Showing posts with label the first nherbi. Show all posts
Showing posts with label the first nherbi. Show all posts

Friday, April 3, 2020

Origin of the species: Blurbys

Since I just released a game featuring them heavily (Bok's Expedition, which is based on the first Blurby-focused story I wrote waaaay back in 1997 or so), I figured it'd be a good time to go into where I got the idea for them.

Spoiler alert for the dumbasses in the back eating paste: it's got nothing to do with fucking Kirby.

Seriously, I am beyond sick and tired of people assuming that every single one of my round-bodied species is based on Kirby in some way.  Or worse that they "are Kirbys."  Yes, the K'hyurbhis (another of the main Nummorrian species) WERE based on Kirby originally, and for a long time their design still looked a lot like Kirby except white (and later on, with spikes and facial markings.  More recently they've gotten a different foot design, visible nostrils, and whiskers instead of those vague Kirby-esque cheek markings.)  But not everything with a round-ish body is Kirby, or even Kirby-based.  Seriously, take off your Kirby-tinted glasses for a second so I can punch you in the face with the real origin of Blurbys and its distinct lack of Kirby.  Actually, on second thought, leave them on -- I wouldn't mind breaking those particular glasses.

Of course, just because Blurbys weren't based on Kirby doesn't mean they weren't originally based on anything.

Nope... Blurbys were originally based on an enemy from Yoshi's Island:


I have no idea what the smaller ones appearing as random enemies throughout a few levels were called, or if they even had a name, but there was also a boss version a bit later on:

...and that jumbo-sized version was named "Marching Milde."

So yes, Blurbys were based not on Kirby but on Marching Milde... or whatever the smaller versions were called (I've actually never seen a listing of official names for most of the Yoshi's Island enemies, now that I think about it.)

Looking at Blurbys, you can probably see the resemblance.  Way waaaaay more of a resemblance than to Kirby at least.  They're both white, and they they both have the "red cheek marks + wide mouth + small eyes" look.  For many years Blurbys had the "lump feet" like Marching Milde too (though they were colored red), which is something Marching Milde and Kirby have in common.

Blurbys don't have the "nose" of the Yoshi enemies (never have, actually -- that was an intentional design change way back in the day because kid-me thought noses looked dumb), and they of course have arms, which I'm guessing is why nobody ever thought to link Blurbys with Marching Milde before.  But there actually were some early Blurby drawings with no arms, and sometimes they'd randomly gain and lose arms depending on... whether they needed them at the moment or not, I suppose.  That was only really early on, though -- like when I was in 3rd or 4th grade.  Later Blurby drawings all had arms, at first the "flipper-arms" like Kirby (or like the Pokémon Jigglypuff, in case anyone randomly forgets that this is not a feature exclusive to Kirby), but starting around 2013-2014 I started drawing them with actual arm arms, complete with clawed fingers.  This was the same point where I ditched the "lump feet" for almost every Nummorrian species, replacing them with their current clawed foot design:

They've also become a bit less round and more lumpy-oval over the years, because I wanted a bit more variety in body shapes rather than all the "round" creatures being perfectly round (K'hyurbhis have shifted a bit too, though they still usually show up as round-ish.)

Right about now one of the dipshits in the back has run out of paste and decided to sniff some glue instead.  And, now that they're lacking brain cells even more than before, they're probably asking "but but but... if they're not based on Kirby, why does their name rhyme with Kirby?"  Because we all know Herbie, Furby, and the Kentucky Derby are all totally related to Kirby...

Much like the above examples, "Blurby" rhyming with "Kirby" is nothing but a coincidence.  The name "Blurby" actually was derived from the word "blubbery."  They've always been defined by being heavy and having a layer of blubber (they were the original users of the Blubber Slam attack after all!)

Basically, by removing and rearranging some letters like so...

Blubbery --> Blubbery --> Blubry --> Blurby

...I ended up with the name "Blurby."  I'm fairly sure I rearranged the letters (to Blurby instead of just shortening "blubbery" to Blubry) mainly because I didn't want them to be mistakenly called "blueberries."  Yeah, kid-me was concerned with strange things sometimes -- never thought for a second that I'd have the whole Legion of Dumb mistaking them for Kirby, but was immediately worried about people calling them blueberries, of all things.

So... now you know the full story of where Blurbys came from.  And now you have no excuse for calling them "Kirbys" or assuming they were based on Kirby.

From this point forward, I'm just going to assume anyone who brings up the K-word in association with Blurbys or Bok's Expedition is just... a very severely mentally-disabled child, and rather than getting pissed off at them for (perhaps intentionally) being a dipshit, I'll just pat them on the head and be like "yeah, that's right little Timmy, everything is Kirby.  Now take your Kirby pills and finish your Kirby homework before the Kirby bus comes to take you home."

Monday, August 15, 2016

The development of Nummorrian religion

...as in "how I came up with it," not as in "how it developed on Nummorro over thousands/millions of years' time."  That would be an entirely different post, and not one that I've come up with enough history to actually write at this particular moment. XD

====

Now on to the actual thing I wanted to write some stuff about... I had an odd realization while I was driving home from work tonight.  I remembered that way back in the elementary school days when I was first coming up with the planet Nummorro and the various species that populate it, I never actually came up with any Nummorrian religions -- even the "evil cult" style religions, like Rupoo cultists and such, were completely absent back then (even though I'd actually made up the Rupoo itself already, as of 5th grade... though originally it only existed as a placeholder for Queen Bridget due to the "ban" on Burijeoo -- still known as "Bridgetoids" at the time -- that was in place among some of my teachers during those later elementary school years. XD)  When asked about what religion the Numnums followed by one of the older kids in Boy Scouts (one of the not-awful older kids, to be specific), I basically just said that I didn't think they had one, and for a loooong time that was pretty much the beginning and end of my thoughts on the subject.

The realization? The reason why I never came up with Nummorrian religions back then was basically this: Back then, I was still a Christian.

...No, don't worry, this isn't going to turn into some post bashing on Christians, keep reading!  Anyway -- because I still believed there was one "true" religion (and all others must be false to some extent) back then, I had two options with Nummorro's religious beliefs.  Option #1 was making the Numnums and K'hyurbhis and Blurbys and so forth Christians too, and Option #2 was giving them their own "other" beliefs that would be, in my 10-year-old mind, incorrect.

Option #2 was out right away; I liked the Numnums and such too much to basically just send them all to Hell without so much as a second chance (because yeah, I actually believed in Hell back then, though since I hadn't really met many non-Christian people at the time I never really thought much about how messed-up it would be for people to end up punished eternally for just... not following a certain religion, not even actually doing anything legitimately bad.)

And even as a 10-year-old (and a Christian who had never even really questioned the beliefs he'd grown up with), some part of me realized that it would be really, really silly for a whole planet full of aliens with little-to-no connection to Earth to believe in an Earth religion.  Or more specifically, a human religion.  Remember that this was back in the day when Nummorro was populated by flying butts, Yuckow Foods were actually animated piles of cafeteria food, and Numnums had no legs -- but even to 10-year-old me, the idea of Nummorrian species following a human religion that they, logically, should have never heard of was sillier than all of those combined!  So that, of course, meant that both of my previously-mentioned options were crossed off the list.

So, as has become a recurring pattern for me, I went with an option that wasn't initially on the "list" at all: Option #3, not giving them a religion/belief system at all.  That avoided the silliness of the "Christian Numnums" option while also avoiding the awfulness of the "they have their own non-Christian beliefs and thus go to Hell" option.  By not following a "wrong" path (simply by virtue of not choosing any "path" at all, as far as religion goes), they would be spared from Hell.

...yeah, you can probably tell by now that I hadn't really thought about religion much at all when I was in elementary school (when I started thinking about it, of course, I rapidly started drifting away from first Christianity and shortly afterward the whole idea of organized religion), but really... who did think about that kind of thing much in elementary school? And I mean really think about it, not just asking one random question every now and then ("why aren't there dinosaurs in the Bible?") but unquestioningly accepting the answer your [insert religious leader's rank here] gave no matter how flimsy it was.

But yeah... that's most likely why Nummorro never had any religions during my elementary school years.  Things started to change beginning in high school, though.  In my crappy old RPG Maker 2000 game, The Story of Supernum, the Umpupu K'hyurbhi tribe made an appearance -- and rather than just the black-cloak-wearing, vaguely creepy guys they were originally, they had been converted into cultists who worshiped Dark Blubber.  Dark Blubber, by the way, was this awful character I came up with in the mid/late elementary school years whose whole point was basically to be the most absurdly overpowered recurring villain possible (I compared him to Dragonball Z characters during the high school years... putting him at a power level of one hundred billion during a time when I believed that nobody in all of DBZ ever got above one billion.)  Later on, when I finally ditched Dark Blubber, I switched them over to being Rupoo cultists instead.  But still, they were the first religious group to appear in any of my Nummorro-based things.

Various other "Cthulhu Cult style" groups followed the Umpupu, and eventually in the late 2000s I finally came up with the first few "good guy" religious groups.  Interestingly enough, this probably started during the time when I was at my most hostile toward real-life organized religion (2006-2007 or so.)  This was the time when I first began to come up with the starting ideas for the Blurby religion, which has continued to grow from there -- I could probably write a whole post on here about just that, and I probably will at some point.  I took the earlier (elementary school era) idea of Blurbys following a set of rules known as "the Tahttu" -- I think I may have spelled it "Tattu" early on and only later added the H? -- and expanded on that, adding a system of borderline ancestor-worship where they would build temples devoted to "Great Blurbys" who had accomplished something significant during their lifetime.  A little later still, I added the figure of Zaj Tanduo, the greatest of the Great Blurbys who had an even higher title (that being the "Zaj" in his name, which is of course not actually part of his name but just a title -- kinda like the "Christ" part when people say "Jesus Christ.")  By the time I started working on The K'hyurbhi Lands in late 2010 or early 2011, I had begun to expand even further and even came up with random details like what the inside of a Blurby temple was like (not heavily decorated at all unlike most human religions' temples or equivalent -- simple stone walls, dirt floors, just open holes with no windowpanes, some tables and a kitchen for feeding hungry travelers, maybe a few relevant items to the Great Blurby it's honoring hung on the walls, a single statue and usually just a small one.)

Around the same time, I began to sloooowly come up with details of an ancient K'hyurbhi religion, no longer believed in by the vast majority of the K'hyurbhis but still sort of influencing the Khurbyish language and other such things.  Kinda like how the Greek and Roman gods are to English -- we have days, months, and other words named after them, and some of their stories are still pretty well known, but few people actually believe they exist anymore or follow the religion that was built up around them back in the day.  After a while I even came up with the idea of one group that still does follow the old K'hyurbhi religion... sort of -- the Hamhu, being racist as all hell and believing K'hyurbhis are some sort of "superior beings," have twisted things around to support their view of things.  I've gradually built up more and more details on the K'hyurbhis' old religion (both original and Hamhu versions), but not quite enough to fill a "this is actually complete" post on here for it just yet I don't think.  Still, I'm getting there.  The most recent development was that some Numnums probably followed the old K'hyurbhi religion in the past -- probably not many Blurbys as they have their own religion that probably goes back at least as far as the K'hyurbhis' one (if not longer.)  But then again, considering the way the Blurby religion is as far as the God/gods question goes (it doesn't claim to have the answer to that question but leaves the possibility open), it's entirely possible that some oddball Blurby might follow the Blurbian religion but also believe in the K'hyurbhi gods (or some of them, at least) at the same time.

Sunday, February 7, 2016

Numnums



Numnums are one of the three species that make up the majority of the population of the planet Nummorro, along with the K’hyurbhis and the Blurbys. They are birdlike creatures, but more closely resemble the ancient dinosaurs (with teeth, less prominent feathers, and in most species no wings) than Earth’s modern-day bird species. Most of a Numnum’s feathers are tiny “proto-feathers” that form a fuzzy layer over much of their bodies; the only notable feathers in most Numnum species are those making up a more brightly-colored plume springing up from the backs of their heads. These plumes of feathers come in a variety of colors, with various hues of green, red, and orange being the most common. They are also the only reliable way for non-Numnums to tell males and females apart at a glance, as male Numnums almost always have taller and more prominent feather plumes than females. Numnums have only two limbs—a pair of long, powerful legs which are scaly and generally orangeish in color, with four-toed clawed feet on the ends. A large portion of a Numnum’s body is made up of their mouth, which is rather large (especially for their body size) and full of sharp teeth. New teeth will start to grow in within about a week’s time if one is lost, so Numnums with damaged teeth will usually have them pulled out right away rather than making any attempt to repair them.


Life Cycle

Numnums, like most birdlike creatures, reproduce by laying eggs. Numnum eggs are whitish in color, shaped similarly to a football (but about half the size), and protected by a hard shell. Hatchlings are tiny, but born with a full set of teeth; they can stand on their own shortly after birth and rapidly grow to approximately one-third their adult size within their first five years. The average Numnum is fully grown by the age of 20, though growth still continues very slowly afterward until the Numnum has reached an age of 100 to 150 years. A rare few Numnums will continue to grow beyond this point and become increasingly larger throughout their entire lives, resulting in them reaching extraordinary sizes if they live long enough.

Like many Nummorrian species, Numnums are long-lived, with the average lifespan of one who grows old and dies naturally brushing up against the 500-year mark. A Numnum’s proto-feather coating becomes slightly thicker and darker in color with age, and as a result elderly Numnums (those of age 400 and up) usually have a grayish coloration rather than the more typical white. The colors of their larger feather plumes will also dull with age, growing gray along with their body coatings. Some Numnums have been known to lose these feather plumes entirely with age, though this seems to be tied to a particular genetic quirk and is not consistent across the entire species. Numnums typically do not become weaker with age until they are nearing the end of their lifespan, though the rate at which lost teeth grow back in does slow down drastically as Numnums grow old.


Eating Habits

Numnums are omnivores, but they are more heavily dependent on meat than the K’hyurbhis or Blurbys. They don’t eat as much grain or vegetables as the K’hyurbhis or especially the Blurbys, though fruit and cheese are common and many Numnum recipes involve sauces made with herbs such as the yumma weed. Numnum chefs have come up with several recipes loved throughout all of Nummorro, including the famous Nummian beer—a greenish-colored beverage which many Blurbys prefer even over their own brews—and the all-purpose yumma weed-based ingredient known as “Yum,” which has been made into everything from sauces to highly-concentrated portable food supplements. A significant portion of their diet is made up of smaller and weaker creatures, including various fish, reptiles (such as Nummorrian lizards) and mammals (particularly the invasive species known as the Pekauh.) Occasionally Numnums will hunt down and eat something as large as a young K’hyurbhi, though even large Numnums usually won’t go after adults.

It’s important to note that the K’hyurbhis as a species do not have any problem with the fact that Numnums occasionally eat their kind. While some human sci-fi and fantasy authors have theorized that intelligent species living on the same planet will avoid eating each other (or even see it as wrong to do so), such ideas are little more than a delusion spawned from the primitive “anything that eats us must be bad” mindset that many humans unfortunately hold on to even today. Any given individual will want to avoid being eaten, of course, but a Numnum eating a K’hyurbhi will not provoke outrage from others so long as the hunting did not involve unnecessarily devious or cruel methods and occurred outside the bounds of any settlement (sneaking into a K’hyurbhi home to snatch newborns from their crib while they sleep, for example, is heavily frowned upon.) A Numnum known to be an immoral hunter is more likely to be punished by other Numnums than by K’hyurbhis out for vengeance, especially if they live within the borders of the Num Kingdom or have been traveling with a group of other nomadic Numnums. Aside from hunting within towns and cities, other things that are forbidden include the use of traps, deception (especially if it involves pretending to simply want to talk or have a traveling companion only to later kill and eat them), killing in a way that involves long and drawn-out suffering rather than a quick death, and any excess communication between predator and prey (a rule which applies equally to both the hunter and the hunted—a Numnum taunting or threatening potential prey and a K’hyurbhi attempting to verbally beg or bargain with a predator would both qualify.) Two acts are especially taboo: eating an individual with which you are already acquainted (rather than a stranger) and the capturing of prey creatures so that they may be raised and later slaughtered when food is needed. Though such things may be common on more primitive worlds such as Earth, raising fellow beings with the intent of using them as a food supply is seen as an exceptionally vile form of slavery to the people of Nummorro, and someone caught doing so could be executed or even locked away in the depths of the underground prison known as Anan.


Powers and Abilities

The physical abilities of even the average Numnum are incredible by Earth standards. They are capable of running at high speeds, leaping high into the air (especially with a running start), kicking with greater strength than an ostrich, and biting with a force equivalent to a mid-sized crocodile. Part of their strength is purely physical, but another factor is their incredibly high degree of innate Num Power. While many species (including humans) contain a small trace of Num Power within them, this is usually not enough to actually accomplish anything without a power-boosting item such as a Num Coin; a human with exceptionally high amounts of Num Power might become able to pick up on the presence of other unusual powers nearby as a sort of “sixth sense” or experience a very slight boost in strength, but nothing more. Numnums, on the other hand, have so much Num Power that their strength, speed, and reflexes are given a significant boost even if they are not consciously aware of their power. A rare few Numnums, known as “Num Monks,” have trained for years to learn how to draw out this innate Num Power and make use of it for various things. While an ordinary Numnum might be able to run alongside a vehicle, a well-trained Num Monk would pass by every car on the highway so quickly that the drivers would see little more than an orange-and-white blur.


Culture and Society

Most Numnums are nomadic, traveling from place to place either alone or with a small group of close friends or relatives. Some will stop in at various settlements for periods of time before traveling off across the wilderness to their next destination, while others prefer to stay away from established cities unless absolutely necessary. They generally travel with many (if not all) of their possessions stored away in rolling carts which they pull using a wooden bar connected to sturdy ropes; the bar is placed inside the Numnum’s mouth, causing the cart to be pulled along behind them as they walk. Very young Numnum children will often ride on top of these carts or on one of their parents’ backs, while older ones who can keep pace with the adults but are not yet strong enough to pull carts of their own will walk alongside their parents. Unhatched eggs are carefully stored inside carts with plenty of padding to prevent them from being damaged during a trip. Populations of nomadic Numnums can be found all across Nummorro, but are most abundant on the plains of the continent of Ummiboro, where it is not uncommon to stumble upon temporary camps or walk on trails left behind by years of frequent cart travel wearing away ruts in the ground.

Pockets of Numnums who choose not to live the nomadic lifestyle can be found living as permanent residents in many Nummorrian cities and towns, though settlements with a majority-Numnum population are unheard of outside of the Num Kingdom in western Ummiboro. Though considered to be the center of Numnum society and ruled by a king, the Num Kingdom’s power is not absolute and it has no authority over Numnums who live outside its boundaries (which extend across much of western Ummiboro, including all of the plains regions and also stretching into the Rutoo Swamp to the south and the Roarasaur Forest in the north.) The Num Kingdom is the location of Koogra, which is the kingdom’s capital and is generally considered to be the only true Numnum city on the planet. Other Numnum-populated places tend to be little more than small villages or somewhat more permanent variations of the nomadic Numnums’ camps, some of them occasionally surging in population as traveling family members return all at once to visit those who prefer to stay in one place. Even most of these Numnum villages are not really permanent, as they are often built with an eventual tear-down in mind and tend to have much shorter lifespans than the Numnums themselves. Villages often fade away as their older inhabitants grow old and die, as the majority of younger Numnums choose to travel rather than staying in their hometowns for most of their lives.

The Numnums’ nomadic lifestyle makes space travel a natural fit for them, leading many Numnum scientists to travel to other worlds to see the sights and document the oddities of what lies beyond their homeworld—sometimes far beyond, with some Numnum explorers going so far as to explore worlds in the remote 40th Nherbi. The Numnums have been in contact with the internherbi Council of Iklai for centuries, and much of the Council’s police force (expected to travel to various worlds to apprehend criminals who have committed crimes on a scale beyond that of just one planet, such as high-ranking members of the Beefoe Crime Syndicate) is made up of Numnums. Though Numnums rarely settle down on other worlds in the long run, some have been known to live for several years at a time on another planet before returning home to Nummorro or hopping to another hospitable world. Iklai, as the seat of the Council that shares its name, has some Numnum inhabitants; however, they rarely stay once their years in the police force have run their course, finding Iklai’s odd pastel-colored terrain and crystal-clear oceans to be entirely too consistent for a nomadic species that prefers to travel across a variety of ever-changing landscapes throughout their lives. Small populations of them also exist in the multicultural hub that is Koowaer on the planet Bifiboro, though Koowaeri Numnums are usually lone individuals or small families who tend not to band together into entire Numnum neighborhoods (unlike others such as the K’hyurbhis, Beefoes, and Grukkodons.) Aside from Bifiboro, permanent populations of Numnums on other worlds are all but unheard of.

Numnums belonging to the various subspecies can sometimes be found traveling alongside standard Numnums or living in their villages, though they tend to stick with groups of their own kind for the most part. Fire Nums and Spike Nums seem to be the most likely to integrate themselves into the larger Numnum society or join up with groups of nomads, while many of the Waternums will go through their entire lives without so much as seeing a land Numnum. Unlike the common Numnum, members of these subspecies rarely (if ever) leave Nummorro and are all but unheard of on other worlds, even on those with a significant Numnum presence.


Relationships and sexuality

For Numnums, sex is seen as existing exclusively for the purposes of reproduction; the fact that the act itself lasts only a matter of seconds for the typical Numnum and is not known to be especially pleasurable probably has a lot to do with this. Numnums have an extremely high fertility rate, probably to counteract the fact that they are unlikely to ever have sex at all unless they actually want children -- a single instance of sexual intercourse during the appropriate time of year is almost guaranteed to produce one or more fertilized Numnum eggs, which grow inside the mother for a short period before being laid. Further sexual contact during this period may cause more eggs to become fertilized, but this becomes much less likely if the DNA of the newly-introduced sperm matches that which fertilized the eggs that are already present (perhaps a mechanism to encourage genetic diversity in the species, or maybe just a built-in means of population control in case a particular couple of Numnums happened to try to make way too many babies in rapid succession.) Though usually only a single egg is laid at a time, there have been cases of a Numnum laying as many as three or four at once, becoming much more likely in the case of multiple fertilizations during the same period. After a few months’ time, these eggs will hatch, bringing the tiny baby Numnums within them into the world. Due to the Numnums’ long lifespan, their tendency to not reproduce often has not been known to cause any problems when it comes to their population dipping too low to maintain itself, though they are consistently the least-populous of the three primary Nummorrian species.

While the parents of young Numnums will often stick together to care for their children for a time, this does not necessarily mean they have any relationship beyond just being “this baby Numnum’s parents,” and even that is not necessarily guaranteed as the “father” who sticks around is not always the one who actually fathered a particular child due to how a batch of eggs could very well have been fertilized by several different Numnums. Sometimes all of the potential fathers will travel with the mother and any children for a time, generally not caring about which of them are related by genetics; in other situations, the mother will care for her children alone or with help from her own family or another Numnum she actually does have a strong attachment toward (but who may not be the biological father of any of the children.) Among Numnum society, only the Num Kingdom’s royal family really puts much emphasis at all on heredity and keeping track of whose children were fathered by who, and even then it seems to be primarily for the purpose of making it easier to decide in advance who will be next in line to become king should the current king step down or pass away. The Num Kingdom is also the only part of Numnum society where a concept similar to the marriage contract exists; outside of royalty, Numnums are free to enter and leave relationships as they see fit, as such relationships are seen as purely personal matters with no legal status.

Because they only have sex for the purposes of reproduction, Numnum relationships do not revolve around sex in the least, being based more on emotional closeness and simply getting along very well... much like how human relationships would be if sex and purely physical attraction were completely eliminated from the formula (and perhaps more importantly, if human society’s distorted ideas about how such things “should” work were scrubbed away like the filth they are.) The majority of Numnums are capable of developing these sorts of strong bonds with Numnums of either sex and as such would likely be considered bisexual in human society. Some degree of physical closeness is often involved (for example, rubbing up on each other or snuggling close together), but sex will only take place if a Numnum couple decides that they want to raise children together, and it’s entirely possible that a potential mother Numnum would go to someone else outside the relationship to fertilize her eggs even if the two have decided they’ll be the ones to raise the children once they hatch.


Religion

Unlike the K’hyurbhis and Blurbys, the Numnums as a species have never really been interested in organized religion. Many modern-day Numnums are agnostic or have a set of vaguely-defined personal beliefs on the nature of life and death without the structured lists of “thou shalt nots” that come with established religion, while some others are atheists (though these Numnum atheists should not be mistaken for the sort of “atheist” that is unfortunately common among humans, the kind that goes beyond simply not believing in a God or gods and refuses to believe that anything out of the ordinary could exist—or worse, insists on actively antagonizing those who disagree.) In the distant past, some Numnums were known to believe in the same pantheon of gods that the ancient K’hyurbhis worshiped, but as that old religion has all but died out even among the K’hyurbhis it seems unlikely that many Numnums still follow it.


Allies and Enemies

When they get involved in the affairs of other Nummorrian species, Numnums tend to have mostly peaceful relations with their neighbors; the Blurbys in particular have almost always been allies to the Numnums. The Ranoi are known to be friends of the Numnums, though aside from rumors that they were involved in the development of certain pieces of Nummian technology they seem to have little interaction. Though historically relations between the two species have been a bit more checkered, most K’hyurbhi tribes are at least neutral toward the Numnums in modern times, with the nearly-pacifistic Dondu in particular being known for taking their side. Through their alliance with the Blurbys they have also gotten on the good side of the Wudimok and Blubberwukk tribes, and on the rare occasion that members of the far northern Herbhi tribe travel across the ocean to the south of their homeland they usually land on the coasts of the Num Kingdom. The K’hyurbhis of the city of Kurbadon located high in the mountains of eastern Ummiboro are also longtime allies of the Numnums, so much so that they allowed the Council of Iklai’s primarily-Numnum police force to construct a massive underground prison known as Anan in the mountain caves just to the south of their city. The Numnums generally have a good reputation in the nherbis beyond their homeworld, with most of those they have encountered beyond the Num solar system’s edges having at least neutral relations with them (though in some cases, Numnums have visited worlds but actively avoided any contact with their inhabitants due to potential problems seen ahead of time while monitoring them from orbit.) The Council of Iklai recognizes the Numnums as a whole (and the Num Kingdom specifically) as allies, trusting them enough that Numnums both lead and make up the majority of officers in the Council’s internherbi police force. Many of the prisoners locked away in Anan are those who were marked for capture by the Council of Iklai rather than simple Nummorrian criminals, and as a result some of the guards sent to watch over that prison are also not Nummorrian in origin.

Ever since Oolach Khurb’yi began moving the tribe toward his goal of conquering the whole of Nummorro, there has been conflict between the Numnums and the Hoi tribe of K’hyurbhis. Though few actually took part in its battles, the Numnums took the side of the Blurbys during the K’hyurbhi and Blurby War, and as result some in Hoi leadership have developed a bit of a grudge against the Num Kingdom. However, the Hoi are not the most immediate threat to Numnums, especially those living on Ummiboro—the Hamhu tribe, a group of radical K’hyurbhi separatists who believe that their species are superior beings and see Numnums as evil (if not outright demonic) because they eat K’hyurbhis, are located primarily in the Coocoo Forest just to the east of Num Kingdom. It is generally considered highly unsafe for a lone Numnum to travel through this forest, especially if they come too close to the southern half where the Great City of the Hamhu is located; it is not unheard of for Hamhu tribe members to hunt down and murder Numnums whenever one of their children goes missing, even if there is no evidence that they were killed and eaten by a Numnum (or even that they were eaten at all!)


Technology

Much like their physical capabilities, Nummian technology is amazing by Earth standards, though this is hardly surprising considering how long the Numnums have existed (and the fact that their society, unlike that of humans, has not been held back by the influences of Moronism.) Their anatomy makes it difficult for them to build much of anything themselves, but with some help from the other species of Nummorro, the Numnums have come up with a variety of inventions that make their lives easier. Although the Blurbys are usually credited as the ones who aided the Numnums in coming up with much of their technology, a persistent rumor is that the elusive Ranoi inhabiting a watery cave in the northeastern region of Ummiboro were actually the ones who originally devised their control system. Various tools have been designed in a two-part form—a small device strapped onto the Numnum’s body (often around an ankle or near the base of their tail) which picks up on the Numnum’s thoughts and then remotely controls the other device, which can take the form of a shovel, a knife, a frying pan, or various other useful objects. The remotely-controlled tool will float about in the air and move however the Numnum controlling it wishes, though its speed and range are limited somewhat and both parts of the tool are powered by batteries which need to be replaced after every month or so of frequent use. Some Numnums have even come up with weaponry using this same principle, though Nummian weapons are generally mounted on the Numnum’s back (and thus have the control unit and the weapon combined into one device instead of using the two-part system) rather than being remotely controlled and hovering around them. Nummian blasters are large, back-mounted guns which fire bursts of destructive energy, while the Nummian lance is a back-mounted spear-like weapon which can be extended or retracted to various lengths depending on the situation. Most Numnums, however, prefer to rely on their natural strength and speed rather than weapons; if they make use of any form of weaponry at all, it will most commonly be metal claws affixed to their feet to increase the lethality of their kicks.

Numnum spacecraft are also a bit different from those used by other species, though in this case the primary difference is in the layout of the cockpit and its controls. Specialized chairs which allow a Numnum to sit in a position so that their feet can be used to operate the controls around them are often present, as the mental-control technology is seen as not reliable enough for something as complex as a spacecraft’s controls (and the possible side-effects of an emotionally-unstable Numnum being unable to maintain focus are far worse when they’re in charge of controlling an entire spaceship than they could ever be with a single basic tool.) In spacecraft with more diverse crews, these chairs and the surrounding controls are usually set up so that they can be adjusted or swapped out for versions more suitable for the body shapes of other species, in case the Numnum pilot is not present and one of their K’hyurbhi or Blurby shipmates is forced to take over in their place. Nummian spacecraft tend to be shaped much like the Numnums themselves, though with many of the details (such as the feather plumes and legs) trimmed out so as to not provide excess air resistance when entering or leaving atmosphere. They are generally small, with only enough room for the pilot and a crew of two or three at most, and are not intended for long-term travel—the typical Nummian spacecraft could be compared to a small car rather than a cruise ship or an airliner. Like all space-faring Nummorrian species, Nummian ships rely on Num Warp generators to travel long distances, opening a portal that will take them directly to their destination rather than bothering with weeks, months, or even years of straight-line travel. Num Monks serving on the ship’s crew are much appreciated in the case of situations where the ship’s built-in Num Warp generators fail, as those who have a high degree of control over their innate Num Power are sometimes able to open portals with it, allowing them to at least transfer the ship’s crew and cargo to a safe place even if they cannot generate a portal large enough for the ship itself to pass through.


Subspecies

Aside from the standard white Numnum that makes up the majority of the population, there are a variety of other Numnum species. These other types of Numnums are seen as equals by most of Numnum society, though many of them tend to keep to themselves. This is usually at least partially due to these subspecies being adapted to more specialized environments and thus being unable to visit Numnum population centers very often, if at all.

The Fire Nums are a subspecies native to Roastiso Island and also found in the K’hyurbhi Desert on the continent of Blurbonazz. They are sometimes known simply as “Red Nums” and are identifiable by their bright-red coloration and red-orange feather plume, which is smaller than that of a typical Numnum. Their most common name comes from the fact that they are able to “breathe fire,” though in reality they are only spitting up a highly volatile chemical compound which ignites upon contact with air. They prefer extremely hot climates and are adapted to survive well in such places, making them unwilling to travel very far away from the equatorial regions of Nummorro in all but the hottest months of the year. Almost all Fire Nums are nomadic, and they are notable for having a strong tradition of Num Power use; many of them learn how to draw out their innate Num Power at a young age and as a result they tend to be a bit stronger and faster than most ordinary Numnums. As their techniques are not as polished as those of the Num Monks, however, this Num Power awareness often causes them to be surrounded by an almost flame-like orange aura of power as an unconscious reaction whenever they are prepared for danger or a fight.

Aero Nums are a winged subspecies of Numnum which can be found in high mountainous regions and nearby valleys across much of Nummorro. They are lighter and less bulky than other Numnums and have smaller teeth and longer, thinner tails with small feathered plumes on the end in addition to their most notable feature—the large, feathery wings which allow them to fly. They are generally somewhat frailer than other Numnums and have less leg strength due to their dependence on flight rather than running for high-speed movement. Of all the Numnum species, the Aero Nums (thanks to the fact that their habitat is not limited to a certain area and they can freely move all across Nummorro without much trouble) are the most likely to be found intermingling with other Numnums in villages or among nomadic groups. They tend to dislike settling in one spot even more than most Numnums and as such are only briefly spotted in the Num Kingdom, if they ever visit that area at all.


Spike Nums, sometimes also known as “Needlenums” or “Green Nums,” are an unusual subspecies of Numnum that has developed venomous spines instead of the more typical feather plumes. These spines are in fact modified feathers and are made up of the same material, but are much denser and compacted rather than being “fluffy” like a typical feather. Spike Nums are immediately identifiable by their green coloration, with their entire bodies (aside from their scaly orange legs) being similar in color to the shiny green sometimes present in the feather plumes of standard Numnums. Spike Nums have also grown several small spines on their tails, which they can use as a weapon by turning rapidly and swinging them at anyone who threatens them. Spike Num venom is similar to the flammable goo spit up by the Fire Nums, though not as volatile; injection through spines causes a variety of symptoms, most notably a horrible rash on the surface of the skin, burning pain, and partial paralysis. The spines on their tail have a slightly different mixture of chemicals, being more likely to cause widespread paralysis but causing less actual damage to the body’s tissues in the process.

Digger Nums, also known as “Digging Nums” and sometimes even “Brown Nums,” are a burrowing Numnum subspecies that is rarely seen and thought to be rare in comparison to most types of Numnums. As their name suggests, they are adapted to be very good at digging, and they have much larger and heavier claws on their feet than other species. Their feather plumes are much smaller and thinner than those of most Numnums and are usually orange in color, though various shades of light brown and even some other more unusual colors are also possible. Digger Nums are occasionally sighted in caves in various parts of Nummorro, though the center of their population seems to be a mountain range in southern Blurbonazz, just north of the Blubberwukk K’hyurbhi tribe’s territory.

Waternums are an unusual Numnum species that has adapted to a fully aquatic lifestyle, having lost their legs entirely and grown a pair of flippers instead. Their tails have become longer and fluked on the end, and their bodies as a whole are longer and more streamlined than those of land Numnums. Like most aquatic species that do not possess gills, Waternums must surface for air every now and then but are very good at holding their breath for long periods of time compared to completely terrestrial species. Due to the differences in habitat between them, Waternums do not have much interaction with their walking cousins, and they may have a drastically different society and culture from other Numnums as a result.


Related Species

In addition to the Numnum subspecies listed above, several other Nummorrian creatures are related to the Numnums but are not quite close enough to be considered Numnums themselves. These species generally do not associate with Numnums, either simply because they are not social creatures or because they are less intelligent or so barbaric as to be incapable of functioning as a normal part of Numnum society.

Numbani are a small species of herbivorous Numnum relatives that are common in the forests of western and central Ummiboro. Unlike Numnums, they have four legs rather than only two, and their limbs are significantly shorter than those of a Numnum, allowing them to stay low to the ground in order to hide from predators in tall grasses and brush. They are only slightly less intelligent than Numnums, but have much shorter lifespans and do not seem to have any advanced culture or technology to speak of.

The centipede eaters are a family of several closely-related creatures that, as their name suggests, prey mostly upon Nummorrian centipedes. Like a Numbani, they have four limbs rather than two, though their limbs are quite long and possess large claws like those of a Numnum. Their bodies are more elongated than those of Numnums, with the head and mouth still being quite large but not taking up as much of the body in comparison. One species of centipede eater is roughly the size of an adult Numnum and can be found only in areas with abundant rutoo; this “rutoo-tossing centipede eater” is best known for its habit of digging up lumps of rutoo and throwing them at its prey in order to pin them down with the sticky substance. Other species are larger and hunt by leaping down onto their prey from tree branches, using the combination of their weight and sharp claws to both crush and slice through the hard outer shell of a centipede before eating it. Centipede eaters are on roughly the same level of intelligence as Numnums, but they are solitary creatures with no interest in becoming part of Numnum society or having much interaction with their two-legged cousins.

Yumyyums (pronounced “yuh-mee-yumz”) are a Numnum relative that has taken to living in trees, climbing and hanging from branches with their long prehensile tails rather than relying so much on their legs to get around. They have a thicker layer of red proto-feathers over their entire bodies and no feather plumes at all, unlike Numnums or even the other Numnum relatives. Yumyyums have smaller teeth than most Numnums but also possess a powerful beak at the front of their mouth, which they use to bite down hard on prey before using their other teeth to tear away flesh to eat. They are almost entirely carnivorous, only occasionally eating a bit of fruit to supplement their meat-based diet. Yumyyums are not as intelligent as Numnums (or even Numbani) and are generally seen as barbaric, a view which is not helped by the Yumyyums’ tendency toward unprovoked attacks on anyone who so much as sets foot in the Yumyyums’ territory. They have even been known to eat Numnums at times, though this does not disturb the Numnums nearly as much as the fact that they will occasionally eat others of their own kind as well, even in times when other food is abundant.

The Umns are only distantly related to the Numnums and are widely believed to be a remnant population of an ancient Numnum-like species which may have developed into the modern centipede eaters, or possibly branched off from them at some point in the distant past. Umns prefer swampy environments and are good swimmers, though they are not quite as aquatic as the Waternums. At a glance, they almost seem to be a bizarre cross between a Numnum and a large lizard or alligator, with green, scaly skin but a distinctly Numnum-like head shape and teeth. What appears to be a spiky ridge running along their back and tail at a glance or when seen from a distance is actually a ridge of proto-feathers like those possessed by other Numnum relatives, though those of the Umns are a bit more rigid than most and tend to stand up due to an unconscious reaction when they are surprised or angered. Like the Fire Nums and Spike Nums, the bodies of Umns create poison by extracting certain chemicals from their food; unlike those varieties of Numnums, Umns deliver their venom to prey and opponents through their bites. Umns tend to be less intelligent than Numnums and rank closer to the Yumyyums, though unlike the Yumyyums there have been examples of Umns peacefully interacting with Numnums and other Nummorrian species. It is said that the legendary Blurby explorer Bok even befriended a pair of Umns named Grun and Gruz, who accompanied him on his exploration of the planet Ihctogo.

Tuesday, July 28, 2015

The Ancient K'hyurbhi Art of Kihlah

Here's another in the series of "FYS wiki posts, in blog form" -- except I'm pretty sure I'll probably end up going into even more detail here than I did on the old dead wiki's page on Kihlah!  Anyway, I randomly had the idea to write something like this recently after stumbling across a situation where I had to explain what Kihlah was to some friends; wasn't too hard to put into words, but it did make me think that maybe I should put all the details down somewhere.. like on here.  So here goes...


What is Kihlah, Anyway?

Kihlah is a word in the Khurbyish language that is used to describe both a form of energy innate to some species (I usually specify "Kihlah energy" when I'm talking about it in this sense, though just saying "Kihlah" also works) as well as the system of martial-arts-like techniques used for drawing out that power and making use of it in various ways.  Species with high levels of Kihlah energy seem to be most common in the First Nherbi, though some can occasionally be found in other nherbis as well; the K'hyurbhis of the planet Nummorro are perhaps the best-known Kihlah users, and K'hyurbhi-style Kihlah techniques are widely known across the rest of the First Nherbi and beyond due to their travels across space and establishment of small colonies on various other planets ages ago.
In species with a high level of natural Kihlah, it's sometimes possible for some of that energy to unconsciously surface in moments of anger or desperation even without any training; these uncontrolled bursts of Kihlah usually come in the form of temporarily enhanced strength or speed or (more rarely) chaotic blasts of energy.  Though these bursts of Kihlah energy may be powerful in their own right, they are almost always inferior to actual Kihlah techniques and have a tendency to wear out those who accidentally unleash them, due to the strain of channeling Kihlah energy through the body without actually knowing how.  Some non-intelligent lifeforms with abnormally high levels of Kihlah exist, and these creatures use Kihlah in much the same way -- lacking the intelligence to focus their massive stores of Kihlah into actual techniques, they lash out with bursts of destructive energy when threatened.  The gugudiun ("Googoo Eyes"), a small blobby invertebrate native to the K'hyurbhi Desert region of Nummorro, is one example of a species with this sort of uncontrolled Kihlah power.
The god of Kihlah in the ancient K'hyurbhi religion.
According to the ancient K'hyurbhi religion (which has fallen out of favor with most K'hyurbhis, with only the Hamhu tribe still practicing a modified form of it), Kihlah was created by a being named Zhingaru, described as essentially being the god of Kihlah and given an appearance resembling a Zertseo.  As the Zertseos are capable of using Kihlah and are a species that has existed for a very long time, it's possible that Zhingaru was based on an actual individual -- rather than the creator of Kihlah energy itself, he could have simply been an ancient Kihlah user who introduced some of his techniques to early K'hyurbhis who had not yet mastered them, with stories of him becoming more exaggerated with each generation until he eventually was considered a deity.  In the older versions of K'hyurbhi mythology, Zhingaru was said to have shared his power with many species; the more recent Hamhu version, of course, changes things around a bit to make things more K'hyurbhi-centric.  Hamhu tales claim that Zhingaru only gave the gift of Kihlah to the K'hyurbhis and that anyone else using Kihlah must have somehow stolen the power from a K'hyurbhi, or otherwise they must be using some sort of "false Kihlah" rather than the real thing.

Kihlah Techniques

Learning to control one's Kihlah power involves a great deal of concentration and (especially in the case of stronger techniques) a lot of endurance, as weaker beings are easily exhausted by the process of channeling Kihlah through the body.  Even among species with high natural levels of Kihlah like the K'hyurbhis, not every individual will immediately "get it" on their first try or even on their hundredth try; while some unusual individuals immediately take to Kihlah and become able to use various techniques in a matter of weeks or months, many K'hyurbhis train for years just to master the most basic degrees of Kihlah control.

The first thing that a would-be Kihlah user learns is awareness of their own Kihlah energy.  As Kihlah is usually buried deep within and does not surface easily, it's possible for someone to go through their entire life without ever being consciously aware that they even have the capacity for that kind of power.  Once one is aware of their capacity for Kihlah, drawing it out consciously becomes possible.  Once a Kihlah user becomes aware of their Kihlah to a point where they can focus in on its presence within them and begin to draw it toward the surface, techniques enhancing strength, speed, or durability become possible; layered on top of the K'hyurbhi species' natural toughness, these techniques make Kihlah users incredibly dangerous in combat even without the use of any of their flashier techniques -- what appears to be a mere punch may be charged with Kihlah, sometimes only adding to the force of the blow and other times causing a small explosion of Kihlah energy on impact (one of the few named techniques of this type, known as "Boosh.")  With enough practice, it's even possible for a Kihlah user to propel themselves through the air using small, directed bursts of Kihlah -- which makes it possible for Kihlah users to jump incredibly far, jump multiple times in midair without any solid object to kick off of, and even fly.  Some Kihlah users focus on these sorts of Kihlah-infusing techniques, going beyond just strengthening their own body by temporarily infusing Kihlah energy into their weapons as well.  This generally causes the weapon to glow with a white or yellowish (or sometimes red) light, and increases not only the weapon's effectiveness (making a sword or spear cut through things it might normally glance off of, for example) but its durability as well.  Some Kihlah-using weaponsmiths have even been known to infuse high levels of Kihlah into their weapons while they are being forged, a process which results in a weapon that is permanently charged with Kihlah energy, commonly known as a "Kihlah blade" regardless of whether the weapon itself is a sword, a knife, a spear, or something more unusual like a shicker.  Some of the most powerful weapons known on Nummorro are Kihlah blades, such as the Numkiller swords (infused with the attributes of a Kihlah technique that was specially designed for combat against Numnums) which are crafted by Kihlah Masters and given to certain high-ranking members of the Hoi K'hyurbhi tribe's army.  As the enhancements provided by Kihlah infusion are most effective with cutting or piercing weapons, it's very rare for something like a hammer to undergo this process.  Kihlah-infused armor is rare (if not entirely nonexistent) due to the difficulty of manipulating Kihlah in a way that can be used defensively once the Kihlah energy leaves the body, though some unorthodox Kihlah Masters in the past have been known to create shields which unleash blasts of Kihlah at attackers when struck.
From a 2014 painting --  Kherber drawing upon his Kihlah energy.
Also pictured, Kherber's name written in Khurbyish and a slashed Hoi banner.
The awareness of one's own Kihlah energy within them often leads to a similar awareness of the Kihlah energy in other beings.  With practice, this allows a Kihlah user to sense the presence of other Kihlah users and lingering Kihlah energy in the air where Kihlah users have been active recently, detect whether or not an object or creature has been infused with Kihlah energy, and even sense the presence of other powers besides Kihlah.  A skilled enough Kihlah user will even become able to sense the presence of ordinary individuals without any unusual powers at long distances, making it incredibly difficult to sneak up on them.

Once a Kihlah user is able to focus on their Kihlah energy within them and begin to draw it to the surface, it also becomes possible to project that energy outward.  By focusing Kihlah energy to one part of the body or another, sometimes even moving the energy around several times during the charging process, the form it takes when projected outward can be changed.  The most basic Kihlah technique, known as "Hihu," involves focusing one's Kihlah energy into one hand (the point of a K'hyurbhi's flipper-like hand; in other species, Hihu is sometimes used by focusing the energy into a single finger, while others use their whole hand) and then releasing it forward, which produces a beam of yellowish energy which can disintegrate materials which aren't strong enough to resist it, potentially punching holes in walls or weak opponents.  Hihu is such a basic technique that it is considered "universal" to all styles of Kihlah, rather than being specific to the K'hyurbhi style or to that of any other Kihlah-using species.  Hihu has also become the "base" that many new techniques are developed from -- from the basic "Zzzter" (which alters the form of one's Kihlah energy so that it resembles a bolt of electricity before launching it) to the Kukaru-style variation "Kukarhu" (basically just a vastly stronger Hihu that takes on a greenish-yellow color rather than pure yellow) to the signature technique of the Hamhu K'hyurbhi tribe (which combines a large Hihu-like beam of energy with a second electrical beam much like a strong version of the Zzzter technique, then has the electrical beam circle the other as it launches at its target.)  There is even a "Ham Hihu," invented by the young would-be Kihlah Master named Kurb, which starts out as a very large Hihu beam and then splits itself into multiple smaller beams that go launching off in all different directions in order to strike multiple opponents at once.

Old TKL screenshot.  Kherber fires a Hihu at a centipede.
Using Kihlah techniques over and over will rapidly deplete the Kihlah energy that one can pull to the surface, causing exhaustion and strain to the body if they attempt to push further into their reserves and continue using more Kihlah.  In order to counteract this, most Kihlah users also learn how to absorb lingering Kihlah energy from their surroundings, drawing their own Kihlah (or perhaps someone else's!) back into themselves to replenish their supplies after unleashing powerful Kihlah techniques.  Energy cannot be created or destroyed, and this applies to Kihlah energy as well -- so when a powerful Kihlah technique explodes and the energy seems to dissipate away, much of it has simply spread out into the surrounding area.  It is this lingering energy which can be absorbed by a skilled Kihlah user, making it possible for them to keep on using Kihlah even once they hit their limit by taking a quick break to recapture as much of their lost energy as possible.  This is especially effective in battles involving more than one Kihlah user, as many techniques being used in rapid succession will result into huge amounts of lingering energy around the battlefield.

As mentioned in the description of the Zzzter technique above, another technique used in Kihlah is altering the form of one's Kihlah energy to produce lightning-like energy.  This is not limited to just electricity, however; other techniques (such as the Blubberwukk tribe's signature move and the "Roaster Ball" and "Super Roast" used most commonly by the Roastisoo) shift the Kihlah's form into that of extreme heat or flames, and the signature move of Herbhi-tribe Kihlah users even shifts the form of its user's Kihlah energy into a beam which rapidly saps the heat from anything in its path, usually freezing whatever it touches.  These more advanced techniques require the user to manipulate the flow of Kihlah through their body in order to change its form -- while just focusing it into one hand and then releasing it with no other steps in between will always produce a beam similar to Hihu, making the Kihlah move to various other positions throughout one's body before projecting it outward can produce very different effects.  In the case of Zzzter (and other electricity-based Kihlah techniques), the Kihlah energy is rapidly bounced between one's left and right hands before being projected outward from one or the other.  Changing one's Kihlah energy so that it is projected in the form of fire involves focusing the Kihlah energy into one's hand and then causing it to rapidly swirl around before unleashing it -- which is done by whipping the Kihlah-charged hand forward in a "throwing" motion in the case of Roaster Ball.  Other Kihlah techniques have even more complicated ways of changing the form of their energy, and still others require the Kihlah energy used to be kept in as pure a state as possible -- the yellow energy beam generated by Hihu is not actually Kihlah in its purest form, and a great deal of concentration is required to unleash Kihlah techniques which do not alter the Kihlah energy from its true form at all.  The best-known of these techniques is simply called "Kihlah," as it does nothing more than unleash an enormous blast of pure Kihlah energy (which is reddish, glowing, and almost flame-like in appearance) with incredible destructive power, and also a tendency to rapidly wear out all but the sturdiest Kihlah Masters.  Legends say that an even stronger technique than this, the "Ultimate Kihlah," is also possible -- but only a single Kihlah Master in the past 100,000 years has been rumored to have actually learned how to unleash such a technique, and even he was unable to master it.

From a 2013 comic I drew -- Kurb unleashes a blast of pure Kihlah.
Most Kihlah techniques work by either infusing their energy into the user or their weapon or by projecting energy outward, but there are also some unusual techniques that do not fall neatly into either of these categories.  The Dondu K'hyurbhi tribe has developed a method of healing the sick and wounded by way of Kihlah, infusing their bodies with the energy in order to destroy anything that might be contaminating them and accelerate their natural healing.  The Wudimok tribe is known for its technique of infusing Kihlah energy into plants and then controls them by means of controlling the Kihlah within them, causing vines to rapidly grow and spring forward to entangle anyone who gets too close.  Kihlah infusions can also temporarily provide others with the same sort of enhanced strength that any Kihlah user is capable of; this works even for species with no innate Kihlah of their own, though the boost will fade away more rapidly if there is no internal source of Kihlah to sustain it.  The Hoi tribe's current leader and some of his top scientists have experimented quite a bit with these sorts of Kihlah infusions, and in some cases have even been able to provide some degree of unconscious Kihlah use to creatures which would not normally be capable of using Kihlah at all... though this method has been known to leave the subject of the experiment in an unstable mental state, likely to lash out at anyone or anything nearby with its Kihlah-enhanced strength.  One incredibly useful technique which blurs the lines between the "infusion" and "projection" types of Kihlah is the ability to open Num Warps (portals directly linking two points anywhere in the 40 Nherbis and allowing near-instantaneous travel between them, much like the common concept of a "wormhole") by infusing so much Kihlah into the fabric of space itself that it becomes twisted and a hole is torn.  The nature of Kihlah makes it much easier for Kihlah users to open Num Warps this way when compared to users of various other unusual powers; for example, only the absolute strongest magic-users have the power to open a Num Warp at will, with lesser wizards requiring elaborate and complicated spells to travel in this way (if they're capable of doing so at all), while any Kihlah Master worth their title can force open a portal in a matter of seconds.  Technological methods of opening Num Warps also require a great deal of preparation time and require a very efficient power supply to work reliably; it is for this reason that many K'hyurbhi spacecraft do not have built-in Num Warp generators at all, instead simply bringing along one or more Kihlah users with enough skill to open a portal large enough for the entire ship to pass through.  Of all the power sources available in the 40 Nherbis, only Num Power seems to have as easy a time as Kihlah when it comes to opening portals like this.

Kihlah Users and Styles

As mentioned above, the K'hyurbhi style of Kihlah (which focuses primarily on energy-projection techniques, though some K'hyurbhi tribes and their Kihlah Masters have been known to branch out from that type of technique more than others) is well known across the 40 Nherbis -- but it is certainly not the only type of Kihlah in use.  The Roastisoo (who are native to Roastiso Island on Nummorro) prefer Kihlah techniques which shift their Kihlah's form to that of fire, and have invented a variety of techniques making use of this form of Kihlah.  As they are naturally resistant to extreme heat and live on a volcanic island in houses made from a metal known as kirbium which is virtually impossible to melt with naturally-occurring heat sources, it's likely that their heat-themed Kihlah techniques were developed as a way to minimize the damage done to themselves and their homes during training while still having techniques which would be useful in combat against other species if they might attempt an invasion of the island in order to access its rich kirbium deposits.  The Kukaru of the planet Parupoo have developed a style of Kihlah that focuses on infusing energy into swords and even projecting energy through the blades of their weapons -- their Kukarhu technique can be fired from the hands if necessary, but it is most effective when channeled through a sword instead.  On Gumakia, the largest moon of Brijetoo, a species of intelligent mushrooms have developed ways of using Kihlah without hands -- and their Kihlah Masters, Fungus Capp and his father Shroomi, have invented techniques so effective that even some of the greatest Kihlah users among the K'hyurbhis have sought them out.  The Guraoo, natives of a distant planet that the K'hyurbhis visited long ago, were unaware of Kihlah before they learned the basics from a visiting Kihlah Master but have since developed an unusual style which revolves around infusing their Kihlah energy into the moisture in the air around them in order to control water.  Thunotsu, the first known Zunajin Kihlah Master, primarily uses the K'hyurbhi style but has also developed a few of his own electricity-based techniques, including the defensive "Zzzter Shield" and his strongest attack "Zzzter Orb."  Perhaps these techniques will eventually form the beginnings of a full-blown Zunajin style, though as of yet most of Thunotsu's kind look down on his Kihlah use and very few have chosen to train under him.
Symbols of the eight K'hyurbhi tribes, each of which has their own unique Kihlah.
Anyone who has learned how to use the most basic techniques of Kihlah (awareness of their own Kihlah, drawing it to the surface in some way, and absorbing Kihlah from their surroundings) is considered to be a "Kihlah user."  Those who specialize in infusing their fists, feet, or weapons with Kihlah in order to fight rather than focusing on outwardly-projected Kihlah techniques are sometimes referred to as "Kihlah fighters," though there is no special term for those who fight primarily using projected Kihlah rather than infused Kihlah.  The highest honor for a Kihlah user is the be considered a Kihlah Master; to rise to that rank, one must achieve a level of Kihlah understanding and use far beyond the level of any ordinary Kihlah user, and official recognition of Kihlah mastery generally requires approval by several established masters, usually those which the would-be master has trained under (or alongside) in the past.  Kihlah Masters are expected to become so familiar with a variety of lower-level Kihlah techniques that they are capable of charging and unleashing them at a moment's notice, rather than taking time to prepare them like a beginner might need to; with enough practice, even some higher-powered techniques can be used in this way.  Most Kihlah Masters also do not merely use the techniques they've been taught by others -- instead, they experiment with methods of changing their Kihlah into other forms, different movements, infusing their Kihlah in different ways, and so on in order to create their own unique Kihlah techniques.  One does not become a Kihlah Master by simply copying what they have been taught as-is, no matter how skilled one may be at copying those techniques; a degree of creativity and a willingness to change the way things have traditionally been done are required.  The signature Kihlah techniques of each K'hyurbhi tribe were invented by that tribe's Kihlah Masters, and in some tribes multiple tribal techniques invented by different masters have been passed down over the years -- the Dondu know both their well-known healing technique and one which generates strong winds by controlling the movements of Kihlah-infused air, for example.

The process of becoming a Kihlah Master usually takes well over a century of training both under various other masters and alone.  It is for this reason that the relatively short-lived Zwoobans (humans who escaped Earth during the reign of Lord of Moronism Ma-Du Veyaddhu roughly 10,000 years ago, ending up on the Kihlah-saturated planet Zwoobah where they eventually absorbed so much of the world's ambient Kihlah energy that they became capable of using Kihlah themselves) produce very few Kihlah Masters -- as they almost never live beyond the 150-year mark, only a rare few are capable of achieving any degree of true Kihlah mastery before growing frail with age.  This is another advantage the K'hyurbhis have, on top of their naturally high level of innate Kihlah energy and culture which prizes Kihlah use -- as the average natural lifespan of a K'hyurbhi is in the range of 1000 Earth years (about 608 Nummorrian years, due to that planet's year being 600 days long rather than only 365), even a relatively slow-paced Kihlah user may eventually rise to Kihlah Mastery if they are devoted enough to keep at it for centuries on end.