Difference between revisions of "Kandra"

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(Undo revision 178642, I'm bringing the Tress stuff back. I believe this edit was made under the Time Machine)
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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.
 
Kandra store their cognitive system throughout their entire body, and can form an organ which functions as a brain to think.{{book ref|mb6|19}} 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}} Kandra flesh will retain its appearance when cut free of their bodies.{{book ref|mb6|6}}
 
=== Creation ===
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.
 
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. They can also turn off their nerves that cause pain.{{book ref|mb6|24}}
 
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}}
 
Losing one or both of their Blessings leaves holes in a kandra's memories.{{book ref|mb6|3}} The longer without their Blessings, the bigger the holes will be.{{book ref|mb6|21}} Removing a single spike will cause a kandra to lose their sanity. Kandra with only one spike will refuse a spike from another kandra, and this process can cause radical changes in personality, memory, and temperament. Giving them back their missing Blessing will restore their sanity.{{book ref|mb6|3}}
 
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}}
 
=== Blessings ===
There are four different blessingsBlessings 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 blessingBlessing comes from the effect that the Hemalurgic spike steals.{{wob ref|11744}} They are typically slender, and less than three inches long.{{book ref|mb6|19}} The longer a Blessing is out of a kandra, the weaker it becomes.{{book ref|mb6|21}}
 
;[[Blessing of Awareness]]
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.
 
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 blessingsBlessings 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 blessingsBlessings 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}}
 
=== After the Catacendre ===
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