Difference between revisions of "Kandra"

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The '''kandra''' are a race of creatures on [[Scadrial]] featured in the [[Mistborn trilogy(series)|Mistborn]]. The First Generation of kandra were created by the [[Lord Ruler]] through the use of [[Hemalurgy]] during his [[Ascension of the Lord Ruler|Ascension]], earning him the title "Father" among the kandra. They have the ability to reshape their bodies and most are well-practiced at imitation, making them extremely sought-after as spies.
 
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 are transformed into [[mistwraith|mistwraiths]], and these closest friends are also given Hemalurgic spikes which gave them back their sentience and bestowed certain "blessings".{{book ref|hoamb3|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|hoamb3|11}} All future generations of kandra are created by the first by granting blessings in the form of Hemalurgic spikes to mistwraiths.
 
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}} As of the end of ''[[The Hero of Ages]]'', they no longer take contracts{{wob ref|9903}} and have taken a vow to live in animal bodies.{{wob ref|4443}} Some of them later make appearances in ''[[The Alloy of Law]]'' and in human shape, which contradicts the statement above.,{{wob ref|9903}}, as well as appear in non-Mistborn books.{{wob ref|5990}}{{wob ref|6438}}
 
== Physiology ==
Physically, the kandra resemble [[Mistwraithmistwraith]]s in their natural form. Unlike the Mistwraithsmistwraiths, they are sentient, courtesy of two Hemalurgic spikes implanted in them. While Mistwraithsmistwraiths are simply gelatinous conglomerates of various creatures, kandra can actually absorb a body and take on all of its characteristics.
 
Because of their age, the '''First Generation''' appear to be made of dark-colored flesh which hangs off their skeletons. The bones that they wear are their own original bones, from when they were Terris packmen.
 
When kandra are in their [[kandra Homeland|Homeland]], all subsequent Generations prefer the form of a [[True Body]], which is a set of false, 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 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.{{annotation ref|mb3|page=144}} 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}} Combined with the ability to heal and create stronger muscles, kandra can be extremely powerful warriors though not all of them want to be one.
 
Kandra form an organ which functions as a brain to think. It doesn't need to be inside the head, and can be placed at a safer place in the Kandrakandra's body.{{wob ref|4147}}
 
== Culture ==
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.{{annotation ref|mb3|9}}
 
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.
 
The First Generation typically only communicates with the Second Generation. All subsequent generations are 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 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.
| [[Harmony]] on the Kandra
}}
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 are possessed ofhave 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. According to the plan, Ruin would believe that he could take control of the Kandrakandra 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. During the events of ''[[The Hero of Ages]]'', 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.
 
== Creation ==
 
== Blessings ==
There are over 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}} The blessing comes from the effect that the Hemalurgic spike steals.{{wob ref|11744}}
 
;[[Blessing of Awareness]]: A pair of [[tin]] spikes that grant a kandra increased senses, similar to Allomantically burning tin.{{book ref|mb3|20}}{{book ref|mag|12}}
 
;[[Blessing of Potency]]: A pair of [[iron]] spikes that give a kandra more strength, like that of an Allomancer burning [[pewter]].{{book ref|hoamb3|39}} 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.{{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|hoamb3|2}}{{book ref|hoamb3|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.{{wob ref|5597}}
 
;[[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.{{epigraph ref|mb3|38}}{{wob ref|7712}}{{book ref|mag|12|2}}
 
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}}
 
==After the Ascension==
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 scepticismskepticism as an urban legend.{{book ref|mb5|12}}
 
After [[Ruin]] nearly takes control over the Kandrakandra, the surviving Kandrakandra 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 Kandrakandra end their own lives using this method.{{book ref|mb5|20}} By [[Mistborn Era 2]], 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 still seem reluctant to cause harm and kill humans, although this has become considerably more lax.{{book ref|mb5|11}}
 
== Abilities ==
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|sosmb5|21}} The digestion is necessary also because Kandrakandra cannot create hair, fur or bones, so these parts they must get from the digested victims, and be put into place one by one.
 
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 effect their mental ability.{{book ref|mb3|2}}
 
By reforming their body inside the mechanism, they can crack simple locks.{{citebook ref|mb6|19}}
 
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. As a result, it is almost impossible to tell a kandra apart from the actual individual they are impersonating.
 
In combat, Kandra can form powerful muscles and heal most wound immediately, utilizing their ability to shapeshift. By creating a special [[True Body]] for this purpose, they can gain many advantages such as metal bones, hidden weapons, etc. But breakingBreaking bones can slow them greatly. Other method to harm kandra are described below.
 
Kandra are capable of assuming smaller shapes, butand losing too much mass meanswill thatleave a kandra is unable to maintain their intelligence.{{wob ref|750}}
 
== Killing a Kandra ==
Kandra do not die naturally, with the First Generation's age identical to the Lord Ruler's, exceeding a thousand years, and they are essentially immortal. 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]], the other way is starvation. 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.
 
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 Kandrakandra post-catacendre is a liquid which upon injection will disable Kandrakandra and make them transparent, but will not make them unconscious.(The liquid is fatal to human) Though it does not kill the Kandrakandra, further pulling out their spike will turn them back to mistwraith.{{book ref|mb6|29}} Destroying the spikes with explosion or by other means can turn them back into mistwraith, practically killing them.{{citebook ref|mb6|3}}
 
== Notable Kandra ==
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