Difference between revisions of "Kandra"

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|world=Scadrial
|alias=Faceless Immortals
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]]{{wob ref|9504}}
}}{{update|book=mb5}}{{spoiler|book=mb5}}
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]], 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.
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]]. 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|hoa|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.{{qawob ref|727|5|I can guess two possible options for the kandra|date=2008-10-155269}} 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.{{qawob ref|708|23|How are there kandra and koloss?|date=2012-14154}}{{qawob ref|727|40|Do they remember who they were?|date=2008-10-175867}} As of the end of ''[[The Hero of Ages]]'', they no longer take contracts{{qawob ref|987|30|How do you buy a contract with a kandra in the Alloy of Law?|date=2012-11-69903}} 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.{{qawob ref|987|30|How do you buy a contract with a kandra in the Alloy of Law?|date=2012-11-69903}}, as well as non-Mistborn books.{{wob ref|5990}}{{wob ref|6438}}
 
== Physiology ==
;[[Blessing of Potency]]: A pair of [[iron]] spikes that give a kandra more strength, like that of an Allomancer burning [[pewter]].{{book ref|hoa|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|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.{{qawob ref|727|17|OreSeur Resistant to Ruin's manipulations|date=2008-10-155597}}
 
;[[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}}
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.{{qawob ref|977|49|Are there more kinds of kandra blessings than just the four we've seen?|date=September 20121116}} 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.{{qawob ref|977|160|Hemalurgy can give Allomantic powers to Kandra.|date=September 20121231}} It is also known that kandra can gain Allomancy by burning [[Lerasium]].{{wob ref|987}}
 
== Relation to Mistwraiths ==
Kandra can heal most wound immediately, utilizing their ability to shapeshift. But breaking bones can slow them greatly. Other method to harm kandra are described below.
 
Kandra are capable of assuming smaller shapes, but losing too much mass means that a kandra is unable to maintain their intelligence.{{17swob ref|post|408809|text=They must keep a certain mass to maintain intelligence and a bunny is very small.|date=26 Feb, 2016750}}
 
== Killing a Kandra ==
Kandra do not die naturally, with the First Generation's age identical to the Lord Ruler's, exceeding a thousand years, 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 Kandra post-catacendre is a liquid which upon injection will disable Kandra and make them transparent, but will not make them unconscious.(The liquid is fatal to human) Though it does not kill the Kandra, further pulling out their spike will turn them back to mistwraith.{{citebook ref|mb6|29}}
 
== Notable Kandra ==
{{for|:Category: Kandra}}
{{columns|
*[[TenSoon]]
*[[OreSeur]]
*[[MeLaan]]
*[[Paalm]]
*[[FhorKood]]
*[[VenDell]]
*[[TarKavv]]
*[[ReLuur]]
*[[VarSell]]
*[[HunFoor]]
}}
 
== Trivia ==