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JeHoy the sample kandra, from the Mistborn Adventure Game

The kandra are a race of creatures on Scadrial, featured in the Mistborn trilogy. Kandra were created by the Lord Ruler through the use of Hemalurgy. The principle purpose of the kandra are as spies, because of their notable ability to imitate any being.

Physiology

Physically, the kandra resemble a Mistwraith in their natural form, however, they are Plantilla:Wp.

Because of their advanced age, the First Generation appear to be made of darker coloured flesh which tend to hang off them when they are wearing bones.

Culture

The kandra are known to be secretive, keeping to themselves and mistrusting of all others including each other. Kandra keep religiously to an idea they call "The Contract", which is the system by which they offer their services to humans. In order to hire a kandra, they are to be paid in atium.

There are other jobs for kandra to perform in the Homeland, such as the teaching and instruction of a child kandra, something to be considered a prestigious job among kandra.Error en la cita: Etiqueta <ref> no válida; las referencias sin nombre deben tener contenido

Creation

Kandra are created through the use of Hemalurgy. By giving a pair of Hemalurgic metal spikes (referred to by the kandra as "blessings") to a mistwraith, it is granted sentience and all the powers of a kandra. The First Generation were the first kandra created in this manner by the Lord Ruler. All previous generations were then created by the Firsts and subsequent generations.

Blessings

There are four different blessings available to make a kandra.Error en la cita: Etiqueta <ref> no válida; las referencias sin nombre deben tener contenido The first is the Blessing of Awareness, which grants a kandra increased senses, similar to Allomantically burning tin. The second is the Blessing of Potency, which gives a kandra more strength that is like an Allomancer burning pewter. It is not exactly the same however, and it will not grant you the limitless energy you receive by burning pewter. The third Blessing is the Blessing of Presence which grants increased mental capability. This Blessing counters the mental weakness that is caused by Hemalurgy, so the kandra with these spikes are much less vulnerable to being controlled through emotional Allomancy. The fourth Blessing is rarely used. It is the Blessing of Stability and it endows it's receiver with emotional fortitude.

Relation To Mistwraiths

As stated previously, kandra are mistwraiths altered by hemalurgy and given sentience. Despite the phsyical similarities, and indeed origins as a mistwraith, kandra are considered a seperate species entirely.

Abilities

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 killed and digested.

Especially skilled kandra are able to make their own adjustments to the shape of the creature they are taking.

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 also live exceptionally long lives, but are not immortal.

Notable Kandra

Notes


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