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[[File:JeHoy.png|thumb|right|JeHoy the sample kandra, from the [[Mistborn Adventure Game]]]]
The '''kandra'''
== Creation ==▼
The First Generation of kandra were created by the [[Lord Ruler]] through the use of [[Hemalurgy]], hence the kandra called him "Father."
shared with them his Ascension knowledge of Ruin's future plans of eventual freedom to destroy the world, resulting in the kandra Contract with Rashek, and containing secret instructions only communicated in their minds. Rashek's friends were Feruchemists and could not be given Allomancy, for he recognized their powers posed a threat, of any combined abilities like his own. He offered them a bargain, immortality in exchange for their Feruchemy, which they gave up, along with their humanity. His companions still live, as the very Terris packmen who climbed to the Well with him, as the First Generation, and the founders of the kandra people. The Father then transformed every living Feruchemist into mistwraiths, but he returned his good friends to sentience with Hemalurgic spikes. Allomancy was given to political allies, the nine beads of Lerasium at the Well, making the Original Nine Ancient Allomancer supporters. The Lord Ruler spent ten centuries trying to breed Feruchemy out of the Terris population, in fear that someday someone would be born with both Feruchemy and Allomancy.▼
While the First Generation was created directly by the Lord Ruler, the
Kandra
▲As the power from the Well of Ascension was waning, Rashek as the newly ascended Lord Ruler, spoke into the minds of his packmen and trusted friends, in a secret communication that Ruin could not see or hear. Rashek shared with them his Ascension knowledge of Ruin's future plans of eventual freedom to destroy the world, resulting in the kandra Contract with Rashek, and containing secret instructions only communicated in their minds. Rashek's friends were Feruchemists and could not be given Allomancy, for he recognized their powers posed a threat, of any combined abilities like his own. He offered them a bargain, immortality in exchange for their Feruchemy, which they gave up, along with their humanity. His companions still live, as the very Terris packmen who climbed to the Well with him, as the First Generation, and the founders of the kandra people. The Father then transformed every living Feruchemist into mistwraiths, but he returned his good friends to sentience with Hemalurgic spikes. Allomancy was given to political allies, the nine beads of Lerasium at the Well, making the Original Nine Ancient Allomancer supporters. The Lord Ruler spent ten centuries trying to breed Feruchemy out of the Terris population, in fear that someday someone would be born with both Feruchemy and Allomancy.
Kandra were made third and last, as the Lord Ruler's power waned but his knowledge had increased. Accordingly, kandra are different, more subtle creations than the others created using Hemalurgy. They have more independence of will than koloss or Inquisitors, who are more affected by Ruin and driven powerfully to kill. The Hemalurgic metal spikes distort the humanity in the recipient, but kandra are spiked when they are mistwraiths, not humans, and the spikes actually ''grant'' some measure of humanity to them. The additional benefits that the Blessings grant are also different than those granted to Inquisitors. Instead of granting Feruchemical or Allomantic powers that grant temporary and sometimes spectacular bursts of strength, the Blessings given to kandra grant increased abilities that are consistent and stable.
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.▼
==Physiology==
Physically, the kandra
Because of their advanced age, the
When kandra
==Culture==
The kandra
Kandra kept religiously to a social mandate they call "[[Contract|The Contract]]", which is the system by which they offered their services to humans. In order to hire a kandra, they were to be paid in [[atium]].
There
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.
The First Generation were the kandra's leaders and normally only communicated with the Second Generation.
==Allegiance==
{{quote|They were of Preservation all along.|[[Harmony]] on the
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.▼
*TenSoon said they were of P and R.(HoA)
▲== 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.
▲The kandra believed that they were of 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
== Blessings ==
There
;[[Blessing of Awareness]]: A pair of tin spikes which
;[[Blessing of Potency]]: A pair of iron spikes which
;[[Blessing of Presence]]: A pair of copper spikes which
;[[Blessing of Stability]]: Rarely used, the Blessing of Stability
▲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.
== Abilities ==
Kandra had the ability to impersonate any being they had ingested before. Especially skilled kandra
Kandra
▲Especially skilled kandra are able to make their own adjustments to the shape of the creature they are taking.
Because of their ability to change shape, most damage to a kandra
▲Kandra are also 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. Because of this, it is almost impossible to tell a kandra from the actual individual they are impersonating. However unless tasked to impersonate
▲Because of their ability to change shape, most damage to a kandra is of no consequence. One notable exception to this is being bathed in acid. This leads to kandra guards mostly using hammers to break bones, thus hindering movement.
▲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 the only process that can kill a kandra, otherwise they are essentially immortal.
== Notable Kandra ==
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