Diferencia entre revisiones de «Kandra»

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m
I think the WoB on Identity is ambiguous enough that it shouldn't really be cited here and the WoB on kandra worldhoppers suggests there are multiple, so I don't think that should be included in the list; fix caps
m (→‎Creation: Just for the sake of pedantics, I couldn't find a wob saying they absoloutely could not, if given the info.)
m (I think the WoB on Identity is ambiguous enough that it shouldn't really be cited here and the WoB on kandra worldhoppers suggests there are multiple, so I don't think that should be included in the list; fix caps)
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.
 
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 Kandrakandra 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.
 
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.
 
=== 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, granting them [[Identity]].{{wob ref|9431}} 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 Kandrakandra do not know how to make new Kandrakandra spikes, though they have an inkling.{{wob ref |4652}}
 
=== Death ===
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, Kandrakandra 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.{{wob ref|750}}
Kandra still seem reluctant to cause harm and kill humans, although this has become considerably more lax.{{book ref|mb5|11}}
 
Although the [[Kandra Homeland]] has long been abandoned and revered as a holy place, Kandrakandra still get together, albeit under a human guise and in human society.{{book ref|mb5|20}}
 
== Culture ==
{{quote
|They were of Preservation all along.
|[[Harmony]] on the Kandrakandra
}}
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. 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.
* [[VenDell]]
* [[ReLuur]]
* Unknown Kandra Worldhopper
}}