If you're looking at avoiding real-world languages...
I believe Ihara
is a Japanese family name.
(Although with the typical elvish punctuation I believe you've managed to rip the plant from its roots

)
Could be Japanese for all I know

I was going for Drow, and
Got it straight from here:
http://www.eilistraee.com/chosen/language.php
I'm interested in how you made the blade so shiny, Id like to apply the effect to a weapon myself, Is there any special technique to it?
Alrighty. Time for a little tutorial for you all.
Making blades shineFirst thing is produce your model as two NiTriStrips.
One of the pieces you wish to have shine, and the other of things in the mesh that you don't want to shine.
Like this:
http://img59.imageshack.us/img59/8404/aaswordbladeonlynif.jpg
http://img59.imageshack.us/img59/3714/aaswordhandleonlynif.jpg
This is fairly easy for me as I model my items in pieces, and leave them that way when exported as a .obj from my modeling program. This makes UVMapping easier for me since I like to use UVMapper Classic, and it can isolate groups of vertices by name, and only modify the type of UVMap for that single piece at a time (i.e. grip is cylindrical mapped, blade is profile mapped, some pieces are box mapped).
So you've made your model in pieces, and have UVMapped them, and textured them. Now to make the .nif
In your modeling program you'll need to load the UVMapped .obj, and delete the pieces you don't want to shine.
Save as 'model name' blade.obj
Load your complete model again, and delete the pieces want to shine.
Save as 'model name' blade.obj
Find an existing .nif from in game of a long sword.
Click on the NiTriStrip of the mesh, and right click/ import .obj (of your model's Shiny Piece).
Right click it again, and mesh/ update tangent space.
Your (shiny piece) model is now in the .nif.
Click on the purple flower of the NiSourceTexture, and navigate to your .dds texture file.
It's now in the .nif with the texture you have created.
Right click on the NiTriStrip again, and Block/copy branch.
Now right click / block / paste branch.
In the copy NiTriStrip that just appeared do the same process for the 'model name' handle.obj
[note] texture should already be set if both pieces are using the same texture file.
Now click on NiNode, and under Block Details change the number of children to '2'
Under children in the Block Details right click/ update the array
Point the new child (normally set at -1 when created) to the number of the copy NiTriStrip.
Now let's add the shine

Under the NiTexturingProperty of the blade (shiny piece) in Block Details change Apply_Modulate to Apply_Hilight using the drop down menu there.
Save as your new .nif if materials are set the way you want, collision is hacked to encompass the new mesh(s), and positioning of the new mesh(s) is correct.
[Hint for positioning, and scale]: Leave the old havok intact so you can position your mesh to that. Then hack the havok x,y,and z locations to encompass the new mesh(s).
WAIT!
There's one more vital piece of information for you.
In the 'model name' _n.dds you need to darken the alpha channel.
Most Alphas are almost pure white. This will make the sword too bright in game. Fill in (paint it)
just the alpha channel of the _n.dds to a shade of grey (normally a 'k' value of 55-65 is about right), and save as DXT3 (do not re-normalize it).
Bingo! Shiny sword blade without adding the shine to the handle.

Wow.......Wall of text.........Funny how when you do it 10,000 times you tend to forget how many steps it is to actually do.
BTW: I cannot take credit for this method.
Many have done it before me. Adonnay, VagabondAngel,etc,etc,etc.........
But that's the way i do it.

Have fun modding.
If you're expanding into armor and clothing I'm going back to modelling buckets and spoons.
ROFLMAO!
Thanks for the kind words.
No worries HB. The models are static on the statue, and no skeleton, skin or rigging was involved (or required.....It's a statue after all)
But...........Perhaps a set of armor much like the mish mash of modder's work my character wears might be in order in the future...........
One thing at a time Nico......One thing at a time.