Preservation
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ooc: Wolf Tears[M:-10][M:-10][M:-10]
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Post by Preservation on Aug 11, 2011 23:56:41 GMT -6
Mistwraiths & Kandras
Mistwraiths Mistwraiths are an object of fear for the skaa, except for the few Mistings and Mistborns who go out into the mists. Skaa believe that mistwraiths are eerie beings who can impersonate other people or kill those who walk into the mists. People who go out in the mists–at least, mists outside of walled cities–are suspected of being mistwraiths who have taken human form. These people are treated with fear and loathing unless they can prove that they are indeed human (for example, by going out in daylight). However these myths are completely ludicrous, as mistwraiths cannot hurt people. While they do eat already dead or decayed matter in order to add to their physical bodies, they are completely harmless to living beings. The most likely origin of these tales is the physical appearance of mistwraiths, which comprise different limbs, heads, bones, and muscles that they have eaten. On top of this, their entire bodies are a translucent blue color, allowing observers to see all the organs, bones, and muscles moving inside of them. Obviously something that would give people nightmares–but overall, they are harmless.
Creation Kandra, one of the creatures created by the Lord Ruler during his Ascension, are mistwraiths given sentience. They are sometimes referred to as “mistwraiths that have grown up.” They are created through Hemalurgy, the art of Ruin. Two metal spikes are stabbed into a mistwraith at specific locations. The mistwraith then becomes a kandra with thoughts and conscience; depending on the metal used, they are also given one of four extended abilities or attributes. Somewhere around a hundred kandra are made every century, and each group is called a generation. (For example, the kandra created during the Ascension are the First Generation, while those made in the 300s are the Fourth Generation.)
Abilities Kandra have the unique ability to shape-shift. However, in order to do this they need to have a corpse to eat and digest. This acts as a kind of ‘map’ for them to shift into. Especially skilled kandra can also change or enhance certain parts of the bodies–for example, eating some kind of protein and then being able to make their muscles stronger. Due to this ability, any damage done to their bodies will not kill them; although they will feel the pain and the body they're using will be wounded, they merely need to repair the damage by shifting back to normal, or leave that body behind and digest a new one, to heal. Killing kandra is quite difficult indeed; the typical execution method involves dissolving them in acid. When not using a false body, kandra adapt themselves to artificial skeletons known as True Bodies, which are generally crafted from some kind of stone and can have any dimensions the kandra in question desires. Most are humanoid, although this is not a necessity.
Kandra are also incredible actors. For weeks–sometimes months, depending on experience and skill level–they will study the person they have been instructed to impersonate. During this time they will learn their mannerisms, speech patterns, friends, habits, history, and personality. When it is time for them to take the person's place they will act the part flawlessly.
Kandra can be controlled, however; in fact, for the first few decades they were used as puppets. You see, when the Lord Ruler created kandra he made a weakness so that he could control them if need be. Kandras are susceptible to soothing. It must be very powerful, performed by either a Mistborn burning brass and duralumin or a group of Soothers working together. The kandra is then controlled much as a puppet is, moving at the will of its masters.
Contracts Kandra can be bought by anyone with enough Atium. The price can vary depending on the length of time the kandra is needed; however, it is generally accepted as being four or five pieces of Atium. Kandra obey their Contract Masters without question, even if they disagree with an order. Breaking a contract is punishable by execution in the Kandra Homeland–a slow death by acid. One of the only things a kandra can not be forced to due is kill a human being. They will digest and imitate a corpse, but their master must kill the person. The only other thing that a kandra cannot be forced to do is tell their master about the kandra society, religion, blessings, or weakness, as this would endanger the entire kandra race. If a kandra does accidently let this slip and the Firsts and Seconds find out, the punishment is either execution or eternal imprisonment.
Politics The kandra are ruled by the First Generation. These were the Lord Ruler’s trusted Terrismen when he reached the Well of Ascension, but he decided that they could not let them live as they once had. Instead of killing them, he transformed them into mistwraiths, then again gave them sentience to make them kandra. The Firsts are the only ones allowed to make kandra. They alone have the right to insert the blessings into a mistwraith. However the Firsts rarely speak to anyone except the Seconds. The Second Generation is considered their mouthpiece while the Firsts simply sit in their holes and study those around them, letting the Seconds deal with such things as assigning contracts and keeping the other generations in line. Note: You may not make a first or second generation kandra.
The First Contract The First Contract, often spoken of by the kandra, was originally just a series of promises made by the First Generation to the Lord Ruler. They wrote these promises down and in doing so codified the first kandra laws. They were worried about governing themselves, independently of the Lord Ruler and his empire. So, they took what they had written to him, asking for his approval. He commanded it cast in steel, then personally scratched his name at the bottom. This code is the first thing a kandra learns upon awakening from his or her life as a mistwraith. It contains commands to revere the earlier generations, simple legal rights given to every kandra, provisions for creating new kandra, and a demand for ultimate dedication to the Lord Ruler. Most disturbingly, the First Contract contains a provision which, if invoked, would require mass suicide of the entire kandra race. This is called the Resolution.
(”The Hero of Ages”, “2008” by Brandon Sanderson) The Homeland The Kandra Homeland is located just to the North of the Pits of Hathsin. Technically it is located just north and below the Pits. The Homeland is actually a series of very large caverns and tunnels connected to the outside by a small number of tunnels. The tunnels are guarded day in and day out by the kandra on leave. Only people who need kandras are allowed to visit and they are only shown into small caverns a slight distance away from the main homeland where they will tell a Second, or another important kandra (they are rotated depending who is on leave), why and what they need a kandra for. Then the kandra will give the assignment to whomever is best fitted for the position at the moment.
Mindset and Culture Most kandras fiercely despise humans, seeing them as a lesser race. However, they do fear Allomancers–rightly so, since Allomancers used them as puppets in the old days and still could if they knew how to. Even if kandras serve their contracts without question they still resent humans and hate being controlled by them. Respect is another large aspect of the kandra mindset. No one from a younger generation is supposed to disrespect or disobey someone from an older generation. This is a form of indoctrination that allows the Firsts and Seconds to maintain control over the other generations.
Religion The kandra religion speaks mostly of the Lord Ruler, called the Father by the kandra. It also speaks of Ruin and Preservation and their on going struggle. However the kandras also preach of a day when the humans will be gone. Completely obliterated by Ruin and only the kandra will survive, well, the kandra and the father. Few outsiders know of the kandra’s religion because the kandra cannot be forced to talk about it and those who talk about it willingly are killed or imprisoned in the Homeland.
Blessings -The Blessing of Presence: This blessing allows the kandra to have increased mental capacity and speed. While they are sometimes underestimated these kandra can think fast enough to get them out of most situations and are often the best actors. This blessing is created through two hemalurgic spikes of copper. -The Blessing of Potency: This blessing grants the kandra increased physical strength and speed. Their contracts often have to do with being some sort of body guard. This blessing is given by using two hemalurgic spikes of iron. -The Blessing of Awareness: This blessing is used to give the kandra increased senses. They are able to hear, smell, taste, feel and see better then normal humans and even normal kandra. This blessing is given with two hemalurgic spikes of tin. -The Blessing of Stability: This rarely-used blessing grants emotional stability to the kandra who bears it. Little is known about this blessing except that the kandras who have it are incredibly steady and almost un-emotional. This blessing is done with two hemalurgic spikes of zinc.
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