THE INSANE ELVES
One thing should be made clear: the mechanics of D&D, as they existed in 1st and 2nd edition, were ruthlessly used by the elves, in their insanity, to survive. Think of a munchkin game gone truly berserk. Think of using the rules, and abusing the rules, and ultimately bending the rules into mobius strips. In game terms, this is what happened.
The first thing that happened is the elves 'woke up' from their obsession with survival, and began to realize they had once been civilized people. They now had time to consider such things, since immediate survival for the next few minutes was not filling all their thoughts.
That 'love of life' thing helped here. But another 'good' trait of the elves manifested: their innate joy with being around each other (that's right, elves are touchy-feely beings, communal beings, in a way that might occasionally make even an illithid vomit. But, paradoxically, they are fiercely independent critters. So go figure. What's the answer to this impossibility? Think of the phaerimm, a race of superwizards who live alone, each pursuing it's own goals and sustained by magic, but still needing the company of other phaerimm for communal survival. That's a rough, and partially inaccurate, analogy.)
The elves appreciated they could not return to the old 'evil' ways, but also they could not return to the old 'good' ways either. Something more drastic, something cataclysmic, perhaps some Great Spell of some sort, was needed. They began searching for that Great Spell.
The elves made a massive breakthrough when they finally learned they could cast clerical magic simply by drawing upon themselves. This discovery occurred decades after the Apocalypse, and initially was slow to be expounded on.
The Mystics of Krynn, from the Age of Mortals, is a poor analogy to what the elves discovered. A better analogy would be that the elves discovered that each being had his or her own private Heaven and Hell, and the true Gods were not only without, but also within. The door to the Afterlife was not some Astral Gate, but the mere, mundane (not so mundane!) elven heart. A scientific analogy might be that elves were made of matter, and matter is full of energy: there is enough energy in a typical person to blow half the Earth away, in Real Life (anti-matter, anyone?)
But whatever analogy you prefer, the end was that elves started becoming clerics again, without deities in the normal sense. And, since the hearts of elves are inherently bright, noble affairs (why else are they such 'good' people, if not?) these 'clerics' were 'good aligned' per se. The elven instinct to help other elves, to cherish life, sorta helped out in this respect, too.
But, from a normal elven perspective, this awakening of power was to go horribly awry. Not that these elven 'clerics' could have overcome the Great Enemy anyways, so perhaps it is better that they went insane.
The elven mages were making better progress, long before elven 'clerics' returned to the scene.
((Yours Truly grumbles, still being sick, fumbling with the words, muttering to himself.))
The elven mages wanted to learn all the 'forbidden' lore. You know, Things Man Was Not Meant to Know, Vile Spells, and the like? And, simultaneously, they wanted to learn Good spells, and 'noble' magic. Now, they never succeeded in doing this (because it is not possible to do this, not even for insane Haldendrean elves) but the thought was what counted.
The elves appreciated, from bitter experience, that many paths of magic had this bad tendency to destroy the caster, or worse, to turn the caster into a ravening monster who slaughtered his fellow elves. This was particularly true of Vile magic, but it applied to many other types of magic also.
The elves determined that in their Great Spell, they would stop this threat. They would render themselves immune to the harmful effects of magical research, and then be able to learn magic as they pleased with no consequences (talk about delusions of glory!)
This shows the elves had learned from their flirtation with evil, but they had not truly learned wisdom. And why was this?
Well, their mad obsession with survival was one reason, and they knew magic was the supreme force, the supreme way to get out of their predicament. And they also suffered from the inherent 'elvish' fascination with magic, like moths drawn to the flame. They deluded themselves into believing they could 'somehow get it right this time' after so many mistakes in the past. And 'this' time, they would not turn on each other because of any evil knowledge gained, would not be perverted into monsters by meddling with evil forces.
Total tom-foolery. But that's how they thought.
After they had all become Agnakoks, after their new 'clerics' had appeared, and after they had relearned a considerable amount of magical lore (but not enough lore yet to teleport themselves out of their sorry predicament), they - all 3,000 survivors - got together and threw the Great Spell. This was the Haldendrea Mythal, as it were.
The idea was that the combined strength of 3,000 elves would create a magic so powerful no 'evil' could corrupt the individual minds of spellcasters dabbling with Vile or evil arts (or other dangerous paths of magic.)
Also, the elves set other conditions, conditions they thought would protect them, and free them up for research and other efforts at survival: their Great Spell put a permanent prohibition on elves killing elves, elves harming elves, or elves even thinking about doing either. It granted them an Epic capacity to recognize each other, regardless of disguise or magic or whatever, so this prohibition could not be circumvented.
The Great Spell required that all participants, from then on, spend their lives working for the greater good of their 3,000 fellow participants, to the exclusion of all else.
The Great Spell granted the elves telepathy, communal and individual, which allowed for ultra high speed communication 10 times faster than humans could verbally relate things, and with images and pictures sent that negated the need for mere verbal descriptions.
And it worked.
It worked. Completely! It granted the elves ALL of the above!
The Great Spell was a smashing success, with no apparent side effects whatsoever. It was so successful that afterwards one of it's participants might have been able to study Cthuluesh lore, and be protected and remain normal and sane in the process!
And in honor of their Great Spell, the elves renamed their city Haldendreeva, the City of Unity, the City of Elvendom Triumphant.
The Great Spell didn't need side effects. The consequences of this spell were better (worse) than any mere side effects.
-
Now free to research as they pleased, the Elves of Haldendreeva began to swiftly rise in power as both wizards and clerics.
This, in turn, made them better at making war against their enemies in the Great Grungy Swamp around Haldendreeva.
And this, in turn, made them more powerful, since the basic premise of D&D is that killing pays, killing grants experience and levels, and certainly the elves were doing enough killing.
The elves also branched out into other studies, all of them related to war, since war was the main reality of their existence. They relearned the basics of physical combat and martial combat, how to smelt metal and make iron, and then steel (although magic was used to speed the process, later on.) They relearned endless things, in writing, bookmaking, building, crafting, sculping, their history, assorted undead and faerie and monster lore ... and they put it all to making better and better war, always and sincerely in the name of 'altruistically aiding their fellow elves' and 'upholding the value of life.'
Perhaps the elves could have returned to being a civilized people, in a civilized city, but instead they became a collection of individuals obsessed with survival (the elven 'love of life' perverted), war (another perversion of their 'love of life'), and study (their 'elvish' fascination with magic perverted beyond hope.)
The Great Spell allowed all this and more. Freed of having to worry about each other, they could turn all their efforts outward. Freed of the dangers of magical research, freed of the consequences, they could obtain great power without the wisdom and caution that comes from such learning. Their 'clerics' could frivolously cast great magic without being beholden to, or constrained by, any deity, answering only to themselves (and, of course, the Great Spell required them to be endlessly obsessed with 'the good of the community', which meant war and more war and yet more war.)
The elves regained the clerical ability to create food and water, but never used it since they had murky, slimy water aplenty and to spare (a sea of water to drink!) and plenty of food (leaves, bugs, and devoured foes) which were ever so much more tasty than their former 'normal' food.
Elven mages gained the teleport spell. By the time they did, all though of fleeing the area was past. They were enjoying their cesspool, their endless war, far too much to abandon it for safety on some other mundane world.
Likewise, elven psionicists emerged, with a similar attitude.
As I said above, the elves were required to make war, to survive. As they made war, they got stronger, which made them better able to make war, which made them stronger, and this sorry spiral continued until the elves were all over 10th level in their assorted classes.
Fortunately for them, the Great Enemy had not yet discovered them. The elves at least had the sense to fight only the creatures of the Swamp, and not to go beyond it into lands held by that Great Enemy.
Even now, the elves could have evolved into a civilized people, noble and lofty, had the Great Spell not freed them of all consequences. Freed of consequences, free to gain power without wisdom or price, they de-evolved mentally instead.
-
At first war was a grim necessity. Then it was a mere necessity. Then it was routine. Then it became exciting and fun. Finally, it became ecstatic fun, the kind of thing life wouldn't be worth living without. And in the end, it became the sole purpose of life.
Elven clerics regained the use of Raise Dead, then Resurrection. When they did, they prompty resurrected all those who had fallen, and anyone who fell henceforth. The old elven thinking, that the Afterlife was sacred, was discarded as rubbish. LIFE was what mattered, and those who were forcibly returned to said life heartily agreed with the clerics.
As war became fun, it became unthinkable that an elf would not be resurrected. Leaving him dead, would mean he'd miss out on the fun! And obviously, he'd want to return to rejoin in the fun, no?
As the elves grew very powerful, producing High Priests and Archmages, their capacity to return their dead to life multiplied exponentially, until resurrection became a certain thing, and death was only a temporary thing, a part of the greater 'fun.'
At first, the Constitution loss of Resurrection (1st and 2nd edition rules, experience loss in 3rd edition) hindered this process. But freed of consequences, able to research whatever dreadful avenues of magic they pleased, the elves soon found ways around such paltry problems, and then there were no consequences at all.
Death became just another part of life, temporary and meaningless. All the horror and angst of dying was gone. And with it went all the horror and angst of a constant war situation.
So now we had a society of 3,000 maniacs, all of them 18th level or higher, for whom war was 'fun', death was a part of that 'fun', and 'loving life' meant endlessly, insanely, researching ever more ghastly, monty-haulish, broken munchkinish, ways of making war and obtaining power.
And because the hostile world obliged these elves by making constant war on them, it feed that appetite, increased it, made it into an insatiable and eternal hunger.
Meanwhile, the maturity level of the elves dwindled until they were like kender. But no kender, not even the most nutty kender who ever lived on Krynn, was as remarkably frightful as these elves became.
They had all gone insane. In an insane world, they had answered with insanity, and out-insaned everyone else. The Great Spell, which freed them of Consequences, had made it possible. The harsh world around, fed their insanity with endless gluttony.
The insanity intensified.
Now the elves did not dream of leaving their beloved Swamp. They certainly called for no allies (it has to be wondered what the reaction of other elves on other worlds would have been, had their help been asked for.) They used their magic to obtain every item and monstrous magic they could, gleefully wallowing in death and madness, war and slaughter, but they did not make allies or friends. From their point of view, they didn't NEED allies or friends.
The love of war turned into a savage game of torture and be tortured. Some enemies had certainly tortured the elves before killing them, so now the elves returned the favor to all their foes. At first, torture was inflicted with glee, but later on it became mundane and standard, with the elves lecturing their screaming prisoners on their stupidity and on consequences of daring to fight them (lol) in a most calm matter, while they practiced torture on a level that would have made the drow proud.
The enemies of the elves became more brutal also, torturing back, hunting the elves with ferocity and hatred, but the elves merely came to expect torture upon defeat as a routine thing. It wasn't pleasant, of course, and they never learned (like the clergy of Loviatar have done) to enjoy pain, but they accepted it as proper etiquette on the part of their foes. Eventually, they became greatly disappointed in foes who did not inflict torture, considering them amateurs in the 'game.'
As I said, in an insane world, the elves had out-insaned everyone else. After they started acquiring Epic Spells (or, in 1st and 2nd edition terms, 10th level spells) all game mechanical limits to the madness were transcended.
One could not say the elves were 'evil.' They weren't. They would have laughed Ghaunadaur, Lolth, and other evil deities and their offers of help out of town (they did laugh Ghaunadaur out, actually ...) It wasn't about good or evil, it was about life and living and helping my fellow elves and the great good fun of war! (just imagine the kender of Krynn all gone utterly demented, with 9th level and even 10th level spells at their command, and unfortunately the discipline and strength to concentrate on getting things done, and you can't go wrong here.)
Eventually, the foes of the elves in the Swamp learned utter terror of these elven maniacs and fled, and then the Great Enemy finally got word that some of the elves, the hated elves, long though exterminated, were still there, living right in the heart of his Empire.
The Great Enemy moved swifty to destroy these elves. He was not concerned with their sanity or insanity, merely with whether they were dead or not dead.
He came with his armies and destroyed Haldendreeva and killed most of the elves, sending the survivors fleeing, then returned to his capital, leaving his servants to hunt down the remaining elves.
It didn't work. Even before he returned to the capital, he found Haldendreeva had been fully restored, all the elves returned, and all of them stronger than ever.
In D&D, there are just too many ways for high level wizards to escape death. Stasis Clone, Clone, Contingency, and Simulacrum are only some of the ways a wizard can escape being killed. Consider some of the notorious wizards of the Forgotten Realms, like Manshoon, or the notorious Acererak of Greyhawk. You keep killing that wizard, and he keeps coming back. Worse, sometimes he comes back in multiples! (the Manshoon Wars.)
And clerics are the same way. Even Shandril Shessair, Spellfire Wielder Extraordinare, Bane of the Zhentarim, could not by herself defeat Fzoul Chembral, and Fzoul escaped her in the end. And when you have Resurrection, and everyone wants it, and there are no penalties or consequences of casting it, then ... well ... you have a mess.
Everyone who was killed, was Wished back, Resurrected, or never died in the first place. Restoring Haldendreeva was easy using 9th level magic. This happened within a matter of hours after the Great Enemy destroyed Haldendreeva.
And because of their insanity, the elves were not psychologically harmed or intimidated by the Great Enemy and his legions. This was a new foe, which meant ... new fun! Bigger and better fun! The ULTIMATE fun!
The Great Enemy levelled Haldendreeva many times before he realized that, unless he somehow killed all of the Haldendreevan elves, ALL of them would return within the hour to plague him once more. Perhaps he was not accustomed to maniacs who loved war even more than he did, who were utterly fearless, who expected and even DEMANDED punishments and tortures to make the Endless Death seem nice in comparison. Whatever the case, before he figured out that he had to do something new and different, his warmongering had raised Haldendreeva into a community of 30th level characters.
Armed with Epic might (or, in 2nd edition terms, an entire city of Simbul-powered beings) the elves of Haldendreeva hid copies of themselves throughout the multiverse, stashed their magical items and books in strange realities, created multiple duplicates of themselves, and worked up Contingencies, Chain Contingencies, and Chain Chain Chain Contingencies that would leave a world renown lawyer beating his head in frustration against the wall, trying to decipher them.
The Great Enemy gathered his great magic, the soul killing magic, the Spheres of Annihilation, summoning creatures that ate enemies soul and all, summoning Fiends who would drag the souls of the elves screaming into the Lower Planes.
Then he attacked. And this time, he had more success. He managed to permanently kill some of the elves. Although they regrouped immediately, he knew that repeated attacks of this sort would whittle them down and finally see them eradicated.
However, the Elves of Haldendreeva had an answer to this attack. Since they could not, even with their magic, return their dead, they ... started turning their foes into new Haldendreevan elves.
They could do this because a spell exists that specifically causes such conversions. It is an 8th level spell from Dragon Magazine, which requires three Wishes to halt and reverse (and once completed, cannot be reversed), and which creates a new being of equal power to the old being, of the caster's choice.
The elves discovered this nifty spell, and after they started taking permanent losses, used it to convert high powered servants of the Great Enemy into ... high powered Haldendreevan elves. And these new elves were as bound to the Great Spell and it's effects as all the original elves had been.
So, the Great Enemy found that because of his new methods, instead of 3,000 elves, he suddenly had 30,000, then 300,000, elves to deal with!
Needless to say, at this point, by the standards of any campaign that Yours Truly can imagine, the situation was FUBARed.
It would remain that way for the next century.
For the next century, the Elves of Haldendreeva and the Great Enemy endlessly plotted and schemed, and warred, and thought up new and ever more impossible and insane ways of making war, more ultimately munchkinized answers to unsolvable and ridiculous situations, and generally had a great time.
They could not destroy each other, although both sides tried their best. They trashed the planet they were on trying. They trashed the whole Crystal Sphere trying. The sucked in other hapless worlds and Crystal Spheres into their wargames, involved creatures from other planes and dimensions to the ends of the multiverse, and created magical contingency situations so byzantine that no DM in existence could comprehend his way through the mess (imagine sorting through the petabyte legions of information stored by a large company, to find a single item ... the travesty made even the plotting in the book Dune seem mild in comparison.) But they could not destroy each other. In the end, neither side wanted to destroy the other. The war had become life, had become the meaning of life. Without that war, the elves believed they would lose all reason for existence.
In an insane world, they had become supremely insane and lost, and yet supremely triumphant. They were supremely powerful, but supremely innocent and naive. They had become the incarnation of all the horrors of their world embodied in flesh itself, and yet they were supremely noble, altruistic, caring, and they gave everything of themselves for their fellow elves.
They had become supremely Haldendreevish.