Diferencia entre revisiones de «Kandra»

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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 First Generation of kandra were originally [[Terris]] [[Worldbringers]]. During his ascension, [[Rashek]] realizedrealizes that a person with both [[Allomancy]] and [[Feruchemy]] would pose a serious threat to the stability of the [[Final Empire]], so he spokespeaks directly to the minds of his closest friends, making a deal with them to trade their Feruchemy for immortality. All living Feruchemists wereare transformed into [[mistwraith|mistwraiths]], and these closest friends wereare also given Hemalurgic spikes which returned them to sentience and bestowed certain "blessings.".{{book ref|hoa|62}} HeDoing wouldso does not completely remove the threat of Feruchemy, however: unexpressed genes for it are still present in the population, and occasionally result in the birth of Feruchemists later on. The Lord Ruler later resortresorts to breeding programs to try to eliminate Feruchemy from the Terris people entirely.
 
Kandra were the third and last of Rashek's creations. They wereare created with only two spikes and thus experience less influence from [[Ruin]]. Despite their greater independence, the First Generation wasis initially worried about governing themselves, so they createdcreate a legal code which wasis then approved by the Lord Ruler, and becamebecoming known as the [[First Contract]]. It would beis the first thing a kandra learnedlearns when theyupon gainedgaining sentience.{{book ref|hoa|11}} All future generations of kandra wereare created by the first by granting blessings to mistwraiths.
 
Most kandra executedexecute the ''[[Resolution]]'', the First Generation's order to remove their blessings in an effort to prevent Ruin from influencing them and regaining his body. EventuallyThey theare people wereeventually able to replace their spikes, though it is unlikely that there will be any new kandra, becauseas 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 wentgo longer without their spikes lostlose 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}} SomeAs of themthe makeend appearances inof ''[[The AlloyHero of LawAges]]'', 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}} asand wellhave astaken othera books.{{qavow ref|1112|11|Areto there kandra hidinglive in anyanimal ofbodies.{{wob your books beside Mistborn?ref|date=20142009-407-16}}{{qa ref08|10984443|1|IsB&N thebook kandraclub worldhopper MeLaan?|date=2014-12-6Q&A}} TheySome noof longerthem takelater contractsmake 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}}, andas havewell takenas anon-Mistborn vow to live in animal bodiesbooks.{{wob ref|date=2009-07-085990}}{{wob ref|4443|B&N book club Q&A6438}}
 
== Physiology ==
Physically, the kandra resemble a [[Mistwraith]]s in their natural form,; however, they are [[wikipedia: Shapeshifting|shapeshifters]].
 
Because of their advanced age, the '''First Generation''' appear to be made of darker coloured-colored flesh which tendedtends to hang off them. 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, 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, with two arms, two legs, facesand a face, even while they curse humankind for keeping them enslaved.{{annotation ref|mb3|page=144}}
 
== 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. Inin orderexchange to hire a kandra, they are to be paid infor [[atium]].
 
There are other jobs for kandra to perform in the [[kandra Homeland]], such as the teaching and instruction of a childyoung kandra, something towhich beis considered a prestigious job among kandra.{{annotation ref|mb3|9}}
 
They referredrefer to the Lord Ruler as the Father, because he wasis responsible for their creation. After his death, TenSoon advocatedadvocates that [[Vin]] should be considered the Mother, because she wasis the one who had slainslays the Lord Ruler. It is unknown if other kandra acceptedaccept this title for her or not.
 
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 wereare then created by the Firsts, every hundred years. During the approximate thousand years of the Lord Ruler's reign, there have been Eleveneleven Generations, with a Twelfthtwelfth Generation unlikely, as theirthe Father is dead. In general, all decisions about law and order are communicated to the lower generations by the Second Generation, acting as asomething sort oflike government officials. TenSoon suspectedsuspects that the Second Generation tooktakes 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 wasis the decision of the First Generation.
 
Most kandra have an intense loathing for the human race as they are afraid of being controlled by Allomancy, their most closely-guarded secret. Bound by the Contract, a kandra will do its master's bidding without question. During the reign of the [[Lord Ruler]], many noblemen hiredhire kandra (using the Contract) to be spies for their respective houses. Kandra are, however, treated poorly in general, intensifying their deeply -rooted hatred. FulfullingFulfilling 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.
 
== Allegiance ==
| [[Harmony]] on the Kandra
}}
The kandra believedinitially believe that they wereare of Preservation, while the koloss, humans and Inquisitors wereare of Ruin. This was trueis despite the fact that, like other Hemalurgically-created races, they wereare possessed of Hemalurgic spikes. The Lord Ruler createdcreates the kandra to be his spies, and the noble class believedbelieve theythem wereto be spies for the new government. They often useduse the kandra inas the way they thought they were meant to be usedsuch, but ultimately Rashek's ultimate plan wasis 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 wereare 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 andto seize control of them. During the events of ''[[The Hero of Ages]]'', this plan camecomes to fruition exactly as the Lord Ruler had planned, and this disrupteddisrupting Ruin's efforts and ultimately ledleading to his demise, demonstrating that the kandra's true allegiance hadhas always lain with Preservation.
 
== Creation ==
While the First Generation wasis created directly by the Lord Ruler, the First Generation createdcreates all subsequent generations of kandra through "Blessings", spikes creatingcreated using the art of [[Hemalurgy]]. The Lord Ruler would provideprovides 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 mademake up a Blessing, and one Blessing convertedconverts a mistwraith into a sentient kandra. During the thousand plus years of the Lord Ruler's reign, there haveare beena Eleventotal of eleven Generations, with a Twelfth Generation unlikely, as theirthe 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 Generationkandra of kandra are immortal, created from the LordFirst Ruler'sGeneration formerare Terris companionsimmortal. Kandra do not appear to die of natural causes.{{cite}}
 
== 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}}
 
;[[Blessing of Awareness]]: A pair of [[tin]] spikes whichthat grant a kandra increased senses, similar to Allomantically burning tin.{{book ref|mag|12}}
 
;[[Blessing of Potency]]: A pair of [[iron]] spikes whichthat give a kandra more strength, like that is likeof an Allomancer burning [[pewter]].{{book ref|hoa|39}} It is not exactly the same howevereffect, andhowever; it willdoes not grant you the limitless energy you receivereceived byfrom burning pewter.
 
;[[Blessing of Presence]]: A pair of [[copper]] spikes whichthat 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}}
 
;[[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.{{cite}} A kandra with one spike cannot be controlled by [[Ruin]] or [[Harmony]].{{cite}}
 
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 via Hemalurgy, as shown when [[Bleeder]] uses the Allomantic abilities of a [[Coinshot]], but, in-universe, only Harmony (and probably Bleeder) knowknows the process for doing so.{{qa ref|977|160|Hemalurgy can give Allomantic powers to Kandra.|date=September 2012}} TheyIt canis also burnknown that kandra can gain Allomancy by burning [[Lerasium]].{{qawob ref|1084|83|If a Kandra eats a bead of Larasium, can he burn it?|date=13 August 2014987}}
 
== Relation Toto 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 Thethe [[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 scepticism as an urban legend.{{book ref|mb5|12}}
 
After [[Ruin]] nearly tooktakes control over the Kandra, the surviving Kandra discovereddiscover 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 endedend their own lives using this method.{{book ref|mb5|20}} KandraBy [[Mistborn Era 2]], kandra also workedknow onof a way to discoveruncover members of their own kind in guisedisguise, using a special substance injected in tointo the body that would causecauses a Kandrakandra to "droop" briefly enough to disable it temporarily. Unfortunately, butthe thisinjection 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}}
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}}
 
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 usinguse just a skull and/or set of bones andto build a working structure to gain the ability to move around freely and communicate.
 
Kandra living in the homeland are known to build bodies out of uncommon materials like stone, gems, and wood. In this regardsregard, a 'true"True body'Body" is seen as a sort of luxury body that mostly looklooks human.
 
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. BecauseAs ofa thisresult, it is almost impossible to tell a kandra apart from the actual individual they are impersonating.
 
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 samenormal physical pain byas thea afflictedresult of trauma., Althoughthough Melaan[[MeLaan]] has said that kandra have the ability to turn nerves off and thus experience no pain.{{cite}} One notable exception to this imperviousness 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 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.
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