Kandra

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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. The First Generation of kandra were created by the Lord Ruler through the use of Hemalurgy, resulting in the kandra calling him "Father". The principal usage 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 Template: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.

When they are in their Homeland, all Generations prefer the form of a True Body, a set of false bones, human-shaped, crafted by a kandra artisan. Some True Body forms are quartz, with translucent skin, allowing the stone to sparkle faintly in the light.Cite error: Invalid <ref> tag; refs with no name must have content 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, even kandra True Body forms are human, two arms, two legs, faces, even while they curse humankind for keeping them enslaved.Cite error: Invalid <ref> tag; refs with no name must have content

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. 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.Cite error: Invalid <ref> tag; refs with no name must have content

The First Generation only communicates with the Second Generation. The First Generation were the first kandra created by the Lord Ruler. All subsequent generations were then created by the Firsts, every hundred years.[citation needed] During the approximate thousand years of the Lord Ruler's reign, there have been Eleven Generations, with a Twelfth Generation unlikely, as their Father is dead.

Allegiance

They were of Preservation all along.

Harmony on the Kandra

The kandra believed that they were Preservation, while the koloss, humans and Inquisitors were of Ruin, although like the other Hemalurgic constructs they had Hemalurgic spikes. The Lord Ruler created the kandra to be his spies, the Nobles believed they were his spies for the new government and they often used them as such however the Lord Ruler had always intended for them to be his double agents, the plan was that Ruin would believe that he could take control of the Kandra whenever he wanted as they were all planted with Hemalurgic spikes. However due to the First Contract and the trust that the kandra had they pulled the spikes free when Ruin tried to seize them. This disrupted Ruins plan and ultimately led to his demise, showing where the kandra's true allegiance had always lain.

Creation

The First Generation created all subsequent generations through "Blessings", using the art of Hemalurgy, with a pair of hemalurgic metal spikes provided by the Lord Ruler each century, giving the number requested by the kandra. During the thousand plus years of the Lord Ruler's reign, there have been Eleven Generations, with a Twelfth Generation unlikely, as their Father is dead. Without the Lord Ruler, the kandra cannot create new Blessings, or new kandra. Sometimes referred to as "mistwraiths that have evolved". It is revealed in the third book Mistborn: The Hero of Ages that kandra are immortal, created from the Lord Ruler's Terris companions and do not die naturally. The "Blessings" given to a mistwraith grant sentience with additional benefits.

Blessings

There are four different blessings available to make a kandra. All four grant mistwraiths sentience, but they also have additional benefits.Cite error: Invalid <ref> tag; refs with no name must have content

Blessing of Awareness
A pair of tin spikes which grant a kandra increased senses, similar to Allomantically burning tin.Cite error: Invalid <ref> tag; refs with no name must have content
Blessing of Potency
A pair of iron spikes which give a kandra more strength that is like an Allomancer burning pewter.Cite error: Invalid <ref> tag; refs with no name must have content It is not exactly the same however, and it will not grant you the limitless energy you receive by burning pewter.
Blessing of Presence
A pair of copper spikes which grant increased mental capability.Cite error: Invalid <ref> tag; refs with no name must have content 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.Cite error: Invalid <ref> tag; refs with no name must have contentCite error: Invalid <ref> tag; refs with no name must have content 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.Cite error: Invalid <ref> tag; refs with no name must have content
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.Cite error: Invalid <ref> tag; refs with no name must have content

Relation To 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.

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