Changelog
A word for the road, now and again
What has changed in Lamethir, newest first. The version number in the footer is the build that is currently live.
A shorter, clearer privacy page
September 26, 2026
- The privacy page is rewritten in plain words and now says who runs Lamethir and how to reach them: privacy@lamethir.com, or a new privacy request form.
- We measure more about what works and what does not, still without cookies, consent banners or anything you type: how translations turn out, where lessons are hard, errors, page speed, and visits to the lore pages and guides.
More time at the anvil, and words that grow stronger
September 25, 2026
- Ready the weapon. Before each new battle that brings no new word, the smithy asks for a short stop: three drills on the words you carry, your weakest first. It happens once per level, never when you replay or retry, and its last button takes you straight to the walls.
- Three new ways to work a word. Read shows a word in Tengwar and asks which spelling it is, against the spellings a misread sign would give. Recall gives only the meaning and asks you to forge the word from memory. Mend shows a word with one flaw, such as a missing vowel mark or the wrong shape of r, and asks you to find it.
- Words level up. Every pass at the anvil earns a word experience, more for a clean one, and each level makes that word hit 8% harder in battle. Levels show on your word bench and on the battle cards.
- A progress bar under the smithy's title shows how much of the visit is left.
- A new word leaves the anvil at two stars. If its temper comes out under two stars, you temper it once more, twice at most. You still cannot fail.
- Commissions. From level 7 the smithy offers three more Sindarin words to forge. They are not carried into battle yet.
- Fixes: the number keys 1–9 now strike signs at the anvil, as they were always meant to, and the keep's practice link sits under the Begin button instead of above it.
The Two Trees in the Smithy
September 23, 2026
- A new Elven workshop. Starlit windows and a quiet silver-and-gold carving of the Two Trees frame the forge, with Fëanor beside the hearth. Phone and desktop views share the same room.
- A carved anvil of its own. The iron anvil and wooden pedestal are a separate piece, sized to the screen and held still as words are forged. The signs remain readable, and the simple room and anvil still work when images cannot load.
One room for the story and the anvil
September 23, 2026
- The forge no longer jumps to a smaller screen. When Celebrimbor hands you to the anvil, you stay in the same room: the painting stays exactly where it was, and the anvil and its signs appear in it. The forge now fills the screen, as the story does.
- Nothing moves while you forge. The word and the anvil stay put when a word is finished, when Celebrimbor speaks and when the next word comes up. Before, they jumped up the screen at the very moment a word was forged.
- Mellon sits inside the arch of the West-gate, where it used to touch the curve.
- Two explanations that used to vanish now wait for you. “How far a word carries” opens before your first battle with three words, and “A second road” opens in the keep the first time you hold a second weapon. Both used to flash up for a second as a level ended. The first also described a throw no word makes any more; it now describes what your words do.
- Small fixes at the anvil: it fits short phones and phones held sideways, where the row of signs could be cut off; a long row of signs splits into two even rows; and the sound button is no longer a bright tile in the dark room.
Celebrimbor at the forge
September 21, 2026
- The Ithildin Watch has a story. You are an Elven smith. The warriors on the wall fight with what your forge makes — and what it makes is words, which give their weapons their power.
- Celebrimbor is your teacher. The first time you enter the keep, he tells you in three short lines who you are, where the letters came from — his grandfather Fëanor made them — and what the wall needs from you. Then he takes you to the anvil and teaches you your first word.
- It is quick, and it waits for you. Tap anywhere to go on, or skip it from its first line. If you have played before, you go straight into the keep, and the story is one tap away on the title screen.
- The story ends where the words on the Doors of Durin began. The first time you forge mellon at the West-gate, Celebrimbor tells you whose hand drew it there. That card used to vanish the moment a level ended; it now waits for you at the anvil.
- A fix at the anvil: finishing a forge could quietly undo it if you had last been looking at the Upgrades tab, sending you back to forge the same word again. Your forged words now stay forged.
The Smithy: forge a word before you carry it
September 20, 2026
- A new room in The Ithildin Watch. When a road grants you words, you go to the keep’s smithy before the battle that needs them. The word lies on the anvil in Tengwar alone — no letters, no meaning — and you forge it by striking its signs in the order they are spoken.
- You read it before anyone tells you what it says. Each sign you strike gives up its sound; the meaning arrives only when the word is finished. There is no clock and no failure.
- The rules of the script show themselves. A vowel mark struck before its letter hovers above it until that letter lands, because Sindarin writes a vowel on the letter that follows it. Strike the wrong sign and the smith says what the difference was, rather than simply refusing.
- Then you temper it. Every word comes round a second time with nothing to guide you, in reverse order, and a clean temper earns a hallmark you can see on your bench and on that word’s card in battle.
- Mellon is read off the Doors of Durin, which is the one word not forged on an anvil.
- The signs you have met fill a collection in the keep, arranged the way the Tengwar themselves are — so the letters that look alike stand next to each other, and you can see why.
A clearer battle, and a melody for every word
September 20, 2026
- The wall wears its damage. Cracks, breaches and fallen stones remain as its strength falls, while approaching creatures grow more clearly against the roads.
- Each hit is easier to follow. The weapon lands first, then its damage number appears, then the creature’s health falls. The three roads begin their attacks closer together.
- Spelling follows a rising pentatonic melody. The bow, axe and staff each have their own musical voice. Finishing a word keeps the familiar hammer recording, struck as a chord beneath the final note.
- New weapons get their own announcement. Unlocking the axe or staff now shows the weapon and its strengths alongside any words learned.
Twice the lessons, and the script itself
September 17, 2026
- Three new levels. Quenya II · Sentencecraft, Sindarin III · Textcraft, and a Tengwar track of its own take the Learn section from 24 lessons to 48. Every Elvish form in them was run through this site’s own translator before it was written down — in both directions wherever the reading holds — so a lesson cannot disagree with the translator on the same page.
- A course on the Elvish script. Eight lessons on the Tengwar themselves: how a letter is built, vowel marks and their carriers, clusters and doubling, long vowels, punctuation, and the base-twelve numerals. Choose Quenya Classical or Sindarin General Use on the track page and every example is redrawn in it. Nothing in the course is a hand-written glyph — the app draws each one with the same transcriber the translator uses.
- Sindarin III teaches how sure anyone is of each form. The full soft, nasal and mixed mutation tables, the plural families and the nouns that never change, and the three ways Sindarin builds a past. It closes on evidence: which forms Tolkien wrote, which are built by rule from the ones he did, which are modern coinages, and which were written for the films. pent and egin are the same tense of the same kind of verb, and only one of them is his.
- Learn shows you where you are. Every track and level carries a progress bar, and finishing a level now ends on a gold banner with the level’s name, your average score, and a button straight into whatever comes next.
A new battlefield, and a ward for every weapon
September 16, 2026
- The roads to the wall are repainted. Three winding roads now run down from misty mountains to a new white-stone wall of Gondor, with a gate for each road. Creatures follow the curve of their road and stand out more clearly against it, and the three roads strike the wall a moment apart instead of all at once.
- Every weapon’s four-letter word now raises a ward. ARAN with the bow, RAUD with the axe and ADAR with the staff deal no damage: they push every creature back down the road and add 2 to the wall’s shield, shown as a pale blue dome. Three letters attack, four defend, five is the ultimate. The axe, which had no way to defend the wall, now has one; the staff’s six seconds of complete invulnerability are gone.
- The host stands on the road. Shadows now sit under every creature’s feet, so only the Ringwraith floats. The warg and its rider charge toward the wall instead of running side-on, and their legs no longer come apart mid-stride. The orc archer aims down the road at the wall.
- Finishing a word now rings the same hammer as every sign, struck as a chord.
The whole enemy host moves
September 16, 2026
- The goblin raider and shadow goblin come alive. The raider raises and drags down its farmstead billhook; the shadow goblin stalks low beneath its violet hood and slashes with a curved knife. Every current enemy role in the Ithildin Watch now has its own animated art.
- The Mûmak is one elephant again. Its body, tower, crew and trunk are now painted as one continuous figure, removing the jointed pipe-like bends that could appear in the earlier trunk.
- All of the new art keeps the existing reduced-motion, data-saving and failed-image fallbacks. Combat strength, timing and waves are unchanged.
Wolf, wraith and Mûmak
September 15, 2026
- The warg, the Ringwraith and the Mûmak come alive. The warg and its goblin rider lope down the road as one animal, the Ringwraith glides with its cloak trailing behind it, and the Mûmak marches under its tower.
- The Mûmak’s archers loose their volley. Its two crew draw and fire from the tower while the beast keeps walking.
- As with the rest of the cast: with reduced motion on they hold still, and the older art takes over whenever data saving is on or an image cannot load.
The Trolls come down
September 15, 2026
- The Ithildin Watch’s trolls and Uruk-hai come alive. The cave troll, siege troll and stone-hurler, and the Uruk-hai berserker, now march, strike, stagger and fall like the goblins and orcs. With reduced motion on they hold still, and the older art takes over whenever data saving is on or an image cannot load.
- The stone-hurler throws. It hurls its boulder at the wall, then stoops to lift the next one.
The Orcs march
September 15, 2026
- The Ithildin Watch’s Orcs come alive. The warrior, archer, captain, brute and marauder now march, strike, stagger and fall like the goblins do. With reduced motion on they stand still between blows, and the older art takes over whenever data saving is on or an image cannot load.
- The Orc captain carries its pennon. Its description spoke of a whip it never held; it now leads the line beneath a raised pennon, in English and Hindi.
- Drawn to run on phones. The Orcs are painted at the same modest size and pace as the goblins, so a road full of them stays as smooth as one full of goblins.
Goblins that move, and a deeper Learn
September 14, 2026
- The Ithildin Watch’s goblins come alive. The scout, runner and sapper are now animated: they march, lunge, swing and fall. The older art takes over whenever data saving is on, motion is reduced, or an image cannot load.
- A clearer battlefield on phones. Only the creature leading each road, and the one you are inspecting, carries a full name; those behind it show a small health bar, and creatures further up the road are drawn a little smaller, so the fight reads at a glance. Arrows now land where their target actually is, the killing shot included.
- Level 4 is fairer. Three of its sappers are now runners, so a player carrying the staff can clear a road before ultimates unlock.
- Sindarin II, rebuilt. Learn’s second Sindarin level is now eight full lessons: the three mutations and what triggers each, whole noun phrases, counting, “of the”, my and your, both verb families, saying no (avo veno, do not go), and joining sentences. Every Elvish form in it is checked against the translator.
- Tests now test. In every Learn quiz the right answer used to sit in the same place. Answers are shuffled now, in each lesson and on every retake.
- Smaller fixes in Learn. Each level says what it covers and where to start, lesson lengths are accurate, and screen readers name the right language in matching questions.
More grammar, fewer guesses
September 11–14, 2026
- Elvish reads back into English. Paste Sindarin or Quenya in and verbs in every tense, commands, “to be”, possessives and plurals come back as English rather than word stems. Of the test sentences sent into Elvish and back again, 95% now return intact, up from about two thirds.
- More of the English you type. Commas, contractions like “don’t”, greetings, questions such as who is the king?, one-word commands (come!), comparisons (the king is stronger than the elf), some elves, all the stars, singing is good, and Sindarin negation (i aran úbêd, the king does not speak) all compose now.
- Many more verbs. Quenya builds sentences with 76 of the 132 common verbs the translator knows, up from 29, and Sindarin with 109, up from 99 — each checked against Eldamo, the scholarly lexicon of Tolkien’s languages.
- Corrections. The hobbits carried their Westron names; in Sindarin Frodo is now Iorhael and Sam Perhael, as in Tolkien’s King’s Letter. “The lord” is i chîr, as Tolkien wrote it. Sindarin verbs form their past the way his own examples do (agor made, onur ran), “go” is his men- rather than a modern coinage that means “send”, and the Quenya present lengthens where his does (fárëa). Learn Sindarin and the grammar guides were corrected to match.
- Honest labels. A form Tolkien never wrote still glows blue and says it is a reconstruction — evin, went, is one — while 21 Sindarin verbs that were marked as reconstructions are now credited as his own.
- A guess asks before it leaves the page. When the translator can only guess, Copy and the Tengwar exports need a second press, so a guess is not mistaken for a translation once it is pasted elsewhere.
- Word chips explain themselves on phones. A chip with something to say — the rule that built a word, another reading — is a button now: tap it, or press Enter, and its explanation opens beneath the row.
- The whole story is in the blog post.
The war beast takes the middle road
August 31, 2026
- The Mûmak is now a true boss battle. The colossal beast marches alone down the middle road with 360 health, stops at a ranged firing line, and sends seven-arrow howdah volleys into the wall for 2 damage. Larger art, a boss nameplate, an expanded health bar, tower recoil, and delayed heavy masonry impacts give it the presence of a moving fortress.
- ARAN calls the Royal Guard. The four-letter bow word now raises a persistent ward that absorbs the next 2 wall damage—one full Mûmak volley or two ordinary blows—with a visible blue-white shield on the rampart.
- The siege is a little harder. March and repeat-attack pacing received a small additional increase, tested across every level and weapon so the pressure rises without making a novice path unwinnable.
- Weapons can be changed from the home loadout. The equipped card now shows the whole rack: earned weapons switch immediately, locked weapons explain their level requirement on hover or focus, and the equipped weapon explains its combat ability.
A cleaner Tengwar battlefield
August 30–31, 2026
- Enemy weakness signs are gone. Tengwar letters no longer hover above enemies, words no longer receive creature-specific damage bonuses, and the forge now aims at the most urgent road. Weapon strength, holds, cooldown upgrades, wall renewal, and victory rewards were adjusted so existing equipment keeps its value without the hidden matching rule.
- The siege strikes faster. Enemies now reach the wall about 3% sooner and their repeat attacks land about 15% sooner, keeping later battles dangerous after the keep and weapons have been upgraded.
- Wall hits land with weight. Damage now throws a much larger impact ring, dust cloud, and spray of masonry across the struck gate, with heavier blows producing an even larger smash and wall recoil.
A second game, and an engine that says what it knows
August 1–19, 2026
- A new game: Tengwar (beta). Forge Sindarin words out of Tengwar signs to hold the wall against the horde, and spend what you earn on words, signs, weapons and keep upgrades between battles.
- Lessons in two tongues. Learn now carries 24 lessons across Sindarin and Quenya — basics and Sindarin Sentencecraft — each with checkpoints as you go and a test at the end.
- A rebuilt translation engine. Sentences are composed by a grammar now rather than word by word, so commands, joined clauses and sentences like the king is here translate instead of being refused. Every word carries its status, and the result says plainly how much of it is attested.
- No reconstruction passed off as Tolkien’s. Sindarin draws on the larger Neo-Sindarin lexicon where its own is silent, and marks every word that came from there — as it does coined forms and the Sindarin written for the films.
- A clearer result. Tengwar is on by default and sits at the foot, so the translation and its sources come first; the translation itself is much larger; and where an Elvish word has several readings, each one is a button that swaps it into the translation.
- A page for each part of the site. Learn, Lexicon, Grammar and Secrets have their own addresses to link and share, and one menu now runs across every page.
A clearer road through Lamethir
July 29–30, 2026
- A firmer privacy boundary. Analytics and word-level reporting have been removed entirely. Ordinary translations, searches, suggestions, and game activity now create no telemetry; the privacy policy also spells out that a share link contains the text you explicitly choose to put in its URL. Since corrected: cookieless analytics were restored on August 3, 2026 — they count actions, never the text you type. See the privacy policy.
- Far more lore in Hindi. Reviewed Hindi biographies now cover many more characters, places, and artifacts, while collection names and descriptions carry the same bilingual treatment. Proper names and invented terms remain unchanged.
- Find anyone by name or alias. The Lore directory now has a sticky search, category shortcuts, alias matching, and localized Hindi navigation. Lore detail pages also keep the language switch and the routes back to Lore and the translator close at hand.
- A faster first translation. Short desktop screens now keep the full Translate button above the fold, mobile results move into view and announce themselves to assistive technology, and example chips offer a few useful starting points.
- Website language and translation language are separate. Choosing English or Hindi for Lamethir's interface no longer silently changes the translator's From language or clears the current work.
- Clearer Sindarin and Tengwar guidance. Sindarin results explain that dictionary forms can mutate in a sentence—calad can become galad—and English-to-English is labeled plainly as Tengwar transcription rather than translation.
- Small improvements across the road. Mobile navigation uses a proper menu with larger targets; Grammar tabs work from the keyboard; feature panels open where users can see them; reduced-motion preferences are respected; the classic game controls are labeled and keyboard-operable; and secondary pages put a return link at the top.
- Hindi launch essay. The Blog now includes a bilingual essay on how Hobbit voices—and Sam's in particular—might be carried into Hindi without turning regional speech into caricature.
Hindi, and truer translation between tongues
July 27–28, 2026
- Hindi, in beta. Lamethir now speaks its first language from outside Middle-earth. Type Hindi in Devanagari (मित्र) or however you would type it on an ordinary keyboard — mitra, mitr, dost, talwar, namaste — and translate into any of the eleven Middle-earth tongues, or back the other way. Missing nukta dots, everyday synonyms, and postpositions all work: राजा की तलवार becomes megil aran, the king’s sword.
- Why it says beta. Hindi travels through English on its way to Elvish, so a word can lose a shade of meaning in passing, and Hindi verb endings are not read yet. The result panel says so whenever Hindi is involved. Devanagari has no Tengwar tradition, so the Tengwar toggle steps aside rather than inventing one.
- A Hindi website, too. The translator, results, dictionary controls, grammar and hints now have reviewed Hindi interface text. A flag menu in the top-right switches between Hindi and English. Visitors in India start in Hindi and everyone else in English, with an explicit choice remembered only on that device.
- Stronger Hindi “did you mean?”. Suggestions understand common Devanagari spelling variation and everyday Roman typing, then deduplicate aliases that mean the same thing instead of crowding the list.
- Still no cookies. Region-based language selection creates no cookie or identifier — the page simply arrives knowing whether to open in Hindi or English. Analytics remain cookieless and anonymous, and now cover the two games so we can tell which parts get played. Blog and guestbook comments contact their cookie-free provider only after you click to load them.
- Truer translation between two non-English tongues. Going from one Middle-earth language to another — Quenya to Sindarin, say — used to leave English stranded in the result and English word order along with it. Those pairs now get the same grammar as translating from English: mennant comes back as mennë rather than “went”, i meraid as i minasi rather than “i castles”.
- Clearer word-by-word breakdowns. When a language reorders your words — Sindarin puts its adjectives after the noun — each word is now credited to the right translation instead of its neighbour’s. Phrases keep the words you actually typed, and spelling suggestions come from the language you typed them in.
- Menus carved in stone. Depths of Moria’s menus took on the material they were always meant to have: notched stone frames, banded metal edges, rivets, and a different skin for each hall — cold silver at the Mirror, ember and bronze at the Forge, oxblood leather for the Red Book.
Guides, truer Elvish, and clearer Tengwar
July 21, 2026
- A new language-guide library. Twelve sourced, cross-linked guides now cover choosing Sindarin or Quenya, classical vs. Neo-Elvish, Tengwar modes, Sindarin greetings and mutations, Quenya cases, translation limits, and checking tattoos or inscriptions. Start at Guides.
- Better ways to discover Lamethir. New language and Tengwar hubs, richer Sindarin and Quenya pages, accurate page titles and structured data, a complete sitemap, and real not-found pages make the site easier for both people and search engines to navigate.
- More capable Elvish grammar. The beta morphology engine gained Quenya duals and pronominal suffixes, third-person Sindarin and Quenya verb handling, plural-subject agreement, Neo-Sindarin degrees, additional article and possession fixes, and more natural English when reversing inflected Elvish.
- Four genuinely language-aware Tengwar modes. English, Sindarin General Use, Sindarin Mode of Beleriand, and Classical Quenya now use their own consonant values, diphthongs, vowel placement, shifted tehtar, combining bars, and base-12 numerals. English can also be transcribed directly without pretending it has been translated.
- Tengwar for the whole lore. Character, place, and artifact cards can now display and export their names in Tengwar too, using the same copy, PNG, SVG, PDF, color, and stencil tools as ordinary translations.
Depths of Moria: Balin’s Colony (alpha)
July 20–21, 2026
- Still in alpha. Depths of Moria is playable, but its balance, progression, controls, story, and presentation are all still being tested and may change substantially.
- Balin’s Colony has a story now. The expedition is framed around reclaiming Khazad-dûm, with a clearer narrative spine, colony menus, mobile controls, and a stronger sense of each run contributing to the larger attempt.
- Runs leave a mark. Replay progression, journals, Forge upgrades, resources, and tuned run choices make success and failure matter beyond a single descent.
- The D4 expedition ledger. The colony begins with a finite company of 34 dwarves. Fallen expedition members stay lost, turning each run into part of the colony’s persistent fate.
- Combat communicates more clearly. Charged attacks show their direction and growing reach, reward a timed release, visibly fizzle when held too long, and land with stronger effects. Mobile browser gestures no longer interrupt play.
Truer Tengwar, and vector exports
June 27, 2026
- More accurate transcription. Reworked how nasal consonants, vocalic vs. consonantal y, and qu render in Tengwar, bringing English-mode closer to standard usage.
- Vector exports. Tengwar can now be downloaded as scalable SVG or PDF line art — no font required to open it — good for printing or tattoo stencils, alongside PNG with transparent-background, size, and color options and a one-click stencil preset.
Smarter translations, both ways
June 26, 2026
- Every meaning, not just one. Translating from an Elvish tongue into English now surfaces all recognized meanings of a word, not only the primary one.
- Reverse morphology (beta). A new engine recognizes inflected Elvish word forms — plurals, grammatical cases, verb tenses, mutated words — on the way back to English, instead of only matching exact dictionary entries.
- Ongoing accuracy audits to keep the lexicon honest.
Share your translation
June 25, 2026
- Copy, Link, and Tengwar image. New buttons on a result let you copy the text, copy a shareable link, or copy/download the Tengwar as an image.
- A shared link reopens straight to the same translation.
- Fixed how Black Speech verbs display, and filled in missing vocabulary — including the Ring-inscription words.
Family trees for the lore
June 25, 2026
- Genealogies, drawn out. Lineages like the Houses of Fëanor and Eorl, and the Stewards of Gondor, now render as proper family trees instead of flat lists.
- Every name in a family tree now links to its own lore page.
- “Other Men” and “Other Places” reorganized into logical regional and thematic groups.
Quest of the Ring-Bearer, tuned up
June 22–24, 2026
- Fixed a broken path across the Bridge of Khazad-dûm and a mis-placed exit in Shelob's Lair.
- The minimap now flags rooms with foes still standing and pulses the exit once a level is cleared.
- Enemies no longer go flying when hit, so follow-up attacks are easier to land.
- Added a way to hide the fellowship icons and quest portal — click the Doors of Durin, or use the footer toggle.
Take Lamethir with you
June 23, 2026
- New App link in the footer walks through installing Lamethir as a Progressive Web App on Android, iPhone/iPad, and desktop.
The new look, live for everyone
June 21–22, 2026
- The “elven craft” redesign, in preview since mid-June, is now the default look for every visitor — classic remains one click away.
- Fellowship easter-egg icons moved from the footer to the header, beside the Doors of Durin.
- Rounded out remaining polish: grammar pages, feature tiles on mobile, and the “Dictionary” tile renamed to “Lexicon.”
A way back, and a tidier lexicon
June 21, 2026
- This changelog. Click the version number in the footer at any time to see what has changed.
- Lore directory back bar. A sticky ← Translator bar now sits at the top of the lore index, so you no longer have to scroll to the bottom to return.
- Compact two-column dictionary. Definitions now sit right beside their words in a tighter, two-column layout (part of the new look, in preview).
- Snappier panels. The Dictionary and Grammar now load quietly in the background, so they open the instant you click.
A refreshed look begins
June 18–20, 2026
- New design in preview. Started rolling out a warmer, more organic look — bespoke icons, softer curves, and self-hosted display fonts.
- First blog post. Mae govannen — a welcome note and a place for future writing.
A fuller encyclopedia
June 15, 2026
- 115 new lore entries. Characters, places, and artifacts — over 400 in all — added across five batches.
- Nested collections. The lore index is now organized into cross-linked groups by kindred and theme, with Elves arranged by their houses.
- Numbers fixed. Sindarin and Quenya numerals now cover the teens and tens, and accept digits and hyphens.
- Secrets. The hidden “Archives” index was renamed Secrets.
- Sticky back bar added to individual lore pages.
A grammar engine awakens (beta)
June 14–15, 2026
- Rule-based morphology for Sindarin and Quenya, layered on top of the lexicon and marked (beta).
- Plurals, possessives and the genitive, Quenya noun cases, and Sindarin mutations.
- Verb tenses — past, future, present, and perfect — plus elven word order and comparatives/superlatives.
- Everything runs on your device; nothing you type leaves automatically. A share link contains only the text you explicitly choose to put in its URL.
Splash, blog & guestbook
June 13, 2026
- Intro splash and a round of depth and material polish.
- Blog and Guestbook pages, both with open comments — no account needed.
- A hidden index of the site’s easter eggs.
Privacy, fonts & discoverability
June 11–12, 2026
- Privacy first. Switched to cookieless, consent-free Umami analytics and published a privacy policy.
- Self-hosted fonts. Removed every third-party font request, so no outside service sees your visit.
- Findable. Added per-language landing pages, ~400 standalone lore pages, a sitemap, and social cards.
- Promoted the Lore link to a button and added directory descriptions and margin vines.
The eleventh tongue
April 13–15, 2026
- Neo-Quenya joined the roster, bringing the count to eleven languages.
- Steady refinement of the lexicon, lore, and interface through the spring.
A new name: Lamethir
February 25, 2026
- The project was renamed from Eldarin to Lamethir.
- Added service-worker versioning so updates reach you without a hard refresh.
First light
February 16, 2026
- The translator first went live, as Eldarin — Languages of Middle-earth.
- It launched already well-furnished: ten tongues of Middle-earth, a browsable dictionary, grammar guides, a Tengwar transcriber, character & lore lookup, and language swap.
← Back to Lamethir