Diferencia entre revisiones de «Kandra»
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|image=JeHoy.png |
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|type={{tag+|Hemalurgic construct}} |
|type={{tag+|Hemalurgic construct}} |
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− | |sapient= |
+ | |sapient=Yes |
|world=Scadrial |
|world=Scadrial |
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|universe=[[Cosmere]] |
|universe=[[Cosmere]] |
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− | |books=[[ |
+ | |books=[[Mistborn (series)|Mistborn]] |
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{{update|mb6}} |
{{update|mb6}} |
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− | + | The '''kandra''' are a species on [[Scadrial]] first created by the [[Rashek|Lord Ruler]] during [[Ascension of the Lord Ruler|his Ascension]]. They have the ability to reshape their bodies and most are well-practiced at imitation, making them extremely sought-after as spies. |
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− | == |
+ | == Physiology == |
{{image|MeLann true body.jpg|side=left|width=300px}} |
{{image|MeLann true body.jpg|side=left|width=300px}} |
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− | === |
+ | === Appearance and Anatomy === |
+ | Physically, the kandra resemble [[mistwraith]]s in their natural form. Unlike the mistwraiths, they are sentient, courtesy of two [[Hemalurgy|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. |
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− | Físicamente, los kandra se parecen a los [[Espectro de la bruma|espectros de la bruma]] en su forma natural. A diferencia de los espectros de la bruma, los kandra son conscientes gracias a los dos clavos [[Hemalurgia|hemalúrgicos]] implantados en ellos. Mientras los espectros de la bruma son simplemente conglomerados gelatinosos de varias criaturas, los kandra pueden realmente absorber un cuerpo y asumir todas sus características. |
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+ | When impersonating a specific person, a kandra will use that person's bones and reshape their body to look exactly like that person's. When in [[kandra Homeland|the Homeland]], most kandra use a [[True Body]], which is a set of false 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.{{book ref|mb3|7}} A True Body does not have to be human-shaped, but most are. 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. |
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− | Al hacerse pasar por una persona específica, un kandra usará los huesos de esa persona y remodelará su cuerpo para que se vea exactamente igual. Cuando están en su [[Tierra Natal kandra|tierra natal]], la mayoría de los kandra usan un [[Cuerpo verdadero|cuerpo verdadero]], que es un conjunto de huesos falsos elaborados por un artesano kandra. Algunas formas de cuerpo verdadero son de cuarzo, y los kandra lo muestran al crear una piel translúcida que permite que la piedra brille débilmente a la luz.{{book ref|mb3|7}} Un cuerpo verdadero no tiene que tener forma humana, pero la mayoría lo tiene. Algunos kandra construyen cuerpos para propósitos de combate, estos cuerpos pueden estar hechos de metal para ser más fuertes y pesados y pueden tener huesos afilados para usar como cuchillos.{{book ref|mb6|16}} Combinado con la capacidad de curar y crear músculos más fuertes, los kandra pueden ser guerreros extremadamente poderosos, aunque no todos quieren serlo. |
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− | + | The members of the '''First Generation''' do not wear True Bodies, as the kandra did not originally know how to make them. Instead, they wear their own bones from before they became kandra. |
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− | + | 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 location in the kandra's body.{{wob ref|4147}} |
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− | === |
+ | === Creation === |
− | + | While the First Generation were created directly by the Lord Ruler, the First Generation creates all subsequent generations of kandra through "Blessings," a pair of Hemalurgic spikes charged with a human physical or mental attribute. 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. 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. The kandra do not know how to make new kandra spikes, though they have an inkling.{{wob ref |4652}} |
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− | === |
+ | === Death === |
− | + | Kandra do not appear to die of natural causes, but they are not immortal, just incredibly long lived.{{wob ref|10583}} 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. |
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− | + | 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}} |
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− | == |
+ | == Abilities == |
− | {{image|Kandra by Elisgardor.jpg|side=right|width=200px| |
+ | {{image|Kandra by Elisgardor.jpg|side=right|width=200px|A kandra with transparent skin}} |
− | + | 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, bones, or [[singer]] carapace, so these parts they must get from the digested victims, and be put into place one by one.{{wob ref|2905}} |
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+ | 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 affect their mental ability.{{book ref|mb3|2}} |
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− | Los kandra especialmente hábiles pueden hacer sus propios ajustes a la forma de la criatura que están tomando. Aunque imitar a un individuo o criatura única existente es más común, el kandra más hábil puede usar solo un cráneo o un conjunto de huesos para construir una estructura funcional que le permita moverse libremente y comunicarse. |
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+ | 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. |
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− | Estar sin huesos hará que un kandra no pueda moverse rápido, hablar o crear una forma adecuada, pero no afecta su capacidad mental.{{book ref|mb3|2}} |
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+ | 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. |
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− | Al reformar su cuerpo dentro del mecanismo, pueden romper cerraduras simples.{{book ref|mb6|19}} Los kandra también son conocidos como actores incomparables. Antes de asumir el papel de cierta persona, un kandra pasará una cantidad significativa de tiempo observando al individuo para aprender sus gestos, historia y relaciones. Como resultado, es casi imposible distinguir a un kandra del individuo real al que están personificando. |
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+ | 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}} |
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− | En combate, un kandra puede formar músculos poderosos y curar la mayoría de las heridas de inmediato, utilizando su capacidad para cambiar de forma. Al crear un [[Cuerpo verdadero|cuerpo verdadero]] especial para este propósito, pueden obtener muchas ventajas, como huesos de metal, armas ocultas, etc. Romper huesos puede ralentizarlos enormemente. |
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+ | It is theoretically possible for a kandra to become a [[Knight Radiant]], if they manage to convince a [[spren]] to [[Nahel bond|bond]] with them.{{wob ref|1832}} Digesting a [[Lifeless]] could have weird side effects.{{wob ref|15341}} |
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− | Los kandra son capaces de asumir formas más pequeñas, pero perder demasiada masa hará que un kandra no pueda mantener su inteligencia.{{wob ref|750}} |
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− | Es teóricamente posible que un kandra se convierta en un [[Caballero Radiante]], si consigue convencer a un [[spren]] para que se [[Vínculo Nahel|vincule]] con él.{{wob ref|1832}} Digerir a un [[Sinvida]] podría tener efectos secundarios extraños.{{wob ref|15341}} |
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+ | There are 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}} |
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+ | '''[[Blessing of Awareness]]:''' |
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+ | '''[[Blessing of Potency]]:''' |
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− | Hay cuatro bendiciones diferentes disponibles para crear un kandra. Todas otorgan consciencia a los espectros de la bruma y los convierten en kandra, pero también tienen beneficios adicionales {{epigraph ref|mb3|38}}. La bendición proviene del efecto que roba el clavo hemalúrgico {{wob ref|11744}}. |
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+ | : A pair of [[iron]] spikes that give a kandra more strength, like that of an Allomancer burning [[pewter]].{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} It is not exactly the same effect, however; it does not grant the limitless energy received from burning pewter. |
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− | '''[[ |
+ | '''[[Blessing of Presence]]:''' |
+ | : A pair of [[copper]] spikes that grant increased mental capability.{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} 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|mb3|2}}{{book ref|mb3|24}} This Blessing also counters at least some of the mental weakness that is caused by Hemalurgy; kandra with this Blessing are much less vulnerable to being controlled by Ruin than others.{{wob ref|5597}} |
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− | '''[[ |
+ | '''[[Blessing of Stability]]:''' |
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+ | : 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}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} This Blessing was rarely used.{{wob ref|7712}} |
+ | 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}} |
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− | '''[[Bendición de la Presencia]]:''' |
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− | : Un par de clavos de [[Cobre|cobre]] que otorgan una mayor capacidad mental.{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} Esta capacidad incluye la habilidad de concentrarse a pesar de la incomodidad física o la distracción, la memoria excepcionalmente aguda, la resistencia a la locura y la incapacidad de perder el conocimiento debido a una conmoción.{{book ref|mb3|2}}{{book ref|mb3|24}} Esta bendición también contrarresta al menos parte de la debilidad mental causada por la hemalurgia; Los kandra con esta bendición son mucho menos vulnerables a ser controlados por Ruina que los otros.{{wob ref|5597}} |
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+ | 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}} Despite the fact that kandra are Invested, they are still able to worldhop.{{wob ref|9504}} |
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− | '''[[Bendición de Estabilidad]]:''' |
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− | : Un par de clavos de [[cinc]] que dota a su receptor de fortaleza emocional, haciéndolo mucho más resistente al control por la alomancia emocional.{{epigraph ref|mb3|38}}{{file ref|Hemalurgy table.jpg|Hemalurgy Table}}{{wob ref|11744}} Esta bendición rara vez se usó.{{wob ref|7712}} |
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− | Un kandra puede sobrevivir con un solo clavo, pero pierde algo de su cordura mientras lo hace.{{book ref|mb6|3}} Un kandra con un clavo no puede ser controlado por [[Ruina]] o [[Armonía]].{{book ref|mb5|7}} |
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+ | {{image|TenSoon's Judgement by Marc Mestre.jpg|side=right|width=300px|[[TenSoon]] being judged in the [[Kandra Homeland|Homeland]]}} |
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+ | === The Final Empire === |
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+ | The First Generation of kandra were originally [[Rashek]]'s fellow [[Terris]] packmen. 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 were transformed into [[mistwraith]]s, but he gave Hemalurgic spikes to the packmen, transforming them into the First Generation.{{book ref|mb3|62}} They were to become his spies and informants. |
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+ | 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|mb3|11}} All future generations of kandra are created by the first by granting blessings in the form of Hemalurgic spikes to mistwraiths. |
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− | Hay más bendiciones posibles que las cuatro ya conocidas.{{wob ref|1116}} La alomancia se puede otorgar a un kandra a través de la hemalurgia, como se muestra cuando [[Sangradora]] usa las habilidades alománticas de un [[Lanzamonedas|lanzamonedas]], pero en el universo solo Armonía y, probablemente, Sangradora conocen el proceso para hacerlo.{{wob ref|1231}} También se sabe que un kandra puede obtener alomancia quemando [[Lerasium|lerasium]].{{wob ref|9504}} |
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+ | 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}} |
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− | == Historia == |
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− | === El Imperio Final === |
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− | La Primera Generación de kandra eran originalmente compañeros del grupo de [[Rashek]] provenientes de [[Terris]]. Durante su ascensión, Rashek se dio cuenta de que una persona con [[Alomancia|alomancia]] y [[Feruquimia|feruquimia]] representaría una seria amenaza para la estabilidad del [[Imperio Final]], por lo que habló directamente con las mentes de sus amigos más cercanos, haciendo un trato con ellos para cambiar su feruquimia por la inmortalidad. Todos los feruquimistas vivos se transformaron en [[Espectro de la bruma|espectros de la bruma]], pero él les dio clavos hemalúrgicos a sus compañeros más cercanos, transformándolos en la Primera Generación.{{book ref|mb3|62}} Se convertirían en sus espías e informantes. |
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+ | === After the Catacendre === |
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− | Los kandra fueron la tercera y última de las creaciones de Rashek. Fueron creados con dos clavos hemalúrgicos y, por lo tanto, son menos susceptibles a la influencia de [[Ruina]] u otras [[Esquirla|Esquirlas]]. La Primera Generación de kandra, los amigos del lord Legislador, crearon un código legal que luego fue aprobado por el lord Legislador. Este código se conoce como [[Primer Contrato]]. El Contrato es lo primero que aprende un kandra al poder razonar.{{book ref|mb3|11}} Todas las generaciones futuras de kandra son creadas por la Primera al otorgar bendiciones en forma de clavos hemalúrgicos a los espectros de la bruma. |
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+ | 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}} |
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− | Justo antes del [[Catacendro]], la mayoría de los kandra ejecutó la [[Resolución]]. La Primera Generación ordenó a todos los kandra que eliminaran sus bendiciones en un esfuerzo por evitar que Ruina los influyera y recuperara su cuerpo. Eventualmente fueron capaces de reemplazar sus clavos, aunque es poco probable que se formen nuevos kandra, ya que la hemalurgia no es muy conocida.{{wob ref|5269}} Dado que [[Armonía]] ha absorbido a Ruina en sí mismo, los kandra ahora están bajo su control directo. Los kandra que no tienen clavos durante largos períodos de tiempo pierden una parte significativa de sus recuerdos.{{wob ref|4154}}{{wob ref|5867}} |
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⚫ | Since the Catacendre, some kandra have traveled to other worlds,{{wob ref|5990}}{{wob ref|6438}} likely to gather information for Harmony, though most have remained on Scadrial.{{wob ref|4339}} One female kandra acting as an agent of Harmony was likely on Roshar in early 1174.{{wob ref|1052}}{{wob ref|9504}} |
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− | === Después del Catacendro === |
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− | Los kandra todavía existen después de la Ascensión, pero ahora sirven a Armonía como sus agentes {{book ref|mb5|7}}, usando sus habilidades para mezclarse con quienes los rodean para realizar las tareas encomendadas por Armonía. Son conocidos por la sociedad de [[Elendel]] debido a su mención en las [[Palabras de Instauración]], pero su mención es vaga.{{book ref|mb5|7}} A menudo se les conoce como "Inmortales sin rostro", y las reacciones a ellos se mezclan entre la reverencia{{book ref|mb5|13}} y el escepticismo como leyenda urbana.{{book ref|mb5|12}} |
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+ | 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 end their own lives using this method.{{book ref|mb5|20}} By {{date|342|PC}}, the 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}} |
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+ | Kandra still seem reluctant to cause harm and kill humans, although this has become considerably more lax.{{book ref|mb5|11}} |
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− | Después de que Ruina casi tomara el control de los kandra, los kandra supervivientes descubren una manera de poner fin a sus propias vidas a voluntad si la situación lo requiere.{{book ref|mb5|19}} Muchos de los kandra de la Segunda Generación terminan sus propias vidas usando este método.{{book ref|mb5|20}} En ''Nacidos de la Bruma Era 2'', los kandra también conocen una forma de descubrir a los miembros de su propia especie disfrazados, utilizando una sustancia especial inyectada en el cuerpo que hace que un kandra se "caiga" brevemente, lo suficiente como para inhabilitarlo temporalmente. Desafortunadamente, la inyección es fatal para los humanos.{{book ref|mb5|13}} |
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+ | 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}} |
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− | Los kandra todavía parecen reacios a causar daño y matar humanos, aunque esto se ha vuelto considerablemente más laxo.{{book ref|mb5|11}} |
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− | Aunque la [[Tierra Natal kandra|tierra natal kandra]] ha sido abandonada durante mucho tiempo y venerada como un lugar sagrado, los kandra todavía se juntan, usando una apariencia humana y en la sociedad humana.{{book ref|mb5|20}} |
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+ | 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.{{book ref|mb3|7}} |
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+ | 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.{{wob ref|7510}} |
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− | Los kandra han pasado diez siglos esclavizados por la humanidad, sirviendo a los contratos en un esfuerzo por mantenerse a salvo. La mayoría de los kandra odian a los humanos por su situación, pero, irónicamente, la mayoría de los cuerpos verdaderos de los kandra tienen forma humana, con dos brazos, dos piernas y una cara, incluso mientras maldicen a la humanidad por mantenerlos esclavizados.{{book ref|mb3|7}} |
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+ | 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. |
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− | Hay otros trabajos que pueden realizar los kandra en su tierra natal, como la enseñanza y la instrucción de jóvenes kandra, lo que se considera un trabajo prestigioso entre los kandra.{{wob ref|7510}} |
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+ | {{image|Kandra.jpg|side=right|width=250px}} |
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− | Se refieren al lord Legislador como el Padre, porque él es responsable de su creación. Después de su muerte, [[TenSoon]] propone que [[Vin]] sea considerada la Madre, porque es ella quien mata al lord Legislador. Se desconoce si otros kandra aceptan este título para ella o no. |
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+ | The First Generation typically only communicates with the Second Generation. All subsequent generations are then created by the Seconds, 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. |
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− | La Primera Generación normalmente solo se comunica con la Segunda Generación. Todas las generaciones posteriores son creadas por los Segundos, cada cien años. Durante los aproximadamente mil años del reinado del lord Legislador, ha habido once generaciones, con una duodécima generación improbable, ya que el Padre está muerto. En general, todas las decisiones sobre la ley y el orden son comunicadas a las generaciones inferiores por la Segunda Generación, actuando como algo así como funcionarios del gobierno. TenSoon sospecha que en la Segunda Generación toman ventaja de ser los únicos con los que la Primera Generación hablarían mientras hacen muchas políticas por su cuenta, diciéndole a los kandra más jóvenes que es la decisión de la Primera Generación. |
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− | === |
+ | === Contracts === |
− | + | In the early days of the Final Empire, the kandra attempted to remain secret and blend into human society. However humans feared their abilities, calling them monsters, and began using Allomancy to hunt them down, by way of the Flaw, and kill them. After a few centuries, the kandra were almost extinct.{{book ref|woa|22}}{{book ref|hoa|11}} Out of desperation, the kandra agreed to become servants to humans, never leaving the Homeland unless out on a Contract.{{book ref|woa|40}} |
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+ | As a result of this history, kandra are secretive about their culture and have an intense loathing for humans, which is only made worse by the poor treatment they often receive from their masters. Despite this, they adhere to their Contracts without question, and are often used as spies by the nobility. Fulfilling 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. The terms of a Contract always prohibit a kandra from killing a human, changing bodies without permission, and revealing kandra secrets, and require the kandra to return to the Homeland if they break the terms of the Contract or if their master dies before the Contract expires. |
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− | Como resultado de esta historia, los kandra guardan secretos sobre su cultura y tienen un odio intenso por los humanos, que solo se ve agravado por el mal trato que a menudo reciben de sus amos. A pesar de esto, se adhieren a sus contratos sin dudarlo y, a menudo, la nobleza los utiliza como espías. Cumplir contratos es su forma de "pagar por su libertad" para evitar que los humanos busquen formas de esclavizarlos de otras formas y descubran su debilidad ante la alomancia. Los términos de un contrato siempre prohíben que un kandra mate a un humano, cambie de cuerpo sin permiso y revele secretos de kandra, y requiere que el kandra regrese a su tierra si rompen los términos del contrato o si su amo muere antes de que expire. |
||
+ | On top of that, the fulfilling of Contracts also has another purpose. A Contract must be paid for in [[atium]], which is then brought to the Homeland where it is stockpiled in a metal vault known as 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. |
||
− | Además de eso, el cumplimiento de los contratos también tiene otro propósito. Un contrato debe pagarse en [[Atium|atium]], que luego se lleva a la tierra natal, donde se almacena en una bóveda de metal conocida como La Confianza. Hacen esto porque atium es el poder condensado de Ruina, y al almacenarlo en un lugar donde Ruina no tiene influencia, le niegan el acceso a una parte de su poder. |
||
− | + | All Contracts are modelled on the [[First Contract]].{{book ref|hoa|11}} During the time of the Final Empire, Contracts were arranged by leaving a message at a designated place in Luthadel. A kandra Contracted to the Lord Ruler would then go to the client and act as an intermediary while the papers were signed and payment collected. The kandra—a member of the Fifth Generation during the later days of the [[Final Empire]]—would then return to the [[kandra Homeland]] where a kandra would be assigned to the Contract.{{wob ref|7979}} The punishment for a kandra who broke a Contract is death.{{book ref|hoa|2}} The details of the Contract were never disclosed to non-kandra, not even the Lord Ruler—though the kandra likely would have shared them with him if he asked.{{wob ref|7979}} |
|
− | === |
+ | === Allegiance === |
{{quote |
{{quote |
||
+ | |They were of Preservation all along. |
||
− | |En efecto, eran de Conservación. |
||
− | |[[ |
+ | |[[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 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, with their essence being of him but their [[Intent]] being of [[Preservation]]. 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. Just prior to the [[Battle of Hathsin]], 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. |
||
+ | == Notable Kandra == |
||
− | Los kandra inicialmente creen que son de [[Conservación]], mientras que los koloss, los humanos y los inquisidores son de [[Ruina]]. Esto es a pesar del hecho de que, al igual que otras razas creadas hemalúrgicamente, tienen clavos hemalúrgicos, que son de Ruina. El lord Legislador crea a los kandra para que sean sus espías, y la clase noble cree que son espías del nuevo gobierno. A menudo usan a un kandra como tal, pero el plan final de Rashek es que sean agentes dobles contra Ruina, siendo su esencia de él pero su [[Intención]] de Conservación. De acuerdo con el plan, Ruina creería que podría tomar el control de los kandra cuando quisiera, ya que poseen clavos hemalúrgicos. Sin embargo, debido a una cláusula en el Primer Contrato, así como por la Confianza y la Resolución, en lugar de ser utilizados por Ruina, se sacarían sus clavos cuando Ruina intentara tomar el control de ellos, si lo intentara. Justo antes de la [[Batalla de Hathsin]], este plan se concreta exactamente como lo había planeado el lord Legislador, interrumpiendo los esfuerzos de Ruina y finalmente conduciendo a su desaparición, demostrando que la verdadera lealtad del kandra siempre ha estado con Conservación. |
||
⚫ | |||
− | |||
− | == Kandra destacados == |
||
⚫ | |||
{{columns| |
{{columns| |
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* [[TenSoon]] |
* [[TenSoon]] |
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Línea 127: | Línea 124: | ||
}} |
}} |
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− | == |
+ | == Trivia == |
− | * |
+ | * The Blessing of Stability is rarely used because Brandon added it late in the development of ''[[The Hero of Ages]]'', after realizing that the structure of the powers of metals in [[Hemalurgy]] required a second mental Blessing.{{wob ref|7712}} |
− | * |
+ | * At least one unidentified kandra is a [[worldhopper]], and has made an appearance in [[Oathbringer]].{{wob ref|9504}} |
− | == |
+ | == Notes == |
<references/> |
<references/> |
||
{{partial}} |
{{partial}} |
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{{Mistborn|metals}} |
{{Mistborn|metals}} |
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− | [[ |
+ | [[category:kandra| ]] |
⚫ |
Revisión del 19:39 30 oct 2022
Kandra | |
---|---|
por Ben McSweeney
| |
Tipo | Criatura hemalúrgica |
Racional | Yes |
Mundo de origen | Scadrial |
Universo | Cosmere |
The kandra are a species on Scadrial first created by the Lord Ruler during his Ascension. They have the ability to reshape their bodies and most are well-practiced at imitation, making them extremely sought-after as spies.
Physiology
Appearance and Anatomy
Physically, the kandra resemble mistwraiths 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.
When impersonating a specific person, a kandra will use that person's bones and reshape their body to look exactly like that person's. When in the Homeland, most kandra use a True Body, which is a set of false 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.[1] A True Body does not have to be human-shaped, but most are. 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.[2] 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.
The members of the First Generation do not wear True Bodies, as the kandra did not originally know how to make them. Instead, they wear their own bones from before they became kandra.
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 location in the kandra's body.[3]
Creation
While the First Generation were created directly by the Lord Ruler, the First Generation creates all subsequent generations of kandra through "Blessings," a pair of Hemalurgic spikes charged with a human physical or mental attribute. 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. One Blessing converts a mistwraith into a sentient kandra. Kandra take longer to reach maturity than a human normally would take.[4] 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. The kandra do not know how to make new kandra spikes, though they have an inkling.[5]
Death
Kandra do not appear to die of natural causes, but they are not immortal, just incredibly long lived.[6] 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.[7] 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.[8] Destroying the spikes with explosion or by other means can turn them back into mistwraith, practically killing them.[9]
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.[10] The digestion is necessary also because kandra cannot create hair, fur, bones, or singer carapace, so these parts they must get from the digested victims, and be put into place one by one.[11]
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 affect their mental ability.[12]
By reforming their body inside the mechanism, they can crack simple locks.[13] 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.[14]
It is theoretically possible for a kandra to become a Knight Radiant, if they manage to convince a spren to bond with them.[15] Digesting a Lifeless could have weird side effects.[16]
Blessings
There are four different blessings available to make a kandra. All grant mistwraiths sentience and convert them into kandra, but they also have additional benefits.[17] The blessing comes from the effect that the Hemalurgic spike steals.[18]
- A pair of tin spikes that grant a kandra increased senses, similar to Allomantically burning tin.[17][19][18]
- A pair of iron spikes that give a kandra more strength, like that of an Allomancer burning pewter.[17][19][18] It is not exactly the same effect, however; it does not grant the limitless energy received from burning pewter.
- A pair of copper spikes that grant increased mental capability.[17][19][18] 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.[12][20] This Blessing also counters at least some of the mental weakness that is caused by Hemalurgy; kandra with this Blessing are much less vulnerable to being controlled by Ruin than others.[21]
- A pair of zinc spikes that endows its receiver with emotional fortitude, rendering them much more resistant to control by emotional Allomancy.[17][19][18] This Blessing was rarely used.[22]
A kandra can survive with only one spike, but they lose some of their sanity while doing so.[9] A kandra with one spike cannot be controlled by Ruin or Harmony.[23]
There are more possible Blessings than the four already known.[24] 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.[25] It is also known that kandra can gain Allomancy by burning Lerasium.[26] Despite the fact that kandra are Invested, they are still able to worldhop.[27]
History
The Final Empire
The First Generation of kandra were originally Rashek's fellow Terris packmen. 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 were transformed into mistwraiths, but he gave Hemalurgic spikes to the packmen, transforming them into the First Generation.[28] 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 Shards. 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.[29] 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.[30] 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.[31][32]
After the Catacendre
Kandra still exist after the Ascension but now serve Harmony as his agents,[23] 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.[23] They are often referred to as "Faceless Immortals", and reactions to them are mixed between reverence[33] and skepticism as an urban legend.[34]
Since the Catacendre, some kandra have traveled to other worlds,[35][36] likely to gather information for Harmony, though most have remained on Scadrial.[37] One female kandra acting as an agent of Harmony was likely on Roshar in early 1174.[38][27]
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.[39] Many of the Second Generation end their own lives using this method.[40] By 342 PC, the 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.[33]
Kandra still seem reluctant to cause harm and kill humans, although this has become considerably more lax.[41]
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.[40]
Culture
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.[1]
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.[42]
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 Seconds, 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.
Contracts
In the early days of the Final Empire, the kandra attempted to remain secret and blend into human society. However humans feared their abilities, calling them monsters, and began using Allomancy to hunt them down, by way of the Flaw, and kill them. After a few centuries, the kandra were almost extinct.[43][29] Out of desperation, the kandra agreed to become servants to humans, never leaving the Homeland unless out on a Contract.[44]
As a result of this history, kandra are secretive about their culture and have an intense loathing for humans, which is only made worse by the poor treatment they often receive from their masters. Despite this, they adhere to their Contracts without question, and are often used as spies by the nobility. Fulfilling 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. The terms of a Contract always prohibit a kandra from killing a human, changing bodies without permission, and revealing kandra secrets, and require the kandra to return to the Homeland if they break the terms of the Contract or if their master dies before the Contract expires.
On top of that, the fulfilling of Contracts also has another purpose. A Contract must be paid for in atium, which is then brought to the Homeland where it is stockpiled in a metal vault known as 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.
All Contracts are modelled on the First Contract.[29] During the time of the Final Empire, Contracts were arranged by leaving a message at a designated place in Luthadel. A kandra Contracted to the Lord Ruler would then go to the client and act as an intermediary while the papers were signed and payment collected. The kandra—a member of the Fifth Generation during the later days of the Final Empire—would then return to the kandra Homeland where a kandra would be assigned to the Contract.[45] The punishment for a kandra who broke a Contract is death.[12] The details of the Contract were never disclosed to non-kandra, not even the Lord Ruler—though the kandra likely would have shared them with him if he asked.[45]
Allegiance
“They were of Preservation all along. ”
—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 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, with their essence being of him but their Intent being of Preservation. 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. Just prior to the Battle of Hathsin, 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.
Notable Kandra
Trivia
- The Blessing of Stability is rarely used because Brandon added it late in the development of The Hero of Ages, after realizing that the structure of the powers of metals in Hemalurgy required a second mental Blessing.[22]
- At least one unidentified kandra is a worldhopper, and has made an appearance in Oathbringer.[27]
Notes
- ↑ a b El Héroe de las Eras capítulo 7#
- ↑ Brazales de Duelo (libro) capítulo 16#
- ↑ /r/Fantasy_Bookclub Alloy of Law Q&A
— Arcanum - 2012-01-17# - ↑ Skyward Chicago signing
— Arcanum - 2018-11-16# - ↑ Barnes & Noble B-Fest 2016
— Arcanum - 2016-06-11# - ↑ Read For Pixels 2018
— Arcanum - 2018-09-01# - ↑ Brazales de Duelo (libro) capítulo 24#
- ↑ Brazales de Duelo (libro) capítulo 29#
- ↑ a b Brazales de Duelo (libro) capítulo 3#
- ↑ Sombras de identidad capítulo 21#
- ↑ Shadows of Self Leeds UK signing
— Arcanum - 2015-10-22# - ↑ a b c El Héroe de las Eras capítulo 2#
- ↑ Brazales de Duelo (libro) capítulo 19#
- ↑ Calamity Houston signing
— Arcanum - 2016-02-24# - ↑ Warsaw signing
— Arcanum - 2017-03-18# - ↑ YouTube Spoiler Stream 3
— Arcanum - 2021-12-16# - ↑ a b c d e El Héroe de las Eras capítulo 38 Epígrafe#
- ↑ a b c d e Skyward release party
— Arcanum - 2018-11-06# - ↑ a b c d Hemalurgy Table
- ↑ El Héroe de las Eras capítulo 24#
- ↑ Hero of Ages Q&A - Time Waster's Guide
— Arcanum - 2008-10-15# - ↑ a b The Hero of Ages Annotations
— Arcanum - 2009-11-17# - ↑ a b c Sombras de identidad capítulo 7#
- ↑ 17th Shard Forum Q&A
— Arcanum - 2012-09-26# - ↑ 17th Shard Forum Q&A
— Arcanum - 2012-09-27# - ↑ Goodreads: Ask the Author Q&A
— Arcanum - 2014-08-13# - ↑ a b c JordanCon 2018
— Arcanum - 2018-04-21# - ↑ El Héroe de las Eras capítulo 62#
- ↑ a b c El Héroe de las Eras capítulo 11#
- ↑ Hero of Ages Q&A - Time Waster's Guide
— Arcanum - 2008-10-15# - ↑ /r/Fantasy_Bookclub Alloy of Law Q&A
— Arcanum - 2012-01-20# - ↑ Hero of Ages Q&A - Time Waster's Guide
— Arcanum - 2008-10-15# - ↑ a b Sombras de identidad capítulo 13#
- ↑ Sombras de identidad capítulo 12#
- ↑ Arcanum Unbounded signing Seattle
— Arcanum - 2016-12-01# - ↑ JordanCon 2014
— Arcanum - 2014-04-11# - ↑ Shadows of Self San Jose signing
— Arcanum - 2015-10-09# - ↑ Salt Lake City Comic-Con 2014
— Arcanum - 2014-09-04# - ↑ Sombras de identidad capítulo 19#
- ↑ a b Sombras de identidad capítulo 20#
- ↑ Sombras de identidad capítulo 11#
- ↑ The Hero of Ages Annotations
— Arcanum - 2009-07-16# - ↑ El Pozo de la Ascensión (libro) capítulo 22#
- ↑ El Pozo de la Ascensión (libro) capítulo 40#
- ↑ a b The Hero of Ages Annotations
— Arcanum - 2010-02-09#