the elves went to valinor after middle earth.
the elves went to valinor after middle earth.
where did the elves go after middle earth?
valinor
spirits of dead elves go to the halls of mandos in valinor. after a certain period of time and rest that serves as "cleansing", their spirits are clothed in bodies identical to their old ones. however, they almost never go back to middle-earth and remain in valinor instead. an exception was glorfindel in "the lord of the rings"; as shown in later books, tolkien decided he was a "reborn" hero from "the silmarillion" rather than an individual with the same name. a rare and more unusual example of an elf coming back from the halls of mandos is found in the tale of beren and lúthien, as lúthien was the other elf to be sent back to middle-earth – as a mortal, however. tolkien's elvish words for "spirit" and "body" were "fëa" (plural "fëar") and "hröa" (plural "hröar") respectively.
elf (middle-earth)
the "advanced dungeons & dragons" game's second edition product "monstrous compendium volume two" describes the world of the drow, where violent conflict is part of everyday life, so much so that most drow encountered are ready for a fight. their inherent magic use comes from training in magic, which all drow receive. not long after the creation of the elves, they were torn into rival factions, one evil and one good; after a great civil war, those who followed the path of evil and chaos were driven far from the world's forests and into the bleak, lightless caverns and tunnels of the underworld. most creatures who live on the surface have never met a drow, but those who have seen a drow city report nightmarish buildings constructed of stone and minerals, carved into weird, fantastic shapes. drow society is fragmented into opposing noble houses and merchant families, and they base their rigid class system on the belief that the strongest should rule. female drow tend to fill many positions of great importance, with priests of the dark goddess lolth holding a very high place in society. drow fighters are required to go through rigorous training in their youth, and those who fail are put to death. drow use giant lizards as pack animals, use bugbears and troglodytes as servants, and have alliances with many of the underworld's evil inhabitants such as mind flayers. drow constantly war with other underground neighbors such as dwarves and dark gnomes (svirfneblin), and keep slaves of all types - including allies who fail to live up to drow expectations. "the complete book of elves" by colin mccomb focuses some of its attention on the drow. the "elfwar" is presented, an elven myth in which the elves were one people until the spider queen lolth used the dissent among the elves to gain a foothold; the elves of lolth took the name drow to signify their new allegiance, but as they massed to conquer the other elves, corellon larethian and his followers drove lolth and her people deep into the earth, where they chose to remain. the dark elves who became the drow were originally simply elves who held more with the tenets of might than those of justice, and as they quested for power they became corrupted and turned against their fairer brethren. dark elves rarely produce half-elves, as they would slaughter any fool who trusts them. drow infravision is described as so intense that their eyes actually radiate heat; therefore, a character viewing a drow through infravision would see two burning eyes atop a normally glowing torso. any elf character of good or neutral alignment, even drow, is allowed into the realm of arvanaith where elves go upon reaching old age. the book notes that drow player characters have a large number of benefits while suffering few disadvantages, but that "the major disadvantage to being a drow "is" being a drow." drow characters are extraordinarily dexterous and intelligent, but have the typically low elf constitution; also, their personalities are described as grating at best, and all other elves "hate" the drow which affects their reactions to a drow character.
drow