Difference between revisions of "Kandra"

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== Physiology ==
=== Appearance and Anatomy ===
Physically, the kandra resemble [[mistwraith]]s in their natural form. Unlike the mistwraiths, they are sentient, courtesy of two 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.
 
 
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 kandra's body.{{wob ref|4147}}
 
=== Creation ===
While the First Generation were created directly by the Lord Ruler, the First Generation create all subsequent generations of kandra through "Blessings", spikes created using the art of [[Hemalurgy]]. 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. Two of the same types of spike make up a Blessing, and 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. Without the Lord Ruler, the kandra cannot create new Blessings or new kandra. It is revealed in the ''The Hero of Ages'' that kandra of the First Generation are practically immortal. Kandra do not appear to die of natural causes, but they are not immortal, just incredibly longed lived.{{wob ref|10583}}
 
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.
 
=== Death ===
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]] with the other way being 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 kandra post-catacendre is a liquid which upon injection will disable kandra and make them transparent, but will not make them unconscious. Though it does not kill the kandra, 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.{{book ref|mb6|3}}
 
== History ==
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}}
 
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 kandra 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}}
 
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}}
 
== Culture ==
On top of that, the fulfilling of Contracts also has another purpose. All the atium they earn is brought to their Homeland where it is stockpiled in a metal vault, 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.
 
=== Allegiance ===
{{quote
| They were of Preservation all along.
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. 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. 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.
 
== CreationAbilities ==
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 or bones, so these parts they must get from the digested victims, and be put into place one by one.
While the First Generation were created directly by the Lord Ruler, the First Generation create all subsequent generations of kandra through "Blessings", spikes created using the art of [[Hemalurgy]]. 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. Two of the same types of spike make up a Blessing, and 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. Without the Lord Ruler, the kandra cannot create new Blessings or new kandra. It is revealed in the ''The Hero of Ages'' that kandra of the First Generation are practically immortal. Kandra do not appear to die of natural causes, but they are not immortal, just incredibly longed lived.{{wob ref|10583}}
 
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.{{book 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 wounds 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. Breaking bones can slow them greatly.
 
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}}
 
=== Blessings ===
There are over 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}}
 
 
There are more possible Blessings than the four already known.{{wob ref|1116}} Allomancy can be granted to kandra via Hemalurgy, as shown when [[Bleeder]] uses the Allomantic abilities of a [[Coinshot]], but, in-universe, only Harmony (and probably Bleeder) knows the process for doing so.{{wob ref|1231}} It is also known that kandra can gain Allomancy by burning [[Lerasium]].{{wob ref|987}}
 
== 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.
 
==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 skepticism as an urban legend.{{book ref|mb5|12}}
 
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 kandra 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}}
 
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}}
 
== 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|mb5|21}} The digestion is necessary also because kandra 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.{{book 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 wounds 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. Breaking bones can slow them greatly.
 
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}}
 
== 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]] with the other way being 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 kandra post-catacendre is a liquid which upon injection will disable kandra and make them transparent, but will not make them unconscious. Though it does not kill the kandra, 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.{{book ref|mb6|3}}
 
== Notable Kandra ==