain more power. High-ranking officials of trade houses want to keep their own secrets secure while stealing the secrets of their rivals. Lower-ranking officials want to keep their bosses happy.
When members of trade houses aren’t engaging in corporate espionage, they sell things to the adventure-based economy. Spells, powers, weapons, armor, knowledge, prestige. These are the tools of the typical adventurer.
And why do people adventure?
First, to escape the politics. Second, because gaining some lost object or piece of information could prove extremely lucrative to the trade houses. Third, because adventurers who survive tend to improve themselves in all regards much faster than those who just stay around town.
The Meta
The Meta are a race of sentient Constructs who were granted an official homeland called Amarice on the Eastern Continent. The Meta are small in number (about 100 worldwide at last count) and unable to reproduce, but they are considered the world’s best artisans, especially for magic and psionic items. Meta are protected by an international treaty. Killing a Meta, even accidentally, calls for the complete destruction of that person, his family, and his nation. So far, this hasn’t happened. Even impersonating or harming a Meta call for death of the criminal.
Despite all these protections (or perhaps because of them), the Meta are glorified slaves. In exchange for their protection, they’re expected to produce whatever items their current client demands, for the appropriate price, of course.
Amarice, as an official homeland, wasn’t the first Meta homeland. The first Amarice was abandoned within the past 2 decades due to a low population. It became too big to keep fortified. When the old Amarice was abandoned, most Meta left to explore the world, some promising to return.
The creator of the Meta, the Kobold golemsmith Odium, is assumedly dead. It is believed his rivals stole his soul and placed it where none could find it.
Meta as Player Characters
When this scenario starts, GMs should be careful about allowing Meta as player characters. Amarice would want to know why one of their precious kindred has returned. Initially, Meta characters are reserved for wonderful storytellers and people who will cooperate with the GM in making an even better story.
Greg’s Contributions
Greg Campbell was responsible for
-Designing the module and the world of Yevir.
-Writing all the module’s dialog and creating every character.
-Creating the altered rules.
-Finding the module’s images and sounds on the Internet and implementing them in-game. (Of the images, only the GM and PC icons, the Amarice symbol, and the maps are his original work.)
-Balance testing the module.
-Performing all voice acting for when the game is run.
-All promotional work regarding The Metaphysical Revolution.