NERO National Quentari Elf Culture Packet
(Copyright to NERO International)

Quentari Culture From a Quentari Point of View

The Quentari are one of three root races of elves, the other two being Formenedhil (Northern Elves) and Vornedhil (Dark Elves). The Erinedhil (Wood Elves) and Dilantedhil (Mystic Wood Elves) are descended from the Quentari. On first appearance, they may appear aloof, even arrogant, but this comes from the outlook of a centuries-long lifespan and a culture that is thousands of years old. Most Quentari are content to stay in their beloved homeland, but a good number have traveled the continent. Those who travel usually return after a few spans (1span = ten years) for a number of reasons, including friends with lesser life-spans dying, trouble with foreign culture (especially honor codes), and home-sickness.

The Quentari society is highly structured, placing much importance on honor, family, learning, and the arts, mundane and magical. Everything has a ceremony and celebration. There are traditions that are thousands of years old, and ceremonies that are new every time they are performed. The Quentari are very proud of their culture, and see it as a model for younger civilizations to learn from.

Quentari nobles are given titles only after proving themselves to be exceptional in skill and noble traits (courage, loyalty, honesty, honor, humility, and charity). The only school for nobles exists to educate those born of noble blood. Noble children are educated and groomed for 1 span before adulthood and 1 span after that. During this time, they learn a trade, or craft which they will further perfect "in the field" for yet one more span after they graduate from school. During their "field training", they work in service to the commoners of the local community in a town guild.

The Quentari have a strong belief in free-will, rivaled only by the Dilantedhil. They hate slavers, and make notoriously bad slaves themselves for this reason. They will not have any dealings with known slavers, or people that do not respect individual free-will. Children are taught to respect honor, responsibility, and the gaining of knowledge, wisdom and power in equal amounts. Quentari parents are very open with their children about love, romance, and sex, but also teach them not to indiscriminately indulge in these things. One should not, for instance indulge in a romance in which love does not exist for both (or all in some cases) partners. One should also not continue to hold on to a relationship because of good sex, or if there is unsatisfying sex. Sex is seen as the closest joining of people as is physically possible, something to be enjoyed, and improved upon, but not relied upon

Quentari elves tend to see the Erinedhil and Dilantedhil as less civilized, but have no ill feelings toward them. They often wonder how the Gonedhil (Stone Elves) can be so emotionless, and frown upon the warlike ways of the Dagoredhil (Wild Elves), although their skill at battle is respected. They admire the Erinedhil for the respect they have for all things living, and the peaceful society of the Gonedhil. Not much is known about the Vornedhil, but they are rumored to be a violent, cruel people to be mistrusted and avoided. Until the year 590 E.R., a state of war existed between Quentari and Elfheim. Although trade exists with some Gonhirrim (Dwarves), not much is known about them, as most of them live underground in tunnels few Quentari have visited. They are small, hardy, bearded all, and have great skill with metalworking.

Attitudes toward the shorter lived races can be tainted by the elven lifespan. Elves know that a human, for instance, will only live for 8 or 9 spans, aging before their eyes. They also believe that even though a shorter-lived person may accomplish as much during one lifetime, they do not have the time, or are taught the patience to accumulate the wisdom that goes along with that knowledge and power as an elf (as a rule). The Quentari feel that wisdom is a necessary addition to knowledge and power so that they will not be abused, but used the most correctly.

The Sarr (also Sarr in Quentari) are viewed with a bit of distaste for their animal-like ways. They also cannot fully understand the Sarr dislike of Celestial magics. They do enjoy friendly trade with Myrr, however, and respect the Sarr for keeping the peace.

The Pereini (Hoblings) act as a liaison between the Quentari and the Dwarves, and so are regarded as a friendly race. The hair on their hands and feet is seen as exotic and/or distasteful, but not a major detriment.

Scaven are generally looked down upon a little, as they are scavengers, and animal-like. They have no real nation or culture of their own, and so are also regarded by some to be primitive. They are not regarded hostilly by most.

Edhain (Humans) are regarded as a race that has not reached its maturity yet, but there are no ill feelings toward them. Quentari has friendly diplomatic relations with Prince Basil Ravenhurst and his household. The only humans the Quentari hate - and hate with a passion, are slavers, particularly Nyman slavers. There have been border skirmishes with the Nymans for spans. What makes the Quentari particularly loathsome of them is that during some of these skirmishes attempts were made (some successful) to kidnap elven children and babies. It is thought that the Nymans wanted to see if training an elf from an early age would make them more accepting of captivity. The Nymans found out that it only made the Quentari nation vengeful. When news of the Sludge-creatures (Kini-neithan, or Children-deprived) reached the homeland, they knew the unspeakable had happened- the kidnapped children had been used in hideous breeding experiments. The flames of hatred burned brighter and deeper toward the Nyman, also called Sanomithaur (Slavers abhorred). The Kini-neithan themselves are not blamed for what happened to them by most. They are looked upon with a mixture of revulsion and pity. News of their existence reached Quentari in mid-592 E.R. There are those that say the Kini-neithan are abominations, some even go so far as to suggest eradication, but they are few in number. Others say they are victims to be treated with compassion, possibly even sought out so they can be educated about their elven heritage. It is a source of current controversy.


Quentari Names

A Quentari elf may have many names in one lifetime. The first one is typically chosen for a child by the parents at birth, the kiniesse, the "child-name". It can be descriptive of physical characteristics, or poetic, or chosen for it's sound. This name may or may not be kept when the child reaches maturity. At this time, the child, now an adult, chooses and adult name. As the elf goes through life, s/he may adopt or be given other names.

Adult names, whether chosen or given, are usually descriptive of the elf in some way. They can be descriptive of one or more characteristics of the individual (ex: Lasselambe - Sweet-tongue), be representative of an honor or achievement (ex: Adumagil - Double-blade, Rhundacil - East-victor), or in the same vein be given for dishonor (ex: Moror - Darkheart). There are also traveling names, which may or may not be in the Quentari language, which are given to non-elves. These are usually short and easy to pronounce, because it has been noted that non-elves have trouble pronouncing elven names. They also may or may not be descriptive of the individual, and are sometimes shortened versions of elven names.

Each family has a sur-name, some of which are in untranslatable ancient Quentari. The ones that can be translated usually depict honor of some sort. When elves lifemate or form a family, they are taken into whichever family is more noble. There is no ranking structure for families, but some have more recorded honor/nobility than others. The lifemate who is taken into the more noble family will then add that family name to his/hers.

Then there are soul-names, which are not commonly spoken, and kept secret for the most part. A soulname, called Essefea, is a name chosen by an adult elf to represent the fea, or spirit/soul. It represents the very core of who that elf is. This is the reason that it is only told to those most trusted, such as a Coimelda (Lifemate). Also, knowing how to use the essefea properly can give someone the ability to manipulate the elf through the emotions, and honor, for it effects the emotions deeply. It can be used to deepen an expression of emotion, for example to exclaim an expression of love, to help lessen someone's grief, to calm someone down, as a mental slap, or to anger someone. An oath taken on the essefea is considered unbreakable, and if broken the elf loses all honor. This honor is hard to restore, and in all probability will never be restored. When an elf voluntarily divulges their essefea to another, it is a gesture of great trust which conveys honor on the one it is told to.

So a typical elf has a childhood name which is no longer in use, an adult name, a soul name, a sur-name and any number of nick-names. Any of these may change, even the soul name, for even souls may change (see also: Relationships for what this does to a soulbonding).


Elven Relationships: Lifemating, Lovemating and Soulbonding

Melthadiel (Love-uniting, or Lovemating) is a relationship that is more serious than a casual affair, or close friendship, but is not as serious as Coimeldiel (Life-loving, or Lifemating). To say it is temporary would be misleading, for melthadanti (lovemates) often remain together for years, or even spans (1 span = 10 years). Unlike lifemating, however, the couple is free to part ways should feeling sour.

Coimeldiel is a very serious and important choice to elves. It is comparable, but not equivalent to human marriage. It is like marriage in that the couple love, support, defend, and take care of one another for the rest of their natural lives. It is unlike marriage in that lifemates are free to have as many lovers as desired. In Quentari eyes, to choosing a lifemate is to bestow honor, because it means that the elf is happy enough with someone, and trusts in their honor enough to consider spending the rest of their life with them. With a 500 average year lifespan, this is not a decision made lightly, but given much time and thought, especially since lifemates do not separate unless something drastic happens. Drastic would involve a mate losing all honor (e.g. breaking an oath made on a soul-name, or turning one's self into a greater undead.

Fearembriel (Soul-meshing, or Soulbonding) is a phenomena peculiar to elves and half-elves who take after the long-lived parent. It is seen by may to be nature's way of ensuring the survival of the elven races, as it has been observed that children born of it are usually above average in at least one area, and are generally more fit. This is important to a race with a birth rate of 2 or 3 children per couple over a fertility time of 200 years. Soul-bonded couples are also more likely to produce children, and sooner, so it is seen as good fortune by the community for children insure the continuity of the race. The couple who experiences it may have differing opinions, as it affects friends and foes alike, regardless of elven race. Soulbondings between the different elven races is rare, due to infrequent contact, so it is unknown whether one is more or less likely to experience it within one's race.

The moment when soulbonding happens is called Dirundulave (the drowning gaze), for it is realized when two elves look into one another's eyes and feel an extremely strong urge to be close and join in Remmiel (Love-meshing, or love-making). This urge can be resisted by an intense effort of will, but even Mystic Wood Elves cannot break the bond right away, for it is not a type of charm. There are theories to explain what causes it, but no one knows for sure. Some say it has its origins in bodily functions, others say it is some sort of effect of ritual magic, possibly of dragon origin, cast on the race long- ago in the Tindomeyenni (Twilight Spans). Some say it has something to do with the elven will and unconscious desires, and some say it is a combination of both these things.

When Dirundulave happens with two who already care for one another, it is cause for joy and celebration. The two will usually join in Coimeldiel, and in time the longing will mature into a deep, close love. For two who do not like one another, a choice must be made to either accept the bond, or to resist it, and by effort of will over months, or years in some cases, break it completely. The bond can only be broken by a continued effort by both elves involved. It is said that there will always be a place in your heart, no matter how small, for someone with whom you experienced Dirundulave.

An elf can only be Soulbonded with one other elf at one time. The bond must be broken by a continued effort of will, or the permanent death of one of the couple for a second Soulbonding to be possible, and this does not usually happen again for years, sometimes spans, sometimes not at all. Soulbonding is different from Lifemating, and so it is possible for one's lifemate to Soulbond to someone else. The reaction to this depends on the culture and the open-mindedness of the individuals involved. It can lead to acceptance of another into a relationship, or jealousy and denial of either the Soulbonding, or the Lifemating. The Quentari see nothing wrong with Soulbonding with someone other than one's Lifemate, and the new Soulmate will usually be accepted into the family. There are, of course, those Quentari that have not accepted that situation.

Out of Game Notes: Soulbonding, while being uncontrollable for characters is always something to be agreed upon by both players before-hand. It is never to be used as a way to control someone's character. No one can force another player to accept it. The same goes for pregnancy. The skills Resist/Break Charm, and Resist Charm have no effect on Dirundulave, and if it is tried, nothing will be expended-don't rip the tag. Soulbonding is not a type of charm, it is a role-playing option only. One word of advice: There is the temptation for people with out of game relationships to soul- or life- mate in-game (I've seen it happen, and been a victim myself). This is fine, as long as you respect the spirit of the in-game relationship. Consider what would happen to the in-game relationship if the out-of game relationship were to end. Remember the "life" in lifemating, and that you can always be lovemates, as this is perfectly respectable. "Divorce" is an unknown concept in Quentari, except for those characters who find out about it In-game. I'll get off my soapbox now, and the rest is up to you, your character's history, and your imagination.


Family Structure

There is no matriarchy or patriarchy in Quentari. Extended families live together in large houses with towers for the different branches. Houses in the forest are almost always in the huge ancient trees. Outside of the forest, houses are fairly close together in clusters, due to the Quentari desire to leave as much of nature as unspoiled as possible. The Lomeserime (Voice of the Family, or head of the family) is usually the eldest and deemed the wisest of the family, regardless of gender. In some cases, a pair of Lifemates jointly head the family. Each family has a council made up of its elders called the Serimedoli (Heads of the Family). The elders of the family are looked to for their wisdom and guidance in various family matters including matters of honor, child rearing, conflicts, personal issues, the problems of growing up, and day to day matters. Each town has a Council made up of the Lomeserimer from each family.

The young adults of each family are responsible for the day to day rearing of children, carrying out the decisions of the Serimedoli, and providing support, transportation, defenses and food for family members. Children are looked after by all of the adults equally, but are closest to their parents (who have the final word in their rearing, second only to the Lomeserime).

Older adults in the Yeniavas (autumn years) are responsible for keeping the family treasury, records, and history, and for educating the children. Children are loved and fiercely protected by the Quentari because of the low birth-rate, and the memories of the Degorim Gerthrauko (Dark Wars), when the population was severely depleted. Children are precious, for they insure the survival of the race. More details are given in the description of the Stages of Life.

When a couple lifemates, they usually stay with the family that has a higher standing. There is no official ranking system for families, but families are seen by some to have greater or lesser esteem depending on how many nobles are in it, and the Parma Manthulie (Book of Honor) that they keep. When a Quentari dies, the possessions that are not specified in a will go to the Lifemate, or if there is none, the Lomeserime, who will distribute them as s/he feels is appropriate.


Age and the Quentari Elf

Quentari Age Stage Human Equivalent
zero-three Infant zero-three
three-five Toddler three-five
six-eight Child six-eight
nine-eleven Youth nine-eleven
twelve-fourteen Pre-Adolescent twelve-fourteen
15-20 Adolescent 15-20
21-200 Young Adult 21-30
201-300 Mature 31-40
301-400 Middle Aged 41-60
401-500 Old 61-90
501+ Venerable 91+

Physical Effects of Aging: From adolescence until middle age, the Quentari do not display any physical signs of aging. In middle age, they may acquire grey streaks, laugh lines, and the like, but the effects are usually subtle. They can be described as "slightly weathered". These effects can grow more noticeable over time. The effects are so gradual over time that to a human eye, the elf will not appear to be aging. Quentari elves who reach their 4th century will appear more "weathered" or "mature". For example, they may have more grey streaks, or fading in their hair, a few more wrinkles caused by frequent facial expressions, they may become thinner and even more delicate looking, or may gain a paunch. Aging signs and severity differ from elf to elf. Few elves live far into their 5th century. For those that do, there usually is a marked physical difference. There may be hair whitening/greying and/or loss, deepening wrinkles. Pudginess may turn to gauntness or vica-versa. The senses may begin to fail (which can be most upsetting to a being who appreciated them as elves do). Again, changes vary with individuals.


Merethcoir (Feasts of Life): Celebrations of Life's Stations

Merethcoir (Feasts of Life): Celebrations of Life's Stations There are five transition points in life for the Quentari. These are: Coire (birth), Laercoi (Life's summer)- adulthood, Yeniavas (autumn spans)- middle age, Yenigolodh (wise spans)- old age, and Gurth (death), or Autielmenenesso (Passing into paradise). Births are very important and joyous occasions. Many elves met their final deaths in the Adhin Degorim Gurthrauko (Second Death Elemental War), and this is not forgotten by those living today. Some feared that their ancient culture would vanish forever. With each baby's first breath is born renewed hope for the continued existence and prosperity of the Quentari. When a pregnancy is learned of, those around the Undiel Velike (growing, or expectant mother) rejoice, as well as see to her needs. Gifts of food, clothing, and furniture for both mother and baby are brought to the family. A healer from the local Marebalarda (Hall of the Power of Earth), the equivalent of an Earth guild will personally see to the expectant mother's well-being, becoming her Thalionar Coindir- midwife. The family and prospective father(s) gather for the birth, but the Thalionar Coindir is in charge. For a full week after giving birth, a new mother is allowed to rest, and all her needs are taken care of by her mate and/or family. There is then a celebration known as Mereth Vinya Coindir (Feast of the New Mother), where gifts and food are given to her to help her regain her strength, and rejoice the new life begun.

The passage into adulthood is eagerly awaited by young Quentari elves, and their families. Every year at Midsummer, the Eldarlaer (Stars of Summer) feast is held (this term is also used to describe the new adults). It marks the beginning of adult, independent life with responsibilities and the beginning of a personal record of honor for all elves who have come of age since the last Eldarlaer. The self-control of the Eldarlaer is tested at this feast. After a grand meal with exotic imported foods from around the continent, each of the Eldarlaer is given their first glass of Elderberry Wine, a mild hallucoid/intoxicant/aphrodisiac. It is a show of maturity and honor to select a lover carefully, or not at all while under the effects of the wine. The next day the Eldarlaer, now considered adults, are given white robes to wear for the next week as a symbol of their accomplishment, and purity of honor. A purple heart is added over the heart area of the chest for those who experienced Fearembriel (Soul-meshing)- known to humans as Life-bonding.

Middle age is called Yeniavas (Autumn Spans), and can begin anywhere from late in the second to late in the third century of life. This is a time for reflection of what has been done, what lessons have been learned, and what is still needed or wanted in life. Toward the end of this stage is when duithil metiel (moonflow's ending), or menopause in the Common tongue begins for women. Men experience something similar known as Saravi Metiel (Seed's Ending). Both sexes may experience a lessened desire for lovemaking, periodical irritability and increased fatigue.

When Yeniavas begins is not a fixed time, it is decided by each elf as it occurs. When they feel the time has come, close friends and family are gathered for Notiel Manthulen (Counting of Honors). For about one week they will examine and celebrate past accomplishments in the elf's life, as well as acts and debts of honor. plans are made for the coming spans to pay debts of honor and to do what is still to be done in life. Gifts are sometimes given that are symbolic of outstanding achievements.

The last phase of a Quentari's life is called Yenihriw (pronounced YEN-i-riw, the r is unvoiced). It means Winter Spans. This is marked by the end of Duithil Metiel for women and Saravi Metiel for men. Memory loss is not usual, and in fact it is at this time in life that the most knowledge is retained. The elf now becomes a Golodh (Wise One), who is a town elder. Golodhel (Wise Ones) have a voice in the decisions of the smaller towns, and council younger elves on matters such as honor, love, and life. When the Golodhel gain a new member, the town holds a Mereth Golodh (Feast of Wisdom). It is a celebration of a long life, and the entering of it's final stage.

The ending of physical life is called Autmennesiel (Passing Into Paradise). It is believed that a dying elf's spirit can choose to be born as another elf, or to pass into Mennesse (Paradise). Paradise has been described as a place that is filled with light, other spirits, and joy. It is believed that no living elf can truly imagine what Mennesse is truly like.

When a Quentari dies permanently, a close friend or family member wraps the nude body in a light shroud of opaque material, as a symbol that the person is no longer there, but elsewhere. To be named in an elf's will as the person to wrap the body is considered a reflection of love and trust and conveys honor on that person. During sunset of that day, or the next day if the death occurred close to sunset, the body is buried without a coffin in an unmarked grave. The absence of a coffin is to insure that the body's reunion with the earth is as quick as possible. There are times when the wrapped body is creamated on a pyre instead of being buried. The ashes are either buried in an unmarked grave, or scattered.

After the burial, close friends and family gather to remember the deceased in a bittersweet celebration involving food, stories, togetherness, and a final Notiel Manthulen. During the next week they will settle the affairs of the departed, while continuing to celebrate the last milestone in Tyrran life, and saying goodbye in their own ways. During this time, others who knew the deceased may come to lend a hand, or bring supplies. Those who grieve usually do so for about one month, and then it is time to say a last goodbye and focus on life to come. Without death, there could be no birth, and life would stagnate, but life always goes on.

Hauntings occur only rarely in Quentari. it is believed that ghosts feel they have unfinished business, or are lost on the road to Mennesse. At times of hauntings, communication with the ghost is sometimes attempted. The spirit is helped as best as possible to find its way, if benign, and banishings with Destroy Earth occur if it is harmful, or uncooperative. Created undead are seen as abominations, as they are not part of the natural life - death cycle. Lesser undead are somewhat pitied, as the soul is being held against its will, and is believed to be in pain. Upon seeing a lesser undead, Quentari will destroy the body, if possible, to free the soul. Greater undead are seen as completely dishonorable, vile monsters to be destroyed, especially if they are undead by choice. Quentari hunt them and wish to wipe them out entirely.


Seasonal Festivals:

December 21st - Yesmetiel - Year's Ending: The events of the year are recounted by storytellers and bards. Each family has a Notiel Manthule (Counting of Honor), in which they weigh the events of the year and actions of family members in terms of honor. Beginning of Hrive (Winter).

December 31st-January 1st - Duminya Loa (First Night), Orminya Loa -New Year's Day: The Parma Yesquenta (the Year's History Book) of each person, family, town, Barony, Dutchy, and the country is closed and a new one begun. A toast is made at midnight of Duminya Loa called the Yulmaloa (Cup of Year). By drinking it, elves symbolically accept all they have done and all that has happened in the past year.

February 1st - Ringwain Anor - Cold New Sun: The days are noticeable longer, although it is the coldest part of the year. This is a reminder that you must not expect immediate results of your work, but must continually work to achieve what you desire. Wishes for the coming year are made. Known in Common as Patience Day. Beginning of Balering (Deep-Cold).

March 21st Sulhintiel - Windcasting: The fields and herbs are planted, and the seeds of wildflowers are thrown into the winds outside of the fields to beautify the landscape when they bloom. This is a popular time for Lifemating ceremonies to be performed. Also known as Orbadokemen (Day of Earth-Working). Beginning of Coire (Stirring).

May 1st - Lindon Anor - Songs of the Sun: The blossoms which are on the trees and plants are collected. Their oils extraced, they are pressed for dyes and put in hair. The major bardic festivals/competitions are held on this day, outdoors (weather permitting). Elves will bring a picnic lunch to hear the bards, who debut their new songs. Beginning of Ethuil (Spring).

June 21st - Mereth Eldarlear - Feast of the Summer Elves: Elves who have grown to maturity are recognized as adults on this day. From this day on, they are responsible for a personal Parma Manthuliel (Book of Honor). The now-adult elves will chose a High Art (Martial, Celestial, Earth, Astrological, or Alchemical) to study.

August 1st - Minya Hostiel - First Harvest: Also known as Enlaer (mid-summer). The harvest of fruits, vegetables, and berries is begun. Herbs are gathered to fry in the sun for winter storage. It is also called Consequence Day in Common, for although the days grow shorter, it is the warmest time of the year. It is a reminder that consequences may linger long after any action and so one must think before acting. Beginning of Iavas (Fruitful).

September 21st - Dara Hostiel - Second Harvest: Fields that were planted in Ethuil are harvested for grains, corn, and the vegetables that were not harvested at Minya Hostiel. Wood is gathered and stored to last through the winter. Baking competitions are held. Beginning of Firith (Fading).

October 31st to November 1st - Qualinorim - Rememberance of the Dead: Those who have passed from the mortal plane during the year are remembered in reserved celebration. Their actions and lives are recounted in song and story, poem and prose. At midnight, a toast is made in their honor - the Yulma Endu - the Cup of Midnight. Beginning of Lasselanta (leaf-Fall).

Days, Months, and Seasons of the Year:

Month Translation Evendarr Season Translation
Narwain * January Hrive Winter
Ninui Watery February Balering Deep-Cold
Gawaeron Windy March Coire Stirring
Gwirith * April Coire Spring
Lothron In Blossom May Ethuil Spring
Norui Sunny June Laer Green
Cerveth * July Laer Green
Urui Hot August Iavas Fruitful
Ivanneth Giver of Fruit September Firith Fading
Narbeleth Sun-Waning October Lasselante Leaf-fall
Hithui Misty November Lasselante Leaf-fall
Girithron Cold-day, shuddering December Hrive Winter

Using the Quentari Language

Pronunciation Guide: c is always hard, and pronounced as 'k'. dh represents the voiced th in then, not the unvoiced th in thin. f is like f in find except at the end of words, when it sounds like v as in of. g is always hard, as in gate. h alone has the value of h as in house. hw is a voiceless w as in white, whale. i when occurring at the beginning of a word, and followed by another vowel, has the value of y as in you. Ioreth is pronounced Yoreth. qu is pronounced as kw s is always voiceless, as in so, never voiced, as in lens. th represents the unvoiced th as in thin. a has the sound as in father. e has the sound as in bed, and is pronounced as a separate syllable at the end of words such as lome. i has the sound as in sick. o has the sound as in hot, but 'rounder' than in modern English, with the mouth and lips held more open. u always has the sound as in lute. ae, ai has the sound as in eye. ei has the sound as in gray. ie the vowels are sounded separately and run together, as in Ni-enna. oe,oi have the sound of the vowels in toy, coy. ui are pronounced as are the vowels in ruin, but run together as one syllable. au,aw have the sound in loud and how. er,ir,ur before a consonant, or at the end of a word, should be pronounced as English air, eer, oor. ae,eo are not run together, but form separate syllables.

Pronunciation of Words: In two syllable words, the stress or accent is on the first syllable. Ex: eldar (EL-dar) In longer words, it occurs on the next to last syllable if that syllable contains a vowel follows by two or more consonants, a long vowel, or a diphthong (two vowels pronounced in one syllable). Ex: isildur (i-SIL-dur), pelargir (pel-AR-gir). If the next to last syllable contains a short vowel followed by one or no consonants, the stress falls on the syllable before it, the third from the end. Ex: Feanor (FE-a-nor), Eressea (er-ES-se-a), Denethor (DEN-e-thor) Note: Digraphs (pairs of consonants that make a single sound), like ch, dh, ph, sh and th, are counted as one letter in determining stress.

Conjugation of Verbs:

Present Tense:root + a
Imperative Tense:root + o
Past Tense:root + ant
Future Tense:root + ath na-isedra-opens no-be!edro-open! nant-wasedrant-opened nath-will beedrath-will open
Participial Tense: root + i
Auxiliary Tense: root + in
Subjunctive Tense: root + ai niel-beingedriel-opening ni-have beenedri-have opened nai-may it beedrai-may it open


To indicate the pronoun "I", add the following suffixes:
Present: root+on non=I am
Past: root+en nen=I was
Future: root+ath+on nathon=I will be
Auxiliary: root+in nin=I have been

To indicate "we", add the suffix -(l)met, and for "thou" add -lye. In the case of (l)met, the l can take the place of a plural r. If the root of a verb ends in a single consonant, then it is doubled in conjugation. E.g.: Lin (to sing) becomes linnathon (I will sing). Verbs such as "edr" with more than one final consonant remain as is.

Nouns

Compound Words: Compound words are usually formed by placing the adverb before the noun, unlike English. The concepts "of", or "of the" are expressed by the word order, not by separate syllables. E.g.: Yavanna - Giver of Fruits is literally "fruit-give".

Making Nouns Plural: The last vowel of the word is changed as follows: Unstressed a becomes ai, stressed a becomes e, o becomes e, i, or y. Ex: adan-edain; amon-emyn; mallorn-mellyrn. Otherwise, add i after final consonants, or r after final vowels. Ex: Hiril-Hirili;

Possessive Nouns: Drop the final vowel, if there is one, and add o. Ex: Calacirya-Calaciro.

For plural nouns, do not drop the final vowel, and add on. Ex: Silmarilli-Silmarillion. This form can also be used to indicate "from". Ex: Sindanori becomes Sindanoriello-"from grey country". Do not drop the final vowel in this case.

Collective Plurals: These are plurals that signify a whole set of things. They are formed by adding -ath,or in the case of peoples, -rim. Ex: Elenath-all the stars, Naugrim-all the Dwarves. To indicate a horde, with a negative connotation, add -hoth. Ex: Ngaurhoth-werewolf horde.

Augmentative Suffix: -on is added to nouns to signify that a thing is great or mighty. Ex: Aeron-Great Sea, Erinon-Great Forest.

Duality: Add t to the end of the word. Ex: maryat-her two hands, met-us two (we).

Sentence Structure:

Sentences can have the form of:
object-verb-subject: le linnathon ((to) thee I will chant)
verb-object: noro lim, Asfaloth! (ride on, Asfaloth!)
subject-verb object: Naur dan i ngaurhoth (Fire take the werewolves)


 

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