Difference between revisions of "Kandra"

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{{lifeform
{{sapient
|image= JeHoy.png
|type={{tag+|Hemalurgic construct}}
|image-artist=[[Ben McSweeney]] for the ''[[Mistborn Adventure Game]]''
|sapient=Yes
|world=Scadrial
|universe=[[Cosmere]]
|alias=Faceless Immortals
|books=[[Mistborn (series)|Mistborn]], [[Tress of the Emerald Sea]]
}}
}}{{update|book=mb5}}
{{update|mb6|mb7|tress}}
The '''kandra''' are a race of creatures on [[Scadrial]] featured in the [[Mistborn trilogy]]. The First Generation of kandra were created by the [[Lord Ruler]] through the use of [[Hemalurgy]] during his [[Ascension of the Lord Ruler|Ascension]], and so the kandra call him "Father". They have the ability to reshape their bodies and most are well practiced at imitation, making them extremely sought after as spies.
The '''kandra''' are a species on [[Scadrial]] first created by the [[Rashek|Lord Ruler]] during [[Ascension of the Lord Ruler|his Ascension]]. They have the ability to reshape their bodies and most are well-practiced at imitation, making them extremely sought-after as spies.
 
== Physiology ==
The First Generation of kandra were originally [[Terris]] [[Worldbringers]]. During his ascension, [[Rashek]] realized that a person with both [[Allomancy]] and [[Feruchemy]] would pose a serious threat to the stability of the [[Final Empire]], so he spoke directly to the minds of his closest friends, making a deal with them to trade their Feruchemy for immortality. All living Feruchemists were transformed into [[mistwraith|mistwraiths]], and these closest friends were also given hemalurgic spikes which returned them to sentience and bestowed certain "blessings."{{book ref|hoa|62}} He would later resort to breeding programs to try to eliminate Feruchemy from the Terris people entirely.
{{image|MeLann true body.jpg|side=left|width=300px}}
=== Appearance and Anatomy ===
Physically, the kandra resemble [[mistwraith]]s in their natural form. Unlike the mistwraiths, they are sentient, courtesy of two [[Hemalurgy|Hemalurgic]] spikes implanted in them. While mistwraiths are simply gelatinous conglomerates of various creatures, kandra can actually absorb a body and take on all of its characteristics.
 
When impersonating a specific person, a kandra will use that person's bones and reshape their body to look exactly like that person's. When in [[kandra Homeland|the Homeland]], most kandra use a [[True Body]], which is a set of false bones that are crafted by a kandra artisan. Some True Body forms are quartz, and kandra show off their True Bodies by creating translucent skin that allows the stone to sparkle faintly in the light.{{book ref|mb3|7}} A True Body does not have to be human-shaped, but most are. The members of the '''First Generation''' do not wear True Bodies, as the kandra did not originally know how to make them. Instead, they wear their own bones from before they became kandra.{{book ref|mb3|68}}
Kandra were the third and last of Rashek's creations. They were created with only two spikes and thus experience less influence from [[Ruin]]. Despite their greater independence, the First Generation was worried about governing themselves, so they created a legal code which was then approved by the Lord Ruler and became known as the [[First Contract]]. It would be the first thing a kandra learned when they gained sentience.{{book ref|hoa|11}} All future generations of kandra were created by the first by granting blessings to mistwraiths.
 
Kandra store their cognitive system throughout their entire body, and can form an organ which functions as a brain to think.{{book ref|mb6|19}} It doesn't need to be inside the head, and can be placed at a safer location in the kandra's body.{{wob ref|4147}} Kandra flesh will retain its appearance when cut free of their bodies.{{book ref|mb6|6}} They give off a smell that other kandra can detect which communicates their gender.{{wob ref|11478}} The smell that they give off is decided by the kandra in question, as a result of their control over their physiology, this smell can be masculine, feminine, neutral, a mix, or something completely different.{{wob ref|11478}}
Most kandra executed the ''Resolution'', the First Generation's order to remove their blessings in an effort to prevent Ruin from influencing them and regaining his body. Eventually the people were able to replace their spikes, though it is unlikely that there will be any new kandra because hemalurgy is not widely known.{{qa ref|727|5|I can guess two possible options for the kandra|date=2008-10-15}} This leaves them as some of the few who have a direct connection to [[Harmony]]. Those who went longer without their spikes lost significant portions of their memories.{{qa ref|708|23|How are there kandra and koloss?|date=2012-1}}{{qa ref|727|40|Do they remember who they were?|date=2008-10-17}} Some of them make appearances in [[The Alloy of Law]]{{qa ref|987|30|How do you buy a contract with a kandra in the Alloy of Law?|date=2012-11-6}} as well as other books.{{qa ref|1112|11|Are there kandra hiding in any of your books beside Mistborn?|date=2014-4-16}}{{qa ref|1098|1|Is the kandra worldhopper MeLaan?|date=2014-12-6}} They no longer take contracts{{qa ref|987|30|How do you buy a contract with a kandra in the Alloy of Law?|date=2012-11-6}} and have taken a vow to live in animal bodies.{{qa ref|428|10|Do you feel that they were removed from the world?|date=2009-7}}
 
Kandra cannot naturally reproduce, but if they replicated human organs, it would be possible for them to have a child that is part kandra and human.{{wob ref|15859}}{{wob ref|9402}}{{wob ref|16304}}
== Physiology ==
Physically, the kandra resemble a [[Mistwraith]] in their natural form, however, they are [[wikipedia: Shapeshifting|shapeshifters]].
 
=== Creation ===
Because of their advanced age, the '''First Generation''' appear to be made of darker coloured flesh which tended to hang off them. The bones that they wear are their own original bones, from when they were Terris packmen.
While the First Generation were created directly by the Lord Ruler, the First Generation creates all subsequent generations of kandra through "Blessings," a pair of Hemalurgic spikes charged with a human physical or mental attribute. The Lord Ruler provides Hemalurgic metal spikes to the kandra each century, in a number requested, and the kandra use these spikes to convert mistwraiths into full kandra. One Blessing converts a mistwraith into a sentient kandra. Kandra take longer to reach maturity than a human normally would take.{{wob ref|12000}} During the years of the Lord Ruler's reign, there are a total of eleven Generations, with a Twelfth Generation unlikely, as the Father is dead. The kandra do not know how to make new kandra spikes, though they have an inkling.{{wob ref |4652}}
 
=== Death ===
When kandra are in their Homeland, all subsequent Generations prefer the form of a [[True Body]], which is a set of false, generally human-shaped bones that are crafted by a kandra artisan. Some True Body forms are quartz, and kandra show off their True Bodies by creating translucent skin that allows the stone to sparkle faintly in the light.{{annotation ref|mb3|page=140}} Kandra have spent ten centuries enslaved to humankind, serving the Contracts in an effort to keep themselves safe. Most of the kandra hate humans for their situation, but ironically, most kandra True Bodies are human-shaped, two arms, two legs, faces, even while they curse humankind for keeping them enslaved.{{annotation ref|mb3|page=144}}
{{quote
|All this time, and he’s never come to see me. Wise, I suppose. He knows I keep a vat of acid just for him. It’s one of the only ways to be sure about them, you know. That or a good fire.
|[[Riina]]{{book ref|tress|60}}
}}
 
Kandra do not appear to die of natural causes, but they are not immortal, just incredibly long-lived.{{wob ref|10583}} One of the kandra secrets references the unknown acid mixture. Being bathed in acid can effectively kill a kandra, so this is one way how misbehaved kandra were executed in kandra homeland during the [[Final Empire]] with the other way being starvation. They can also be killed by fire.{{book ref|tress|60}}
== Culture ==
The kandra are known to be secretive, keeping to themselves and mistrusting of all others including each other. Kandra keep religiously to a social mandate they call the "[[Contract]]", which is the system by which they offer their services to humans. In order to hire a kandra, they are to be paid in [[atium]].
 
Because of their ability to change shape, most damage to a kandra is of no consequence; they do feel normal physical pain as a result of trauma, though [[MeLaan]] has said that kandra have the ability to turn nerves off and thus experience no pain.{{book ref|mb6|24}} This leads to kandra guards mostly using hammers to break bones, thus hindering movement.
There are other jobs for kandra to perform in [[kandra Homeland]], such as the teaching and instruction of a child kandra, something to be considered a prestigious job among kandra.{{annotation ref|mb3|9}}
 
A kandra digesting another kandra can perform the killing, but it is unknown if the two kandra will fight and try to eat each other during the process. After the [[Catacendre]], the kandra develop a way to take their own lives at will. Also developed by the kandra post-Catacendre is a liquid which upon injection will incapacitate kandra and make them transparent, but will not make them unconscious.{{book ref|mb6|29}} Removing or destroying both of their spikes will revert them into a mistwraith.{{book ref|mb6|3}}
They referred to the Lord Ruler as the Father, because he was responsible for their creation. After his death, TenSoon advocated that [[Vin]] should be considered the Mother, because she was the one who had slain the Lord Ruler. It is unknown if other kandra accepted this title for her or not.
 
== Abilities ==
The First Generation typically only communicates with the Second Generation. The First Generation were the first kandra created by the Lord Ruler. All subsequent generations were then created by the Firsts, every hundred years. During the approximate thousand years of the Lord Ruler's reign, there have been Eleven Generations, with a Twelfth Generation unlikely, as their Father is dead. In general all decisions about law and order are communicated to the lower generations by the Second Generation as a sort of government officials. TenSoon suspected that the Second Generation took advantage of being the only ones who the First Generation would speak to by making many policies on their own, then telling the younger kandra that it was the decision of the First Generation.
{{image|Kandra by Elisgardor.jpg|side=right|width=200px|A kandra with transparent skin}}
Kandra have the ability to shapeshift. However, in most cases, they only have the ability to change into and take the appearance of any creature they have digested. Because of this, in order for a kandra to appear as anyone in particular, the subject must be dead and be digested. The shapeshifting process may take anything from several hours or even days to as little as a few seconds.{{book ref|mb5|21}} The digestion is necessary also because kandra cannot create hair, fur, bones, or [[singer]] carapace, so these parts they must get from the digested victims, and be put into place one by one.{{wob ref|2905}}
 
Especially skilled kandra are able to make their own adjustments to the shape of the creature they are taking. Although mimicking an existing unique individual or creature is most common, the most skilled kandra can use just a skull or set of bones to build a working structure to gain the ability to move around freely and communicate. Being without bones will make kandra unable to move fast, speak or form any proper shape, but doesn't affect their mental ability.{{book ref|mb3|2}} Kandra can create bodies without a beating heart, which helps reduce caloric intake.{{book ref|tress|18}} They can crack simple locks by inserting part of their body into the mechanism.{{book ref|mb6|19}}
Most kandra have an intense loathing for the human race as they are afraid of being controlled by Allomancy, their most close-guarded secret. Bound by the Contract, a kandra will do its masters bidding without question. Kandra are, however, treated poorly in general, intensifying their deeply rooted hatred. Fulfulling Contracts is their way of 'paying for their freedom' to prevent humans from seeking ways to enslave them in other ways and finding out about their weakness to Allomancy.
 
Kandra are known to be unmatched actors. Before assuming the role of a certain person, a kandra will spend a significant amount of time observing the individual in order to learn their mannerisms, history, and relationships. As a result, it is almost impossible to tell a kandra apart from the actual individual they are impersonating. Wearing a body can influence how a kandra acts, such as wearing a dog's body causing them to adopt dog-like mannerisms.{{book ref|mb7|11}} However, this is not caused by following the [[Spiritual Realm|Spiritual]] ideal of the body they are wearing.{{wob ref|15701}}
== Allegiance ==
{{quote
| They were of Preservation all along.
| [[Harmony]] on the Kandra
}}
The kandra believed that they were Preservation, while the koloss, humans and Inquisitors were of Ruin. This was true despite the fact that, like other Hemalurgically-created races, they were possessed of Hemalurgic spikes. The Lord Ruler created the kandra to be his spies, and the noble class believed they were spies for the new government. They often used the kandra in the way they thought they were meant to be used, but ultimately Rashek's plan was for them to be double agents against Ruin. According to the plan, Ruin would believe that he could take control of the Kandra whenever he wanted, as they were planted with Hemalurgic spikes. However, due to a clause in the First Contract, as well as the Trust and the Resolution, instead of being used by Ruin, they would pull their spikes free when and if Ruin were to try and seize control of them. During the events of ''[[The Hero of Ages]]'', this plan came to fruition exactly as the Lord Ruler had planned, and this disrupted Ruin's efforts and ultimately led to his demise, demonstrating the kandra's true allegiance had always lain with Preservation.
 
In combat, kandra can form powerful muscles and heal most wounds immediately, utilizing their ability to shapeshift. Their True Bodies can have specializations for combat, such as [[aluminum]] bones and hidden weapons. They can also turn off their nerves that cause pain.{{book ref|mb6|24}}
== Creation ==
While the First Generation was created directly by the Lord Ruler, the First Generation created all subsequent generations of kandra through "Blessings", spikes creating using the art of [[Hemalurgy]]. The Lord Ruler would provide Hemalurgic metal spikes to the kandra each century, in a number requested, and the kandra would use these spikes to convert mistwraiths into full kandra. Two of the same types of spike made up a Blessing, and one Blessing converted a mistwraith into a sentient kandra. During the thousand plus years of the Lord Ruler's reign, there have been Eleven Generations, with a Twelfth Generation unlikely, as their Father is dead. Without the Lord Ruler, the kandra cannot create new Blessings, or new kandra. It is revealed in the ''The Hero of Ages'' that First Generation of kandra are immortal, created from the Lord Ruler's former Terris companions. Kandra do not appear to die of natural causes.
 
Some kandra build bodies for combat purposes; these bodies can be made of metal to be stronger and heavier and can have sharp bones to use as knives.{{book ref|mb6|16}}
== Blessings ==
There are four different blessings available to make a kandra. All four grant mistwraiths sentience and convert them into kandra, but they also have additional benefits.{{epigraph ref|mb3|38}}
 
Kandra are capable of assuming smaller shapes, but losing too much mass will cause a kandra to be unable to maintain their intelligence.{{wob ref|750}} They are unable to divide their consciousness between multiple brains.{{book ref|tress|18}}
;[[Blessing of Awareness]]: A pair of tin spikes which grant a kandra increased senses, similar to Allomantically burning tin.{{book ref|mag|12}}
 
Losing one or both of their Blessings leaves holes in a kandra's memories.{{book ref|mb6|3}} The longer without their Blessings, the bigger the holes will be.{{book ref|mb6|21}} Removing a single spike will cause a kandra to lose their sanity. Kandra with only one spike will refuse a spike from another kandra, and this process can cause radical changes in personality, memory, and temperament. Kandra missing both spikes revert to a mistwraith, with only a trace of their former consciousness. In both cases, returning their missing spikes will restore their mind.{{book ref|mb6|3}}{{book ref|mb6|29}}
;[[Blessing of Potency]]: A pair of iron spikes which give a kandra more strength that is like an Allomancer burning pewter.{{book ref|hoa|39}} It is not exactly the same however, and it will not grant you the limitless energy you receive by burning pewter.
 
It is theoretically possible for a kandra to become a [[Knight Radiant]], if they manage to convince a [[spren]] to [[Nahel bond|bond]] with them.{{wob ref|1832}} Digesting a [[Lifeless]] could have weird side effects.{{wob ref|15341}}
;[[Blessing of Presence]]: A pair of copper spikes which grant increased mental capability.{{book ref|mag|12}} This capability includes the ability to focus despite physical discomfort or distraction, exceptionally sharp memory, resistance to madness, and the inability to lapse into unconsciousness due to shock.{{book ref|hoa|2}}{{book ref|hoa|24}} This Blessing also counters at least some of the mental weakness that is caused by Hemalurgy; kandra with these spikes are much less vulnerable to being controlled by Ruin than is the norm.{{qa ref|727|17|OreSeur Resistant to Ruin's manipulations|date=2008-10-15}}
 
=== Blessings ===
;[[Blessing of Stability]]: Rarely used, the Blessing of Stability is a pair of zinc spikes that endows its receiver with emotional fortitude, rendering them much more resistant to control by emotional Allomancy.{{book ref|mag|12|2}}
There are four different Blessings available to make a kandra. All grant mistwraiths sentience and convert them into kandra, but they also have additional benefits.{{epigraph ref|mb3|38}} The Blessing comes from the effect that the Hemalurgic spike steals.{{wob ref|11744}} They are typically slender, and less than three inches long.{{book ref|mb6|19}} The longer a Blessing is out of a kandra, the weaker it becomes.{{book ref|mb6|21}}
 
;[[Blessing of Awareness]]
A kandra can survive with only one spike, but they lose some of their sanity while doing so. A kandra with one spike cannot be controlled by [[Ruin]] or [[Harmony]].
: A pair of [[tin]] spikes that grant a kandra increased senses, similar to Allomantically burning tin.{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}}
;[[Blessing of Potency]]
: A pair of [[iron]] spikes that give a kandra more strength, like that of an Allomancer burning [[pewter]].{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} It is not exactly the same effect, however; it does not grant the limitless energy received from burning pewter.
;[[Blessing of Presence]]
: A pair of [[copper]] spikes that grant increased mental capability.{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} This capability includes the ability to focus despite physical discomfort or distraction, exceptionally sharp memory, resistance to madness, and the inability to lapse into unconsciousness due to shock.{{book ref|mb3|2}}{{book ref|mb3|24}} This Blessing also counters at least some of the mental weakness that is caused by Hemalurgy; kandra with this Blessing are much less vulnerable to being controlled by Ruin than others.{{wob ref|5597}}
;[[Blessing of Stability]]
: A pair of [[zinc]] spikes that endows its receiver with emotional fortitude, rendering them much more resistant to control by emotional Allomancy.{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} This Blessing was rarely used.{{wob ref|7712}}
 
A kandra can survive with only one spike, but they lose some of their sanity while doing so.{{book ref|mb6|3}} A kandra with one spike cannot be controlled by [[Ruin]] or [[Harmony]].{{book ref|mb5|7}}
There are more possible Blessings than the four already known.{{qa ref|977|49|Are there more kinds of kandra blessings than just the four we've seen?|date=September 2012}} Allomancy can be granted to kandra, as shown when [[Bleeder]] uses the Allomantic abilities of a [[Coinshot]], but only Harmony (and probably Bleeder) know the process for doing so.{{qa ref|977|160|Hemalurgy can give Allomantic powers to Kandra.|date=September 2012}} They can also burn [[Lerasium]].{{qa ref|1084|83|If a Kandra eats a bead of Larasium, can he burn it?|date=13 August 2014}}
 
There are more possible Blessings than the four already known.{{wob ref|1116}} Kandra can get access to Allomancy through Hemalurgy{{wob ref|1231}} or [[lerasium]].{{wob ref|987}} They can also get access to Feruchemy through unknown means.{{book ref|mb5|16}} Despite the fact that kandra are Invested, they are still able to worldhop.{{book ref|mb7|epilogue|6}}{{book ref|tress|22}}{{wob ref|9504}}
== Relation To Mistwraiths ==
As stated previously, kandra are mistwraiths altered by hemalurgy and given sentience. Despite the physical similarities, and indeed origins as a mistwraith, kandra are considered a separate species in the Final Empire.
 
== AbilitiesHistory ==
{{image|TenSoon's Judgement by Marc Mestre.jpg|side=right|width=300px|[[TenSoon]] being judged in the [[Kandra Homeland|Homeland]]}}
Kandra have the ability to shapeshift. However, they only have the ability to change into and take the appearance of any creature they have digested. Because of this, in order for a kandra to appear as anyone in particular, the subject must be dead and be digested. The shapeshifting process may take anything from several hours or even days to as little as a few seconds.{{book ref|sos|21}}
=== The Final Empire ===
The First Generation of kandra were originally [[Rashek]]'s fellow [[Terris]] packmen. During his ascension, Rashek realized that a person with both [[Allomancy]] and [[Feruchemy]] would pose a serious threat to the stability of the [[Final Empire]], so he spoke directly to the minds of his closest friends, making a deal with them to trade their Feruchemy for immortality. All living Feruchemists were transformed into [[mistwraith]]s, but he gave Hemalurgic spikes to the packmen, transforming them into the First Generation.{{book ref|mb3|62}} They were to become his spies and informants.
 
Kandra were the third and last of Rashek's creations. They were created with two Hemalurgic spikes and thus are less susceptible to the influence of [[Ruin]] or other [[Shard]]s. The First Generation of kandra, the Lord Ruler's friends, created a legal code which was later approved by the Lord Ruler. This code is known as the [[First Contract]]. The Contract is the first thing a kandra learns upon gaining sentience.{{book ref|mb3|11}} All future generations of kandra are created by the first by granting Blessings in the form of Hemalurgic spikes to mistwraiths.
Especially skilled kandra are able to make their own adjustments to the shape of the creature they are taking. Although mimicking an existing unique individual or creature is most common, the most skilled kandra can build a creature using just a skull and/or set of bones and build a working structure to gain the ability to move around freely and communicate.
 
Right before the [[Catacendre]], the majority kandra executed the [[Resolution]]. The First Generation ordered every kandra to remove their Blessings in an effort to prevent Ruin from influencing them and regaining his body. They are eventually able to replace their spikes, though it is unlikely that there will be any new kandra, as Hemalurgy is not widely known.{{wob ref|5269}} Since [[Harmony]] has absorbed Ruin into himself, kandra are now under his direct control. Kandra that go without their spikes for long periods of time lose significant portions of their memories.{{wob ref|4154}}{{wob ref|5867}}
Kandra living in the homeland are known to build bodies out of uncommon materials like stone, gems and wood. In this regards a 'true body' is seen as a sort of luxury body that mostly look human.
 
=== After the Catacendre ===
Kandra are also known as unmatched actors. Before assuming the role of a certain person, a kandra will spend a significant amount of time observing the individual in order to learn their mannerisms, history and relationships. Because of this, it is almost impossible to tell a kandra from the actual individual they are impersonating.
Kandra still exist after the Ascension but now serve [[Harmony]] as his agents,{{book ref|mb5|7}} using their abilities to blend in with those around them to perform tasks given by Harmony. They are known by [[Elendel]] society due to their mention in the [[Words of Founding]], but their mention is reportedly vague.{{book ref|mb5|7}} They are often referred to as "Faceless Immortals", and reactions to them are mixed between reverence{{book ref|mb5|13}} and skepticism as an urban legend.{{book ref|mb5|12}}
 
{{image|House War - Kandra by Miranda Meeks.png|side=left|width=300px}}
Because of their ability to change shape as their bodies are mere flesh, most damage to a kandra is of no consequence, although they do feel the same physical pain by the afflicted trauma. Although Melaan has said that kandra have the ability to turn nerves off and thus experience no pain. One notable exception to this is being bathed in acid. This leads to kandra guards mostly using hammers to break bones, thus hindering movement.
 
Since the Catacendre, some kandra have traveled to other worlds,{{wob ref|5990}}{{wob ref|6438}} likely to gather information for Harmony, though most have remained on Scadrial.{{wob ref|4339}} One female kandra not acting under Harmony's orders was likely on Roshar in early 1174.{{wob ref|15992}}
Kandra do not die naturally, with the First Generation's age identical to the Lord Ruler's, exceeding a thousand years. One of the kandra secrets references the unknown acid mixture, which is one of two known processes that can kill a kandra, the other of a kandra digesting another kandra. Otherwise they are essentially immortal. After the Catacendre the kandra developed a way to take their own lives at will.
 
After Ruin nearly takes control over the kandra, the surviving kandra discover a way to end their own lives at will to spare themselves should the situation require it.{{book ref|mb5|19}} Many of the Second Generation end their own lives using this method.{{book ref|mb5|20}} By {{date|342|PC}}, the kandra also know of a way to uncover members of their own kind in disguise, using a special substance injected into the body that causes a kandra to "droop" briefly enough to disable it temporarily. Unfortunately, the injection is fatal to humans.{{book ref|mb5|13}}
Kandra are capable of assuming smaller shapes, but losing too much mass means that a kandra is unable to maintain their intelligence.{{17s ref|post|408809|text=They must keep a certain mass to maintain intelligence and a bunny is very small.|date=26 Feb, 2016}}
 
Kandra still seem reluctant to cause harm and kill humans, although this has become considerably more lax.{{book ref|mb5|11}}
 
Although the [[Kandra Homeland]] has long been abandoned and revered as a holy place, kandra still get together, albeit under a human guise and in human society.{{book ref|mb5|20}}
 
The confrontation between Harmony and [[Trell (Trellism)|Trell]] led to Harmony deciding to start sending Kandra off-world as his agents on other planets, to help deal with the rising threat of Trell.{{book ref|mb7|1}}{{book ref|mb7|11}}
 
On multiple planets, Kandra are the reason for talking animals in stories and folklore.{{book ref|tress|28}}
 
At some point long after the events of the first confrontation between Harmony and Trell, [[Sazed]] is said by [[Hoid]] to have released the Kandra as a whole, presumably from his own control. The true meaning of this statement is currently unknown.{{book ref|tress|42}}
 
== Culture ==
Kandra have spent ten centuries enslaved to humankind, serving the Contracts in an effort to keep themselves safe. Most kandra hate humans for their situation, but, ironically, most kandra True Bodies are human-shaped, with two arms, two legs, and a face, even while they curse humankind for keeping them enslaved.{{book ref|mb3|7}}
 
There are other jobs for kandra to perform in the Homeland, such as the teaching and instruction of young kandra, which is considered a prestigious job among kandra.{{wob ref|7510}}
 
They refer to the Lord Ruler as the Father, because he is responsible for their creation. After his death, [[TenSoon]] advocates that [[Vin]] should be considered the Mother, because she is the one who slays the Lord Ruler. It is unknown if other kandra accept this title for her or not.
 
{{image|Kandra.jpg|side=right|width=250px}}
 
The First Generation typically only communicates with the Second Generation. All subsequent generations are then created by the Seconds, every hundred years. During the approximate thousand years of the Lord Ruler's reign, there have been eleven Generations, with a twelfth Generation unlikely, as the Father is dead. In general, all decisions about law and order are communicated to the lower generations by the Second Generation, acting as something like government officials. TenSoon suspects that the Second Generation takes advantage of being the only ones who the First Generation would speak to by making many policies on their own, then telling the younger kandra that it is the decision of the First Generation.
 
=== Contracts ===
In the early days of the Final Empire, the kandra attempted to remain secret and blend into human society. However, humans feared their abilities, calling them monsters, and began using Allomancy to hunt them down, by way of the Flaw, and kill them. After a few centuries, the kandra were almost extinct.{{book ref|woa|22}}{{book ref|hoa|11}} Out of desperation, the kandra agreed to become servants to humans, never leaving the Homeland unless out on a Contract.{{book ref|woa|40}}
 
As a result of this history, kandra are secretive about their culture and have an intense loathing for humans, which is only made worse by the poor treatment they often receive from their masters. Despite this, they adhere to their Contracts without question, and are often used as spies by the nobility. Fulfilling Contracts is their way of "paying for their freedom" to prevent humans from seeking ways to enslave them in other ways and finding out about their weakness to Allomancy. The terms of a Contract always prohibit a kandra from killing a human, changing bodies without permission, and revealing kandra secrets, and require the kandra to return to the Homeland if they break the terms of the Contract or if their master dies before the Contract expires.
 
On top of that, the fulfilling of Contracts also has another purpose. A Contract must be paid for in [[atium]], which is then brought to the Homeland where it is stockpiled in a metal vault known as the [[Trust]]. They do this because atium is condensed power of Ruin, and by storing it in a place where Ruin has no influence they deny him access to a part of his power.
 
All Contracts are modelled on the [[First Contract]].{{book ref|hoa|11}} During the time of the Final Empire, Contracts were arranged by leaving a message at a designated place in Luthadel. A kandra Contracted to the Lord Ruler would then go to the client and act as an intermediary while the papers were signed and payment collected. The kandra—a member of the Fifth Generation during the later days of the [[Final Empire]]—would then return to the [[kandra Homeland]] where a kandra would be assigned to the Contract.{{wob ref|7979}} The punishment for a kandra who broke a Contract is death.{{book ref|hoa|2}} The details of the Contract were never disclosed to non-kandra, not even the Lord Ruler—though the kandra likely would have shared them with him if he asked.{{wob ref|7979}}
 
=== Allegiance ===
{{quote
|They were of Preservation all along.
|[[Harmony]] on the kandra{{epigraph ref|mb3|80}}
}}
 
The kandra initially believe that they are of [[Preservation]], while the koloss, humans and Inquisitors are of [[Ruin]]. This is despite the fact that, like other Hemalurgically-created races, they have Hemalurgic spikes, which are of Ruin. The Lord Ruler creates the kandra to be his spies, and the noble class believe them to be spies for the new government. They often use the kandra as such, but Rashek's ultimate plan is for them to be double agents against Ruin, with their essence being of him but their [[Intent]] being of [[Preservation]]. According to the plan, Ruin would believe that he could take control of the kandra whenever he wanted, as they are planted with Hemalurgic spikes. However, due to a clause in the First Contract, as well as the Trust and the Resolution, instead of being used by Ruin, they would pull their spikes free when and if Ruin were to try to seize control of them. Just prior to the [[Battle of Hathsin]], this plan comes to fruition exactly as the Lord Ruler had planned, disrupting Ruin's efforts and ultimately leading to his demise, demonstrating that the kandra's true allegiance has always lain with Preservation.
 
== Notable Kandra ==
{{for|:Category: Kandra|a full list}}
*[[TenSoon]]
{{columns|
*[[OreSeur]]
* [[KanPaarTenSoon]]
* [[HaddekOreSeur]]
* [[MeLaanKanPaar]]
* [[PaalmHaddek]]
* [[MeLaan]]
* [[Paalm]]
* [[VenDell]]
* [[ReLuur]]
* [[Ulaam]]
}}
 
== Trivia ==
* The Blessing of Stability is rarely used because Brandon added it late in the development of ''[[The Hero of Ages]]'', after realizing that the structure of the powers of metals in [[Hemalurgy]] required a second mental Blessing.{{wob ref|7712}}
* At least one unidentified kandra is a [[worldhopper]], and has made an appearance in [[Oathbringer]].{{wob ref|9504}} They are not an agent of Harmony.{{wob ref|15992}}
 
== Notes ==
{{partial}}
{{Mistborn|metals}}
[[category:kandra| Hemalurgy]]
[[es:Kandra]]
[[category: magical entities]]
[[category: kandra| ]]
[[category: notable articles]]
Editors, Keepers
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