The Art of Magic The Gathering I
The Art of Magic The Gathering I
The Art of Magic The Gathering I
ARTV
MAGIC
A Fantasy of
World Building
ART of
MAGIC
The Rath Cycle
JV WEATHERLIGHT.9
JG VILLAINS.57
J1Z PREDATOR.67
STRONGHOLD.77
THE
ORIGINS,
MAGIC'
hey say that art imitates life, but in the than blurted from a single point of view.
case of Magic: The Gathering,® it This is something I hadn’t experienced
would be more appropriate to say that in gaming before, and that difference, I
art defines life. That is because when I believe, is at the core of MAGIC: The
created Magic, contrary to most fantasy Gathering’s popularity.
game settings I wasn’t trying to tell a The art of telling a story in a trading
pre-determined story. Rather, I wanted card game has reached its zenith with
to provide players with evocative art that The Rath Cycle™. Beginning with the
conveyed story elements from which Weatherlight™ card set, we’ve unveiled a
they could weave their own tale. Players more traditional epic fantasy. Gerrard
wouldn’t know what the Winter Orb and the rest of the Weatherlight crew are
was, for instance, but between the art by at the center of a story that continues
Mark Tedin, the name on the card, and through Tempest,™ Stronghold™ and,
the card’s impact in the game, players Exodus’—2nd beyond in upcoming
could assemble their own view of the novels and card sets.
Dominia setting. Fabulous art, more The evolution of these characters
than a preset story, defined the world. and their story is revealed here from
The Antiquities® card set changed that conceptual sketches to finished art. If
by integrating art and plot. The the players are, indeed, archaeologists,
designers began with characters and a then this book is their atlas to explore
story that they wanted to tell through the exciting world that has been brought
the cards. At first, I confess this seemed to life through the hard work of
crazy to me. Unlike more conventional illustrators and the entire Magic design
modes of storytelling, the nature of a team. Together, they have fashioned
trading card game prevents controlling Rath into a unique environment, not
the order in which players are just for the MAGIC: THE GATHERING
introduced to the characters and events. game, but also for the story behind
But this inability to force a linear Magic as well.
storyline made me realize that this I hope you enjoy exploring it as
approach was not so different from my much as you do the Rath card sets.
original goal. It came to me then that
Magic: The Gathering players are like
archaeologists, piecing together the story
from a handful of illustrations, names,
and flavor text. It’s like the tale is being
whispered in bits and pieces to
players—words on the wind—rather
THE ARTf MAGIC
DOMINARIA:
LIVING SOUL
A'MAGIC
Above, Island by
Eric Peterson;
right, Swamp by
Romas; Jar right
bottom, Mountains
by Brian Durfee;
middle, Plains by
Douglas Shuler;
top, Forest by John
Avon. Background
design, Dominaria
and the Null
Moon by Brian
Dugan, Anthony
Waters, and
Sonia Telesco.
2
DOMINARJA
3
THE ARTf MAGIC
—Mark Tedin
4
RATH CYCLE
THE ARTf MAGIC
ithout a doubt, this is the first time that a book piece of the whole tale. Unraveling this story and
has been published to showcase the art from a assembling it into a coherent picture is a slow
card game. But MAGIC: The GATHERING is no process that requires patient concentration by the
ordinary card game. reader, who may not even have all the pieces of
This, the first in a series of The Art of MAGIC: the puzzle. But the rewards are as great as the
The Gathering books, focuses on the story of challenges; the sense of mystery and discovery is
The Rath Cycle. To fully appreciate the scope of the powerful in this new style of storytelling.
melding of art and story in The Rath Cycle, it is The art and the words are equal partners in
necessary to understand the phenomenal impact their task. How many books have a beautiful
Magic: The Gathering has had on fantasy art painting to accompany every paragraph? The art
and gaming in general. sets the tone of the world and establishes the
Magic: The Gathering began its scene for every segment of the story. It is also
remarkable life as a fun, fast-playing game of synonymous with the game. Visually, playing
sorcerous combat and sharp card trading. Its Magic: The Gathering is unlike playing any
rules were unusual enough to warrant a patent. other game. It is a treat for the eyes and the
But beneath its revolutionary rules and immense imagination, as well as a challenge to the mind.
Top, Ertais popularity, it was still just a game. And what art! When MAGIC: The
Meddling by It didn’t stay “just a game’’ for long. Players GATHERING was released in 1993, it set a new
Steve Luke; below, wanted to know more. How was the world of standard for game art. Individual pieces have
the artwork for
Dominaria created? Who were the legendary become cultural icons that are recognized by
Tempest packaging, by
brothers Urza and Mishra? Where did MAGIC millions of fans worldwide. Where most card
Mark Tedin, Anson
Maddocks, Kev come from, and what is mana, really? How do games are utterly abstract, MAGIC: The
Walker, and artifacts work? Each card, with an illustration and GATHERING has personality. Each card is
Matt Wilson accompanying paragraph of text, reveals one tiny different, with its own name and its own effect in
6
THE RATH CYCLE
the game. From the very beginning, cards were a dynastic war against his
designed to reflect the atmosphere and mystery father, the warclan is destroyed.
of an exotic land where wizards and mythical Gerrard joins the crew of
beasts grapple for supremacy. the flying ship Weatherlight and
It is against this vivid backdrop that the story for years travels across
of The Rath Cycle and the subject of this Dominaria. Eventually he
magnificent art book is unveiled in four MAGIC: leaves the Weatherlight to study
THE GATHERING expansion card sets: Weatherlight, the arts of war and combat
Tempest, Stronghold, and Exodus. in Benalia, convinced that
The story begins in Jamuraa when the boy the Legacy and his heritage
Gerrard Capashen is adopted by the ruler of a bring doom to his
warclan. Gerrard is accompanied by a remarkable companions.
companion, a golem named Karn. Hidden inside Meanwhile, Vuel has
the golem is part of Gerrard s Legacy, a been transformed into
collection of magical artifacts. Gerrard is raised Volrath and become evincar
alongside Vuel, the rulers son. But Vuel is jealous of Rath, a twisted mirror
and vindictive; the young men become bitter plane of Dominaria. But his
rivals and eventually enemies. When Vuel sets off hatred for Gerrard still
burns hot. To lure Gerrard
and the Legacy to Rath,
Volrath kidnaps Sisay, the
Weatherlight’s captain. The
crew of the Weatherlight seeks
out Gerrard to lead them on
a quest to free their
imprisoned captain.
After planeshifting to
Rath, the Weatherlight is soon
attacked by Volrath s flying
ship the Predator and suffers
several losses. A shot from Clockwise from top left,
the Predator throws Gerrard overboard, two crew No Quarter by Doug
members are captured by the evil Greven il-Vec, Chaffee; Sudden
7
THE ARTf MAGIC
:>
The Weatherlight
navigates her way
between huge shafts
of the flowstone in
the furnaces deep
within Rath. Right,
Furnace of Rath by
John Matson.
Overleaf, Tempest
promotional poster
by Donato Giancola.
12
THE WEATHERLIGHT
Cutaways
Deck lamps
(closeup)
TOP
Upper deck
Extended flight
position
Landing and”"
support spines
— FRONT
“A Style Guide is created and continually updated specifically to detail the look of the major races, Weatherlight’s sail
configuration and
personalities, and environments inherent within a card set. Its main purpose is to ensure when an artist hull cross-sections.
Schematics by Pete
produces a specific illustration, say, of an elf, that all of those pieces with elves in them will be consistent. Venters; lamp and
mast mechanisms by
This helps generate an intrinsically consistent environment on which to build. — Cha^Elliott Anthony Waters.
13
THE ARTf MAGIC
14
THE WEATHERLIGHT
15
THE ARTf MAGIC
The poop is a terribly exposed portion of the separated by rank, wrap around the weather
deck. Windscreens from the bridge lamps begin room, a sort of Weatherlight foyer just below the
to feather out around this area, making bridge, which leads also to the orlop deck, below.
crosscurrents a constant danger. Fortunately, very Engineers often take breaks from working the
little work takes sailors here. mast mechanisms in this cooler, quieter spot. A
Weatherlight}s main deck sees the greatest amount heavy wooden door with a raised lip provides
of activity. Her officers, passengers, and most of entry onto the deck. Ship s mast mechanisms are
her crew are housed and fed here. Most of the found in the mast room, a windowless cell set
crews section, located in the bow, has ceilings of dead-center in this quarter of the Weatherlight.
six feet, not including braces. Headroom is Orims sickbay has its back to this noisy chamber.
unusually generous in the aft section, averaging Officer s cabins and guest staterooms account for
eight feet. All of Weatherlight^ amenities are to be the remaining space.
found in the stern. Her galley and ship s messes,
16
THE WEATHERLIGHT
“Exploring Weatherlight s
planeswalking, since
Weatherlight s design is
ancient civilisation ”
—Chas^Elliott
The orlop deck of the Weatherlight gives access double doors opens into the cargo hold. Spaces
to the topmost floor of the cargo hold. Much of in the superstructure flanking the engine block
the crews supplies are stored here, atop whatever store equipment and allow access to the mana
cargo she may be carrying. Weatherlight s twin superfluid pool that is sandwiched between this
observation rooms are reached from this deck. deck and the bottom of the hull.
Approximately half of the lower deck is open Forward of the engine room is the hold,
from the base of the mast aft, permitting larger skirted on all sides by a narrow catwalk. The
cargo to be moved freely from the main deck to bulkheads housing the landing spines are fitted
the bottom of the ship. A small, adjoining beneath this deck and the orlop, straddling the
platform connects the engine room and either amidships mark. Over the bow are a series of
observation deck. Both outboard wings contain four cells, used to contain additional crew stores.
additional storage that can double as very The lowest deck is the cargo hold floor. A
The engine deck is composed in large part by Beneath the fourth deck catwalk a small door
the engine room, second only to the hold for opens into Hannas cramped workshop.
sheer size, and with good reason: It contains
Weatherlight}s enormous power plant. A pair of large
17
THE ARTf MAGIC
18
THE WEATHERLIGHT
u
^Qgc*< -m AA<,<r~
z^osrl^ ^ *^K
<zstia
wtl/of- - ^
/VlC^*'*') *r
r/>2LTv6/2*pH
v1
**4K
"CW of the nicest pieces n/*v
VT'
c*<t
of work Yve seen is
—P<?te Peters
If the engine room is the Weatherlight^ heart, Infighting is inevitable among the ranks on
then the bridge is her mind. Like the engine any vessel. Deckhands complain of spending the
room, the bridge of the Weatherlight is never voyage marinated in salt water or chilled by
empty, no matter the hour. It may have been an wind. Engineers bellyache about being as well
Upper right,
oversight, or pure cruelty on the part of her oiled as their machinery. The bridge crew s
interpretations of
ships equipment, designers, but so little space exists elsewhere torture is that they are the last to be fed because
inspired by the aboard the Weatherlight that her entire library of it is crucial they stay on post. Since the galley is
designs of Tony navigational stock resides in chests and drawers directly below them, they spend the whole of
DiTerlizzi; above, top-
near the door to the poop deck. Captaincy on each mess period engulfed in the aroma of their
down schematic of
the Weatherlight means spending the bulk of the crewmates’ food.
WeatherUght’s bridge by
Anthony Waters. day and night poring over charts on the bridge.
19
THE ARTf MAGIC
jQQnnn
20
THE WEATHERLIGHT
21
THE ARTf MAGIC
The genius of Weatherlight’s creator is most It is believed that the gate reactor is a cleverly
evident in the engine room. Tucked—more often engineered copy of an ancient Thran engine.
crammed—into this space are all of the elements Hints culled from the Thran Tome support this
that mark the Weatherlight as unique. One such notion. The reactor works by generating a small
machine is the shift drive, a mechanism that planar gate and tweaking it just out of phase
permits transit from Dominaria to Rath. several times a second. The resulting spatial
The Thran crystal rests at the core of all this imbalance causes explosions that, forced out of
machinery. Without it all Weatherlight’s elaborate the manifold, produce thrust. It is an ingenious, if
machinery is just so much ballast. This small regrettably loud, device. Heat from this
gemstone rests in a jacketed container, tucked combustion is used to quicken the mana fluid
into the bowels of the main block of the engine. without exposing it to the crystal by means of a
A separate device known as a mana converter uses special recirculating jacket that encircles the
mana to create a molasseslike green sludge, a fluid reactors exhaust. Feedback is kept under control
capable of carrying mana in suspension like an in this manner. Without the feedback loop there
electrical charge. Heating this toxic goo causes the would be no engine, no planar shifting, and, most
fluid to readily exchange its charge of magical important of all, no generating of the field that
potential, providing kinetic mana for the engine allows Weatherlight to defy gravity.
and power plant with increasing efficiency as It is the subject of much debate as to which is
its temperature increases. This liquid is forced worse: working in the mast room among all the
through the chamber that holds the crystal, grinding, shifting gears of the ship's masts,
generating a magical feedback loop that provides getting boiled in a room that's more like an oven,
power to the entire ship. A network of pumps or working in the engineers room, where the
feeds uncharged fluid into the crystals reaction work is greasier and much, much louder. Inertial
chamber from the reservoir sandwiched between dampers transmit this unwanted noise down the
the decks beneath the engine itself. Mana- length of the ship’s metal superstructure. Thus
enriched liquid is fed into the shift drive from the ship constantly produces a low hum.
Above, early speculative
this pool and, ultimately, to the gate reactor,
sketch of Weatherlight’s
power plant by the mechanism that provides the impetus
Anthony Waters. for the Weatherlight.
22
THE WEATHERLIGHT
Weatherlight’s engine went through many by Anthony Waters; top right, Hanna leans
designs before one was selected that struck against Weatherlight’s engine apparatus in a
a balance between earlier Thran designs painting by Tony DiTerlizzi, whose work
and the “Jules Vernian” look the team had considerable effect on later designs of
sought; sketches of early engine designs the Weatherlight.
23
THE ARTf MAGIC
■p !>"
t
24
THE WEATHERLIGHT
Xcjz.j~T
^ a^q.4
/wa
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fwT"- T
+ ^* f•**(**
25
THE ARTf MAGIC
The main block is the single most massive Housed in the block is the matrix of piping
piece of machinery on the Weatherlight and the and gears that transfer power up through the
heaviest of the drive systems components, ceiling to the mast room, the bridge, sickbay, the
stretching across most of the engine room floor. galley, and the deck lamps that shield the deck
Its roughly eleven feet at its highest point and from strong winds. Access panels are carefully
eighteen feet at its widest The weight of the block fitted along the gilding of the metal paneling;
is perhaps best described by the look on the not that any of the engineers are enthusiastic
engineers’ faces when it is mentioned that the about opening the beast or entering it. Consoles
Above, Anthony
block can be moved, and worse, that it needs to be. flank the huge machine and provide some idea as
Waters’s sketch of
Caring for this monumental and excessively to the health of its inner workings. In addition,
the Weatherlight’s
complex piece of equipment requires constant these consoles act as tuning mechanisms for the
Thran crystal
chamber. The attention. Eight to ten engineers are on shift from shift drive, the device by which Weatherlight slips
housing for sunrise to sunset, slaving over the batteries and into other planes of existence.
the crystal was fluid pumps, checking gauges, and adjusting feeds.
cracked during
the initial assault
by the Predator’s
moggs, filling the
engine room with
poisonous fumes.
26
THE WEATHERLIGHT
S j '
h.T C ^c«.n. f> <««■ ^ T«. V< i 7rW
Vi**"*,
rC{<r®Uc y
, e,v,/^tw ^4 V
c(orL # 4
<V< iV> irficf fX2fi r~«-~l
vW«f, < vrtCCfV o
,‘Wtvlj CJVtM ^'L. ©Jl-tf_
Much of the difficulty in working all of this Moving from plane to plane isn’t particularly
elaborate machinery stems directly from the easy. First one must apply a “sample” of the
Thran Tome, the text with a name that implies it plane to which the shift drive can attune, much
should be useful in dealing with the Weatherlight, in the same way a tuning fork is used to bring a
This is not always the case. Seeing Hanna with guitar into pitch. This “contagion,” or alchemical
the tome on her lap, surrounded by a huddle of infection, is then used to bring the drive into
frowning engineers, is not an uncommon sight. alignment with the desired destination, and
Clinics such as these have ended on a sour note power is applied to open the gate. Its a simple
Top of page, the final
so often that a common chant for the engine process fraught with a great deal of danger. In
design of Weatherlight’s
crew is, “Torch the Tome.” this instance the full weight of authority rests on
engine by Anthony
the shoulders of the chief engineer. She has the Waters; above,
power to stop the process at any point. alternate sketch
for the Thran
crystal chamber.
27
THE ARTf MAGIC
11 ~
-'Xwe ilk;p
—V 7
^ /
,i I
28
THE WEATHERLIGHT
,he J • '
29
THE ARTf MAGIC
JkstO)C<
4—
Right, top-down
schematic of the
focs’le or crews
quarters; below, view
of the focs’le during
<j- five ><1-2.
watch. Wrought-iron
lamps and heating
g )<^
unit, as well as crash
webbing for the
berths add to the
crews comfort
Sketches by
Anthony Waters.
um«
30
THE WEATHERLIGHT
Near the ships stem is the forecastle, more The usual cause of friction here is between
comonly pronounced as foc’s’le, or crews berths. those with seniority and those without. Directly
Here’s where many of the Weatherlight’s crew below is a more cramped room that is neither as
members have their quarters, unlike most ships warm nor as comfortable as the foc’s’le. Either
where they would be expected to sleep with the is preferable to the hold, which is where low-
cargo. Recognizing their good fortune here ranking crew sleep. Comfort declines quickly,
tempers the crews grumbling. It is kept warm and along with seniority. Sailors in the main room
dry by the big heater that dominates the forward have a whole drawer for their kit. Those below
section. A standing room permits sailors to shed them get a small chest. Meanwhile, in the hold,
oilskins and boots before entering their quarters. a sailor gets a hammock and lives with the hope
There’s even enough space in the center for tables. that his kit’s hiding place won’t be found by rats
Off-watch deckhands cluster around these tables, or higher-ranking crewmates.
playing cards or other games of chance.
Above, Hannas
workshop perspective
by Mark Tedin.
31
THE ARTf MAGIC
hfiflfo_—■
. y* 4
&e A?^
ii > pc
4' SAhp
y )*,jj>
r
ykoTN
r
Weatherlight’s
communication
system received
significant design
attention. A small
crystal mounted into
the throat of the tube
amplifies sound and
sends it forth. In the
final design, levers
mounted on the
contraption permit v/-'^ /Yf/Nvrs:.^
signals to be sent to
specific locations on /g/pcTV<?
the ship. Sketches by
Anthony Waters.
32
THE WEATHERLIGHT
Examples of both
early and later designs
of Weatherlight’s lesser
gadgetry. Sketches by
Anthony Waters.
33
THE ARTf MAGIC
far
V,
mca^ i^^sc uf * r
- >5 (V^{W^<
OA Uy,^7
34
CHARACTERS
f
THE RATH CYCLE
THE ARTf MAGIC
36
CHARACTERS f THE RATH CYCLE
Shortly after his birth Gerrard Capashen became the ward of Kondo, Sidar of
the Triangle, brought to the sidar in the giant, scarred hands of Karn, the silver
golem. Of Benalish descent, Gerrard was raised among the Jamuraans of the
Sidar until his early teens, long enough to earn the hatred of his half-brother Vuel
and witness the estrangement between Vuel and his father.
Karn, assigned to be Gerrards guardian by his parents, eased some of the
loneliness of these early years. Theirs was a kinship born of a shared sense of
alienation; Gerrard didn’t know where he had come from, and Karn couldnt—or
wouldn’t—say what his own origins were. Both eventually became victims of
Vuel’s cruelty.
When Vuel successfully stole a portion of the Legacy and managed to lure the
golem away from the sidar, Kondo made a decision to distance Gerrard from the
growing conflict. He sent the seventeen-year-old to Multani, an ancient maro-
sorcerer, who willingly accepted the young man as a pupil. Here Gerrard
befriended Rofellos, an elf from Llanowar, and Mirri, a cat warrior, also an
orphan. Multani provided some hints as to his own origins, and their connection
with a mysterious legend known as the Legacy.
Vuel brought the conflict to Multani’s doorstep in Gerrards eighteenth year as
the three students were entering their second year of tutelage under the maro-
sorcerer. Multani forced his students to flee, then faced Vuel s forces alone. When
Gerrard returned to his home of the past year it was in shambles, his tutor
nowhere to be found.
Further trials awaited the young man. Vuel s war with the Sidar had fractured
and finally destroyed his clan. Karn was gone. The Sidar was dead. A single thread
remained to connect Gerrard with his past: a small hourglass pendant, a remnant
of the fabled Legacy of which Multani had spoken. Gerrard and his companions
left for the cities of Jamuraa.
This was just the beginning of Gerrards contact with the Legacy. Later, he
met Sisay and signed aboard the Weatherlight, yet another link with the Legacy. He
abandoned his post on the Weatherlight and left to carve out his own path in
Benalia.
Eventually the tug of the Legacy turned out to be too strong to overcome.
When he learned that Sisay had been kidnapped by unknown hands, Gerrard
assumed the captaincy of the ship and began pursuit, steering the Weatherlight into
the heart of Rath.
Gerrard possesses many characteristics of the stereotypical hero: Hes a
handsome and charismatic man. When motivated he generates an infectious
intensity, sweeping his crewmates into his cause. He can match his words with
actions; three years in the Benalish military provided him with a broad knowledge
of weapons and warcraft. Maintaining a caustic sense of humor even in the thick
38
CHARACTERS f THE RATH CYCLE
Gerrard has little respite from the burden of the Legacy. His
guardian, Karn, himself an artifact of the Legacy, carries other
elements within his metal belly and complicates things more by being
a friend and ally. Gerrards parents were driven to give him up because
of the Legacy. Sisay, the friend whose shoes he wears now as captain, Above left, Maniacal
was determined to use him in any way that would bring the Legacy to Rage by Pete Venters;
above, concept sketch
wreak vengeance on those who destroyed her home. All of those hes
of Gerrard as an adult
met, fought, or worked with have in one way or another been elements
and; below left, at 15
of the forces in overarcing conflict for the future of Dominaria. One years-of-age, by
can understand if the young warrior has, among his prayers for Anson Maddocks;
strength, added the occasional one for anonymity. Null Rod by
Anson Maddocks.
Facing page,
Gerrard,
portrayed during
different
moments in his
hunt for Sisay.
Clockwise from
bottom, Temper by
Matt Wilson;
Shifting
Wall by Michael
Sutfin; Gerrards
Battle Cry by Val
Mayerik; Hero’s
Destiny by
Pete Venters.
39
THE ARTf MAGIC
makes up for in
a few bruises
40
CHARACTERS f THE RATH CYCLE
has taken her places and exposed her to risks that would use to avenge the death of her family. Sisay isn’t above
leave any sane person shaking her head in amazement. Once coercion to gain what she wants, either when recruiting
she could have described the difference between her wants crewmen or pursuing pieces of the Legacy. Strangely, using
and needs, but the line between her desire for revenge and her own regal looks to achieve this end rarely occurs to her.
loyalty to the truth of the Legacy is now so blurred she is Her drive never undermines her dignity, even if it has, at
41
Top of page, Hannas
Custody by Tony
DiTerlizzi; below
left to right, Anson
Maddocks’s portrayals
of Hanna were used
in the Style Guide
as reference; above,
character sketch
by Mark Tedin.
CHARACTERS f THE RATH CYCLE
stylistically as a group. We
tightened up their
—Anson Maddocks
43
THE ARTf MAGIC
Mirri’s life hasn’t been easy by any him to Llanowar. She jumped at placing
standards. She was rejected by her own her hands on Weatherlight’s helm again.
kind because her eyes of differing colors Mirri is no fool. She sees things
marked her as an ill omen to her race. plainly and tends to speak as she sees,
Mirri’s life nearly ended before it began. regardless of how her words may be
Her fate turned around, however, when interpreted. A creature of instinct, she
she was placed under Multani’s wing and has the fastest reflexes of anyone on the
she befriended Gerrard and Rofellos, Weatherlight and has no apprehension about
companions who helped see her through demonstrating her speed. Outside of a
years of troubles. She was Gerrards fight, she’s an unflinchingly linear thinker.
confidant until the loss of Rofellos, when This has led to a certain amount of
they went their separate ways. Gerrard left brawling, on and off the ship. Picking
the Weatherlight for Benalia and the sanctuary fights is Mirri’s form of exercise.
of the Capashen name. Mirri headed for Unfortunately, abstract humor tends to
Llanowar to bear the news of the elf’s death leave her confused, frustrated, and irritated,
to his family. There she remained for three in that order. Mirri functions like a cable
years. Mirri and Gerrard were reunited under tension, always eager for the
when Gerrards pursuit of Sisay brought prospect of action.
44
CHARACTERS f THE RATH CYCLE
45
THE ARTf MAGIC
46
CHARACTERS f THE RATH CYCLE
Tahngarth loves the sound of his title. It up his vanity. “When in doubt, punch it
comes off his tongue with practiced ease out,” is an example of Tahngath’s thick,
and unconcealed pride: “I’m first mate brutal lyricism, and labels him as linear a
aboard Weatherlight.” One expects certain thinker as Mirri.
things out of first mates, and Tahngarth These two often seem on the verge of
delivers on all fronts with vigor. He lacks collision. The tension was increased
patience, decorum, tact. Hes easily angered considerably when Gerrard gave Mirri the
and free with his words when enraged. A position of lieutenant, a nebulous post that
bellow from Tahngarth can allegedly be has left the minotaur and cat warrior
heard from one end of the ship to the wondering exactly who has authority over
other. He sees his authority over the crew whom. This professional jealousy has
Top, dose-up of Tahngarth s hand;
of Weatherlight as absolute and behaves separated them since Mirri first set foot
middle, a character sketch of him
accordingly. In short, Sisay found him onboard the ship. An unsubtle game of
laughing; below, Tahngarth s weapon.
to be the perfect first mate. physical one-upsmanship is played during Sketches by Anthony Waters.
Sisay impressed the young minotaur off hours. Neither will admit that the
with her brass on one of her early voyages insults and competition have grown out of
toTalruum, when she dared to represent a shared sense of admiration.
herself in a fight with one of his own kind. Common points on the black side of
Tangarth, feeling a mere human would have the ledger relate them to each other. Like
no chance against one of his kind, declared Mirri, Tahngarth is gruff about his
himself her champion and defeated her affections, but his loyalty is equally
opponent. He was invited aboard Weatherlight ferocious. Sisay knew this early on, though
shortly thereafter, where it was Sisay s turn she never formally tested it. Gerrard knows
to be impressed with his abilities. After the that when he left for Benalia he pushed past
death of Sisay s previous first mate, Meida, the minotaur’s threshold. The test of their
Tahngarth immediately rose to the chal¬ friendship has been their trip to Rath and
lenge of commanding Sisay s crew, proving the sacrifices demanded to rescue Sisay.
capable of earning her loyalty and respect. Tahngarth is now a scarred and blistered
Tahngarth has the ego of someone patchwork of flesh, pelt, and metal
who’s been told that he’s handsome a few intermingled. Vanity has been reworked into
too many times. He has two huge fists, an agonized bitterness that is slowly
bearing the marks of regular use, to back consuming him.
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Somehow it seems natural that on a ship greasy depths has netted him some
with a silver golem, a minotaur first mate, a grudging respect, although he has been
cat warrior, and humans from nearly every chased there, too. He knows Weatherlight
ethnic flavor in Dominaria’s stew of as well as anybody, Sisay included.
nations, Weatherlight’s cabin boy should be a Squee owes his presence on the ship to
goblin. An intelligent, even occasionally Sisay s good graces. As a youth Squee
brilliant goblin, no less, is Squee. The fact managed to prevent Sisay and her crew
that he hasn’t yet been tossed off the ship from falling into the clutches of his tribe.
by a furious crew member is some small It was an act of extraordinary aplomb and
testament to his brainpower. cleverness on his part, a coup he’s been
Despite his shortcomings, Squee has trying to replicate ever since. If he can
learned to make himself useful, becoming overcome his yellow streak, continue to
well aquainted with the obscure corners and avoid the boots and hooves aimed his way,
veins of Weatherlight’s skeleton. His and is extraordinarily lucky, he just might
willingness to plunge into her cramped, manage to save the day again sometime.
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CHARACTERS f THE RATH CYCLE
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CHARACTERS f THE RATH CYCLE
hand in anger against anyone ever again. Yet he’s also the ship. There have been enough instances where hes
Gerrards protector. Having a warrior as a ward is pointed out problems in places he cant readily reach or
something of a challenge for a pacifist. Its becoming see, that Hannas come to take him seriously, even if she
harder and harder to find nonviolent ways out of trouble isn’t certain what to make of his abilities.
as the chase to rescue Sisay progresses. Karns innate resistance to positive thinking is his
Karn is a tireless worker. His massive ball-peen limbs only flaw. As much as Gerrard loves the huge golem,
can shift cargo well past the point when others would there are times when he wishes Karn had an off toggle.
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CHARACTERS f THE RATH CYCLE
Ertai is one of the youngest officers on the on the ship is a constant reminder of Barrins
ship and among the least respected. His big undisguised displeasure in his daughters decision
mouth and lack of temperance often overshadow to join the crew. Ertai s ignorance and arrogance
his talent for magic. He has a tendency to express have furthered this rift.
his opinion in ways that rub others raw, Attitude notwithstanding, his gifts as a mage
especially Hanna. Barrin, Hannas father and come to the fore dramatically when he helps the
Ertai s mentor, saw to it that his protege was Weatherlight escape Rath, a short-lived triumph for
given a post aboard the Weatherlight. His presence the wizard. Weatherlight gets away; Ertai doesn’t.
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CHARACTERS f THE RATH CYCLE
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am
Starke permitted himself one brief Evidently some traits lie in the blood;
moment of weakness in his forty-four while Takara doesn’t look much like her
years. For reasons of mutual protection father, she has inherited his ability to
Starke sought to keep his liason with a scheme. Those skills were put to a different
Dal woman secret, but matters grew use than Starke would have wished when
complex when she gave birth to Starke’s Takara became a strategist for the Dal’s
child, Takara. Consequently he fled the resistance movement. This eventually led to
plane of Rath shortly after her birth. His her capture by the Evincar of Rath, making
lover reared the girl in her own community, her the unwilling link in the chain that
where Takara grew to adulthood knowing connects Volrath, Starke, and the Weatherlight.
little of her father.
Jf Y<*.
Left and right, Rofellos Style
Guide material for Dark Horse
Comics by Anthony Waters.
56
JTS'
VILLAINS
THE ARTf MAGIC
but more of a gloating power, very pleased with himself. The only thing
Clockwise from top left, Volrath
that really sets him off is any threat to his arrogance. Volrath Vanguard card, by Anson
Maddocks; Volrath s Curse
is an extremely arrogant character.” —Anson Maddocks
by Daren Bader; Spinal
Graft by Ron Spencer.
Left, Contemplation
by Brom; right,
references of
Volrath, as a child
and an adult, by
Anson Maddocks.
58
VILLAINS f THE RATH CYCLE
was the Legacy that opened Vuel to the idea Possession by Janet
Aulisio; top right, Style
of power on a greater scale. Pursuit of global
Guide reference by
conquest briefly distracted him from his
Anson Maddocks;
obsession for Gerrard s death. Time, the rule right, Fevered
of the shadow-plane of Rath, and his ascension Convulsions by Jeff
to envincar has brought his focus back to the Miracola; below,
Necrologia by Brom.
man he loathes the most. Volrath has come
to understand that he and his step¬
brother were always meant to come
into direct conflict.
Volrath remains a creature of
extremes, though he is more mature
and in better control of his public
persona. He is a shapeshifter, a wizard
of the flesh and mind at the peak of
his skill. As evincar he applies his
talents to the minds and bodies of
others; the Stronghold is littered with
the survivors of his brutal experi¬
mentation. Privately his emotions still
swing in arcs that keep his staff in a
state of perpetual terror. A fit of anger
for Volrath is a storm that leaves a train
of broken, misshapen forms in its
wake. Volrath, a schemer of inter¬
locking plots, a tyrant with limitless
appetites, has a disturbing degree of
interest in the unspeakable ways in
which a soul can be tortured.
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VILLAINS f THE RATH CYCLE
s
cover by Paolo Parente; inset left, i/-Vec, by Kev Walker;
Hand to Hand by Carl Frank; inset Style Guide reference
right, Hatred by Brom. by Mark Tedin.
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THE ARTf MAGIC
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VILLAINS f THE RATH CYCLE
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:antxtu o
The Keldon Warlords were created in a bid to collective sigh of relief upon hearing of
generate the definitive soldier, a creature who Maraxus s death. He was the ultimate example
could command the rage in others. Maraxus of of their craft, thereby placing him outside the
Keld defined this archetype. He was a giant realm of their control.
among his kind, capable of controlling and He turned from his masters while a young
Below, The Duelist cover
focusing more massed fury than any of his adult and struck out on his own, eventually
by Adrian Smith;
lower right, Maraxus predecessors. This perfection made him more commanding the fealty of the sawtooth ogres,
Vanguard card by than powerful; it made him impossible to tame. the most bloodthirsty of their breed. He used
Matt Wilson. The Witch Kings of Keld probably breathed a them to terrorize a whole region, during which
time he came into the service of Volrath.
Maraxus had captured the turncoat Starke during
the sacking of a high mountain estate. Starke
shifted sides and threw in with Volrath,
convincing Maraxus that he could assist in the
capture of Gerrard and the Weatherlight. This in
turn led to a confrontation in which Starke chose
to switch sides yet again, robbing Maraxus of his
life in order to ensure a berth on the Weatherlight
for its trip to Rath.
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VILLAINS f THE RATH CYCLE
Morinfen and
Gallowbraid were soulmates
of a sort even the most
polluted mind wouldn’t
willingly entertain. They
differed in the ways they
preferred to partake of
their private vices.
Morinfen conducted his
crimes far from prying eyes,
aided by the ability to fly.
Morinfen and his
partner were responsible
for the steady attrition of
Crovax s family, as well as
the final slaughter that
destroyed what was left.
It was slow work and, by
Morinfen’s standards, dull.
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