Kaldra was an Avatar summoned by Glissa Sunseeker using the three so-called Kaldra artifacts.
The Kaldra Champion helped Glissa to fight Memnarch’s constructs until Memnarch took control of it. It was destroyed when the green sun shot through the Radix.
“I would never have believed that on a world with four suns there could exist a place so dark.”
Glissa was a Viridian Elf living in the Tangle. Her life was an ordinary one, except for her distrust of the trolls who controlled Tel-Jilad. Her distrust led her to often ignore the rituals the trolls perpetuated in order to ease the memories of the elves, and as a result, she began having vivid hallucinations she called flares. Her hallucinations became a part of her everyday life, and soon she began to ignore the strange occurrences. Her paranoia of the trolls seemed to bear fruit, for one night, they abducted her. She was taken before a mysterious troll who had no metal upon him at all. This troll called himself Chunth and explained that they had taken her to protect her. She seized a weapon and fled as soon as possible, only to discover that the trolls had not been lying.
When she returned home, she found it a charnel house with levelers milling about. She fought them, and they eventually retreated, incidentally having captured and wounded Glissa. She awoke in a vast cavern the next morning. With the help of a goblin named Slobad, she freed herself and sought out help to deal with her wound, which had become badly infected. Slobad led Glissa across the glimmervoid to the Leonin capital of Taj-Nar. There, her wound was treated and she befriended Kha Raksha. He related to her that he too was attacked in the same instant she was. An unlikely alliance seemed in order, and with the leonin help, she struck out to learn who her mysterious enemy was. This search led her deep into the Mephidross where she and Slobad encountered a dilapidated golem. The construct turned out to be sentient after Slobad fixed it, and introduced himself as Bosh. With the golem’s help, the trio managed to penetrate to the heart of the dross, a structure called Ish-Sah ruled by the necromancer Geth. After defeating him, she struck a deal to spare him for information, data he was glad to share so long as it rid him of the troublesome group. This data led to the next leg of her journey, towards the Quicksilver Sea and the Vedalken city of Lumengrid. Along the coast, she allied herself with a Neurok wizard named Bruenna who desperately wanted to strike out against the vedalken overlords that held her people enslaved. After a harrowing journey across the sea, tucked safely inside Bosh, Slobad and Glissa emerged in Lumengrid. Here, she confronted the mysterious individual orchestrating the attacks, Pontifex, and with help, she managed to kill him… only to have the true culprit revealed.
She began to unravel Mirrodin’s secrets and found that Memnarch was responsible for the attack. She wielded the Kaldra artifacts, after journeying to acquire them, but was betrayed by the avatar when Memnarch gained control of them. It was revealed that her latent planeswalker’s spark was Memnarch’s final goal, but she escaped when the green sun erupted from the core. She returned to the Tangle to find it a changed place and was immediately arrested by her own people for the murder of her parents. As it turned out, her sister Lyese had not perished during the attack. After the levelers attacked at her trial, she was cleared of charges and put together an alliance of her friends and family, intent on toppling Memnarch’s reign. She returned to Ish-Sah, to find Geth no longer the head of the Dross, where she became trapped in a time-bubble for five years. When she was released, she found the world totally different than as she remembered it. Taj-Nar had fallen and Slobad had been missing since her mission. Her sister had risen in prominence to head the alliance, which had barely survived Memnarch’s constant onslaught. Glissa dared to dive into the heart of the world once more to end Memnarch once and for all. When she arrived in the core she found Memnarch had transformed it into an enormous spark-transfer machine, planning on using the souls of all those above to fuel it. Sadly enough, she found Slobad strapped to the machine, horribly tortured, and used to engineer it. With righteous fury, she flung herself at the twisted and insane golem, knocking both herself and Memnarch into the core. Much to Slobad’s surprise, her spark was accidentally transferred to his battered form, which was whole for the first time in years. After meeting Karn and learning what had happened, Slobad willingly relinquished his newfound spark and powers to save his friend, Glissa, and all the life that had been stolen to be placed on Mirrodin.
In the end, Karn left Glissa, Slobad, and Geth as the new guardians of Argentum (Mirrodin) and the Mirari.
In Dungeons & Dragons
Introduced back in the days of third edition as “sets”, there are plenty of magic items which powers increase in the presence of other items that are connected to each other. The Kaldra equipments fit that concept to perfection, but we’re going to limit ourselves to create only the shield.
The indestructible mechanic in MtG is quite simple to understand: “A permanent with indestructible can’t be destroyed. Such permanents aren’t destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage.” Translating such a powerful effect to D&D is quite problematic, but that didn’t stop us from trying.
Shield of Kaldra
Armor (shield), legendary (requires attunement)
While holding this shield, you disregard partial effects of spells when succeeding on their saving throws unless you roll a 1.
The Shield of Kaldra has resistance to all damage. When wielded along the Sword and Helm of Kaldra, its user gains resistance to all damage.
Darksteel, or impervium, has been developed by House Cannith as a brand new material for weaponry. Unfortunately, its high price makes it unaffordable for most nations during war, so they never produced it en masse. The three prototypes, shaped as a sword, a shield and a helm, were safeguarded in a vault deep inside Whitehearth, and they should still be there…
How are you planning to incorporate Azor’s Gateway in youir campaign? Where do you think the keys that open it are hidden? Most importantly: what is inside? Take your guesses and leve it in the comments!