6 months ago

Adhrynn v1.2

An a priori artlang


Adhrynn A PRIMER By Scytheria Adhrynn /æˈθɹɪn:/ is a constructed (or artificial) language which exists for no purpose other than being pleasing to me, the author. It is not based on any natural language, and has an entirely a priori vocabulary in which words have been derived on aesthetic principles (which essentially means that they have been selected because I like the sound of them – it gets no more scientific than that). Adhrynn is not especially challenging, mainly because my purpose was to create a language that could actually be learned and spoken or written. There are, however, a few inflexion patterns and minor sound changes to learn, but these are quite regular in their own way and certainly no worse than many real languages. Perhaps the hardest aspect of Adhrynn is the four ‘tenses’ which kind of overlap the grammatical tenses used in English (and most other languages), and which express time in relative terms. The vocabulary of over 1000 root words is sufficient for Adhrynn to be used to speak or write creatively and variedly on most subjects, as long as those subjects are confined to pre-technological (Dark Age and earlier) Europe. By this, I mean that you will find words for oak trees, castles, knives, badgers and honey, but not for baobab trees, pagodas, computers, zebras and avocados. The cursive script is not based on any known system of writing, and was developed from first principles – filling the need for a writing system that represented the Adhrynn sounds. I deliberately chose to use a cursive script, because to me that fits the flowing, breathy nature of the sounds, but there are only so many different marks you can make before things start to look like they have been done before somewhere else in the world. The script has a vague Arabic or Far-Eastern feel to it, but that is just an accident of the shapes employed. I am rather pleased with the result, and am particularly enamoured by the way the letters run together. This certainly makes the writing rather more interesting than a ‘one shape per letter’ script. In the Adhrynn script, it is entirely possible for a word, even quite a long one, to consist of connected letters, yet with each remaining perfectly distinct. There may be some accusations of Tolkien-appropriation levelled at me, as many words in Adhrynn resemble words in Tolkien’s own constructed languages. The lexical similarity is due to our having chosen roughly the same phonological elements (in other words, fairly easy ones for Europeans). But a nod in the right direction is due, because if I had not picked up a copy of The Lord of the Rings some forty years ago and been immediately enthralled by the runes and Elvish writing on the fold-out map, I would probably not be doing this sort of thing today. This language is presented to you as is, and you are welcome to develop it further if you like. I have deliberately avoided using especially complex linguistic jargon in the grammar, choosing instead to use words that describe things in an intuitive way. This is for the benefit of those who want to try this language but who lack familiarity with formal grammatical terms. You can use Adhrynn for any purpose you want, as long as I, the author, am credited for the work I have put into this project and as long as the same freedom to use the work for any other purpose is preserved for others. If you decide to expand, augment or change Adhrynn in any way, you may do so, but the altered language, being derived from this source, must remain subject to the same freedoms. Scytheria 2018

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