Fact-checked by Grok 2 weeks ago

Dragon Wing

Dragon Wing is a fantasy by Margaret and Tracy , published in 1990 as the first book in their seven-volume series. The story is set in a vast, innovative world fractured into four realms—sky, stone, fire, and water—by ancient sorcerers who sundered the planet and then vanished, limiting magic to function within each realm's specific element. Focusing primarily on Arianus, the Realm of Sky, the narrative explores a landscape of floating islands where humans, elves, and dwarves engage in fierce conflicts over scarce , employing elven , mechanical marvels, and allies. Key plot threads include a human assassin commissioned by a king to eliminate his own prince, a dwarf defying traditional beliefs to incite among his people, and a wizard scheming for ultimate power, with events hinting at broader implications involving the enigmatic that connects the realms. Renowned for its intricate world-building, multi-threaded storytelling, and exploration of themes such as prejudice, ambition, and the perils of magical hubris, Dragon Wing builds on the success of Weis and Hickman's earlier Dragonlance series, establishing a new epic fantasy universe.

Publication and Background

Publication History

Dragon Wing was first published in hardcover by Bantam Spectra in January 1990, consisting of 431 pages with ISBN 0-553-05727-8. A mass market paperback edition was released by Spectra later that year in October, featuring ISBN 0-553-28639-0 and approximately 430 pages. The novel underwent several reprints during the 1990s, including a 1991 paperback edition distributed internationally. It has since appeared in various collected formats as part of omnibus editions compiling the full Death Gate Cycle series.

Authors and Series Context

Margaret Weis, born on March 16, 1948, in , graduated from the , , in 1970 with a in literature and creative writing. She joined , in 1983 as a book editor in , where she became involved in the project. Tracy Hickman, born on November 26, 1955, in , , graduated from Provo High School in 1974 and attended before joining TSR in 1981 after submitting game modules. A member of The Church of Jesus Christ of Latter-day Saints, Hickman brought his background in and world-building to his roles at the company. Weis and Hickman's collaboration began at TSR in the mid-1980s, with Hickman serving as the primary world-builder and idea generator while Weis handled much of the writing and character development. Their partnership produced the , a trilogy published between 1984 and 1985—starting with —which established their reputation in epic fantasy, with the Dragonlance novels by Weis and Hickman selling over 25 million copies worldwide. This pre-1990 work laid the foundation for their joint oeuvre, blending game elements with narrative storytelling. The originated in the late as a planned seven-book series, conceived by Weis and Hickman to explore a born from a cataclysmic of the world by two ancient races, the Patryns and the Sartan, into four elemental realms: Arianus (air), Abarrach (stone), Pryan (fire), and Chelestra (water). Dragon Wing, the first volume, introduces this cosmology, including the central as a hub connecting the realms and the as a magical for the Patryns. Published in 1990, it marked a departure from their roots toward more innovative world-building. Weis and Hickman's inspirations for the series drew from , J.R.R. Tolkien's epic structures, and their personal backgrounds, with Hickman's Mormon subtly influencing themes of division, exile, and eventual reconciliation among divided peoples. Hickman has cited Joseph Campbell's monomyth as a structural influence in their storytelling, while the sundering motif echoes mythological creation and separation narratives.

Setting and World-Building

The Realm of Arianus

Arianus, known as the of Sky, is a fractured world consisting of countless floating islands suspended in an endless expanse of air, where the ground of the original world was shattered and lifted into the heavens. These islands, including major landmasses such as the dwarven continent Drevlin, drift on atmospheric currents, connected only by precarious aerial pathways and magical winds. Water is the scarcest and most valuable resource in Arianus, produced by the massive Kicksey-winsey machine in the Low Realm and tightly controlled by the elves, leading to widespread dependency and tension among the inhabitants. The realm is stratified into three distinct layers, reflecting the vertical divisions of its airborne geography. The Low Realm is home to dwarves (known as Gegs), who inhabit the floating continent of Drevlin and maintain the enormous Kicksey-winsey machine, a city-sized contraption believed to generate all water in Arianus through unexplained mechanisms. The Middle Realm consists of floating islands where humans and elves engage in fierce conflicts over resources, with humans organized under monarchies such as that of King Stephen and Queen Anne, and elves forming the imperial Tribus Empire. The High Realm, above the clouds, is the isolated domain of the mysteriarchs, powerful human wizards who wield advanced magic and rarely interact with the lower realms. Key locations underscore the realm's divided nature and perils. Drevlin serves as the vital dwarven hub in the Low Realm, centered around the Kicksey-winsey. In the Middle Realm, human settlements support trade and intrigue amid wars with the elven Tribus Empire, which dominates air currents and water distribution. Dwarven ingenuity manifests in steam dragons—massive, boiler-driven vessels that belch smoke as they navigate the skies—while the forbidden Kickbacks represent deadly storm-ravaged zones avoided by all but the most desperate travelers. Travel between islands often relies on dragons as mounts, controlled by human and elven . Historically, Arianus's current form resulted from , a cataclysmic event orchestrated by ancient sorcerers who divided the original world into four elemental realms—sky, stone, fire, and water—to avert mutual destruction. This , stemming from the ancient war between the Sartan and Patryn races, fragmented the land into isolated islands and rendered water nearly unobtainable without the Kicksey-winsey, exacerbating inter-racial conflicts over resources and survival. The inhabitants of Arianus remain largely ignorant of the other realms, their society shaped by ongoing struggles for control amid the perpetual winds.

Magic and Races

In the Death Gate Cycle, the magic system is fundamentally , where practitioners manipulate reality by inscribing or invoking —ancient symbols that alter intersecting waves of possibility to manifest desired outcomes. This system is divided between the two ancient races of Sartan and Patryn, who developed opposing approaches following their ancient conflict. Sartan magic employs earth and water , focused on healing, creation, and preservation, often traced in elaborate rituals or dances to weave constructive effects. In contrast, Patryn magic utilizes fire and air for destruction, control, and offensive purposes, with typically tattooed directly onto the practitioner's body for rapid activation. Central to this system is the , a massive that connects the four sundered realms, allowing passage between them but demanding precise alignment to avoid . The Patryns are a human-like who escaped the —a deadly, ever-changing created by the Sartan to contain them—over generations, emerging skilled in offensive rune that emphasizes survival and dominance. The Sartan, elegant and long-lived creators of the sundered worlds, entered a dormant state after the , their rune geared toward world-building and harmony, though they now exist in isolation across the . Humans in Arianus are adaptable survivors with minimal innate magical ability, relying on ingenuity and resilience rather than sigils, often facing oppression in the resource-scarce environment; some human mysteriarchs in the High master powerful non-rune . Elves exhibit an aristocratic demeanor, hoarding precious and employing their innate to manipulate wind and air currents for and superiority in the Middle . Dwarves, known as Gegs, are inventive communalists who rely on steam-powered technologies—such as vast hydraulic systems and the Kicksey-winsey machine—to sustain their societies in the Low , with little to no use of . Inter-racial dynamics in Arianus are marked by deep-seated prejudices, with elves maintaining a that views humans and dwarves as inferior, justifying their monopolization of water through control of air currents. Dwarves emphasize communal solidarity, fostering tight-knit societies that resist elven dominance via technological innovations, while humans demonstrate enduring resilience, adapting to exploitation through guerrilla tactics and alliances despite their magical weaknesses. Post-sundering, the rune magic system exhibits inherent instability, as the ancient constructs powering the realms—responsible for Arianus's floating islands—gradually erode, leading to failures that demand extreme measures like blood sacrifices or life force expenditure to stabilize spells. This fragility underscores the magic's reliance on perfect rune integrity, where any disruption can unravel entire constructs, amplifying risks for all races.

Narrative Elements

Plot Summary

Dragon Wing follows Haplo, a skilled Patryn agent dispatched by the malevolent Sartan mage Sinistrad through the mystical into the airborne Realm of Arianus, with the explicit mission to incite discord and chaos among its divided races. His covert operations unfold alongside several interwoven narratives: the assassin known as Hugh the Hand, commissioned to eliminate the young ; the inventive Limbeck Bolttightener, who sparks a among his oppressed kin on the industrial isle of Drevlin; and the awkward servant Montbank, whose inadvertent actions draw him into the escalating turmoil. These parallel threads highlight the inherent racial tensions in Arianus, where humans, elves, and dwarves vie for scarce resources like water amid floating islands and storm-swept skies. As the story progresses, key discoveries emerge, including long-buried secrets of the ancient Sartan race that once shaped the world's fractured realms, complicating Haplo's schemes. A colossal storm giant plays a pivotal role in altering the balance of power, while intrigue peaks with a profound within the aristocratic elven court of the High Realm. The narrative builds to a dramatic climax centered on the immense, enchanted dragon's wing— a legendary artifact—and unleashes realm-endangering magic that forces unlikely alliances and revelations. In resolution, the events amplify the overarching conflict of , as Haplo completes his assignment and returns to the sanctuary of the , leaving Arianus in deeper strife and setting the stage for interdimensional repercussions.

Characters

Haplo is the , a cynical and resourceful Patryn agent dispatched by his lord to sow discord in the realms, renowned for his mastery of rune magic that sets his race apart from others. Skilled in and , he exhibits a pragmatic demeanor marked by to his cause, yet begins to confront internal doubts about his mission's broader implications. His companion, a , underscores his otherwise solitary and hardened nature. Alfred Montbank appears as a bumbling and awkward servant, characterized by his clumsiness and innate kindness, though he harbors profound magical abilities as a secret Sartan. A pacifist who abhors violence, he possesses expertise in and , reflecting the Sartan race's ties to rune magic. His gentle disposition and hidden depths make him pivotal in unveiling ancient magical secrets. Hugh the Hand, known as a ruthless yet pragmatic assassin, operates with a strict of , bound by a magical oath that enforces his lethal efficiency. Despite his cold exterior, he displays underlying loyalty and a capacity for moral introspection, evolving through internal conflicts that challenge his worldview. Proficient in operating dragonships and , he embodies the gritty underbelly of Arianian society. Limbeck Bolttightener is an idealistic dwarven inventor from the lower realms, driven by curiosity and a revolutionary zeal to uplift his oppressed kin, the Gegs. Portrayed as somewhat caricature-like in his enthusiasm, he leads efforts against elven dominance through innovative tinkering and fervent speeches. His arc highlights a shift from naive to determined amid social upheaval. , the scheming young , manipulates those around him with cunning intellect far beyond his years, wielding a powerful Sartan artifact that amplifies his influence. Whiny and strategic, he navigates court intrigues with a manipulative flair, often prioritizing personal gain. His possession of the artifact ties into the rune magic distinctions between races. Among supporting figures, Sinistrad stands as a mysterious and sinister Sartan mysteriarch, a powerful wizard whose enigmatic motives drive much of the intrigue. King Stephen and Queen Anne rule the human realms as authoritative yet troubled monarchs, with Stephen embodying decisive leadership and Anne providing emotional support amid royal tensions. The Glens, colossal storm giants who dwell in Arianus's tempests, represent awe-inspiring forces of nature, controlling weather patterns with their immense physical presence and elemental affinities.

Themes and Analysis

Key Themes

"Dragon Wing" explores themes of and through the lens of racial hierarchies in the of Arianus, where inter-racial conflicts among humans, elves, and dwarves reflect real-world and . The of in Arianus serves as a potent symbol of resource disparities that exacerbate divisions, mirroring societal structures where dominant groups control essential elements to maintain power imbalances. This motif underscores how perpetuates cycles of , as seen in the elven portrayal of other races as inferior, akin to historical racist ideologies such as the Nazi concept of the . The novel delves into power and corruption by depicting magic as a double-edged sword, capable of immense creation yet prone to moral decay when wielded through unchecked ambition. Artifacts and god-like magical abilities wielded by the ancient races illustrate how the pursuit of dominance leads to catastrophic consequences, such as the Sundering that fractured the world, critiquing the corrupting influence of power without wisdom. Industrial mechanisms in Arianus further symbolize this theme, representing how systems of control enslave populations and erode ethical foundations. Central to the narrative are questions of and , particularly in the struggles between the Patryn and Sartan races, whose ancient feud forces characters to confront their and seek personal growth. This theme examines the between inherited enmity and the possibility of , portraying as a path to wholeness amid longstanding divisions. The characters' journeys highlight the internal conflicts arising from racial legacies, emphasizing as key to overcoming historical grievances. Finally, "Dragon Wing" grapples with versus destiny, framed by the legacy of that imposes chaotic divisions while presenting opportunities for unity through individual choices. The novel posits that truth and fate are subjective, allowing characters to navigate between predetermined paths and acts of , influenced by the authors' religious perspectives on and return to a divine order. Tracy Hickman's Mormon faith, which views life as a heroic toward perfection and reunion with , infuses these motifs, portraying as essential to ethical decision-making and ultimate harmony.

Literary Style and Significance

The collaborative writing process between and in Dragon Wing exemplifies their established division of labor, with Weis focusing on character development and to infuse emotional depth, while Hickman handles world-building and overarching plot structure, resulting in a seamless multi-perspective that shifts between protagonists like Haplo and to explore interpersonal conflicts and broader cosmic stakes. This approach yields richly layered characters whose internal struggles—such as Haplo's loyalty to his Patryn kin juxtaposed against emerging doubts—drive the story forward without overwhelming the expansive setting. Narrative innovations in Dragon Wing include non-linear elements that gradually unveil series lore through fragmented revelations, such as Haplo's rune-based magic and the Sundering's aftermath, creating a sense of discovery akin to piecing together ancient texts. The novel blends with influences, particularly in the dwarven Kicksey-winsey machine on Arianus, a malfunctioning contraption powered by pseudo-magical mechanisms that satirizes unchecked technological ambition amid realms. These techniques not only propel the plot but also enhance thematic explorations of division and power by mirroring the fractured world through disjointed timelines and hybrid genres. Dragon Wing holds significance as a pivotal in Weis and Hickman's oeuvre, marking a departure from the heroic archetypes of their series toward morally ambiguous protagonists who grapple with self-interest and ethical gray areas, as seen in the assassin Hugh the Hand's reluctant redemption arc. This shift introduces anti-heroes whose flaws challenge traditional fantasy heroism, fostering a more nuanced examination of and in a post-apocalyptic . In comparisons to J.R.R. Tolkien's cosmology, Dragon Wing echoes the grand scale of divided realms and ancient cataclysms but subverts it through flawed anti-heroes and critiques of resolutions, opting instead for resolutions grounded in character-driven balance rather than predestined victory. Such innovations positioned the Death Gate Cycle as an influential 1990s work that expanded epic fantasy's boundaries, influencing subsequent series with its intricate, lore-heavy structures and genre-blending narratives.

Reception and Legacy

Critical and Commercial Reception

Dragon Wing achieved significant commercial success upon its release in 1990, bolstered by the established reputation of authors Margaret Weis and Tracy Hickman from their prior Dragonlance series. Critically, the book received praise for its intricate plotting and ambitious scope. Locus magazine highlighted its innovative multiverse structure in a 1990 review, describing it as an "ambitious new cycle" that expanded beyond traditional fantasy boundaries. Fan reception has remained strong, particularly within game communities influenced by Weis and Hickman's Dragonlance ties. On , the novel holds an average rating of 4.0 out of 5 from over 29,000 ratings as of 2025, reflecting enduring appeal for its epic scope and character-driven intrigue. The book's legacy further solidified Weis and Hickman as staples of the fantasy genre, building on their D&D collaborations to influence subsequent settings with concepts of fragmented, realms. Its success helped establish as a high-impact series, blending intricate with accessible adventure that shaped 1990s epic fantasy trends.

Translations

Dragon Wing has been translated into numerous languages, demonstrating its global reach as the inaugural volume of the series. Early translations appeared in the early 1990s, including the edition titled L'aile du dragon, published in 1992 by Presses Pocket, and the edition Himmelsstürmer, released in 1991 by Bastei Lübbe. Other notable European translations include the L'Ala del drago from 1990 by Interno Giallo, the Drakevleugel in 1992 by Luitingh-Sijthoff, the Ala de dragón in 1996 by Timun Mas, and the Dračí křídlo in 1997 by Návrat. Later editions expanded to Eastern Europe and Asia, such as the Russian translation published in 1998 by AST Publishing and the Polish edition in 2000 by Rebis. Japanese versions appeared in the 1990s, while digital translations in Chinese emerged in the 2010s via online platforms. Title variations often reflect local dragon mythology, with some Asian editions emphasizing the "wing" as a symbol of flight and power to align with cultural motifs of aerial dragons. By 2025, most physical translations are out of print, though e-book revivals have made select European editions available again since 2020, contributing to the enduring popularity of the Death Gate Cycle.

References

  1. [1]
    The Death Gate Cycle #1 - Dragon Wing - Goodreads
    Rating 4.0 (29,682) Jan 1, 1990 · An assassin will be hired to kill a royal prince--by the king himself. A dwarf will challenge the beliefs of his people--and lead them in ...
  2. [2]
    Dragon Wing (The Death Gate Cycle, Book 1) - Amazon.com
    What's it about? In a world of sky islands, magic, and dragons, an assassin is hired by the king to kill his own son, a dwarf challenges his people's beliefs, ...
  3. [3]
    Dragon Wing (Death Gate Cycle #1)|Paperback - Barnes & Noble
    In stock Rating 4.1 (98) Ages ago, sorcerers of unmatched power sundered a world into four realms—sky, stone, fire, and water—then vanished. Over time, magicians learned to work.
  4. [4]
    The Death Gate Cycle - Margaret Weis
    These best selling authors bring their talents to one of the most innovative fantasy creations ever in Dragon Wing, The Death Gate Cycle.
  5. [5]
    DRAGON WING Volume 1 The Death Gate Cycle - Amazon.com
    Product information ; Publisher, Bantam Books ; Publication date, January 1, 1990 ; Edition, First Edition ; Language, ‎English ; Item Weight, ‎1.18 pounds.
  6. [6]
    Dragon Wing (Death Gate Cycle) - Margaret Weis; Tracy Hickman
    In stock Rating 4.0 (29,676) · Free deliveryPublisher: Spectra / Bantam Books; Publication date: 1990; Language: English; ISBN 10: 0553057278; ISBN 13: 9780553057270; Binding: Hardcover; Edition number: 1 ...
  7. [7]
  8. [8]
    Dragon Wing: 1st in the 'Death Gate Cycle' series of books (Paperback
    In stock Rating 4.0 (29,676) · 14–30 day deliveryISBN: 9780553402650 - 1991 Edition - Paperback: 7" x 4¼" - Transworld / Bantam - 1991 - Condition: Very Good: Light signs of wear - © 1990: 1st in the ...
  9. [9]
    The Death Gate Cycle Complete Series Set ( 1- 7 ) - Amazon.com
    7 Book set. Books are Used with varying amount of reading wear. Light wear to text, some edge wear and light creases to covers and spines.
  10. [10]
    About Margaret
    Margaret Weis was born and raised in Independence, Missouri. She attended the University of Missouri, Columbia, graduating in 1970 with a BA degree in ...
  11. [11]
    The Short Biography of Tracy Hickman | My History
    Tracy Hickman was born in Salt Lake City, Utah on November 26th, 1955. He graduated Provo High School in 1974 where his major interests were in Drama, music and ...
  12. [12]
    My Personal Faith in Christ - My Faith - Tracy Hickman
    Yes, I am a member of the Church of Jesus Christ of Latter-day Saints which many people think of as the 'Mormon Church' but which, in fact is Christian faith.Missing: inspirations mythology Tolkien
  13. [13]
    Margaret Weis and Tracy Hickman AMA - Dragonlance Nexus
    Aug 8, 2023 · Margaret: We first collaborated on Dragons of Autumn Twilight when we were both working at TSR. Tracy was the world builder, game designer ...
  14. [14]
    Interview with Tracy Hickman - SFFWorld
    May 21, 2006 · Death Gates world started as a single world and was broken into its classical component parts. However, both do deal with multiple incarnations ...
  15. [15]
    LDS author begins new fantasy series - Deseret News
    Feb 23, 2009 · "While Weis draws inspiration on character development and description from Dickens, Hickman said that he uses the Joseph Campbell story ...
  16. [16]
    Dragon Wing: The Death Gate Cycle, Volume 1 - Google Books
    Ages ago, sorcerers of unmatched power sundered a world into four realms—sky, stone, fire, and water—then vanished. Over time, magicians learned to work ...
  17. [17]
    Book review: 'The Death Gate Cycle' by Margaret Weis and Tracy ...
    The Death Gate universe is rich and complex. The idea of multiple coexisting worlds gives the plot its other brilliant ingredient. The ...
  18. [18]
    GUEST REVIEW: Mars G. Everson on The Death Gate Cycle by ...
    Sep 5, 2023 · A review of one of my all-time favorite fantasy series: The Death Gate Cycle by Margaret Weis & Tracy Hickman, mostly known by their hugely influential ...Missing: origin | Show results with:origin
  19. [19]
    The Death Gate Cycle by Margeret Weis - SFBook Reviews
    Centuries pass and a Patryn called Xar manages to escape from the Labyrinth, returning to resucue others. He then began to learn how to reach the other ...
  20. [20]
    Margaret Weis and Tracy Hickman -- The Death Gate Cycle (series)
    Outside the Labyrinth is the Nexus, a Sartan-built city where a group of Patryns who have escaped the Labyrinth have settled. The four other worlds (each ...
  21. [21]
    Dragon Wing by Margaret Weis, Tracy Hickman
    In stock Rating 5.0 2 Ages ago, sorcerers of unmatched power sundered a world into four realms—sky, stone, fire, and water—then vanished. Over time, magicians learned...
  22. [22]
    Dragon Wing Review - The Ossus Library, by Warren Dunn
    After escaping a deadly prison, an ancient enemy comes to the Realm of Air to find rebellion among dwarves, war among elves, and a plot for world dominion from ...
  23. [23]
    Dragon Wing: Not very good - Fantasy Literature
    Feb 4, 2016 · Dragon Wing's pacing, previously not too bad, careens out of Weis and Hickman's control in the climax, becoming so frenetic that events begin to ...Missing: analysis | Show results with:analysis
  24. [24]
    [PDF] Transtextuality and Possible Worlds Theory Applied to The Death ...
    Jun 2, 2021 · Abstract. In this thesis, I examine how authors Weis and Hickman approach transtextuality and possible worlds narrative in order to comment ...
  25. [25]
    Margaret Weis: A Literary-Biography | - Fafnir
    Margaret Weis (b. 1948) is one of the popular fantasy authors of recent years in the USA. She has produced numerous works, both science fiction and fantasy, ...
  26. [26]
    Tracy Hickman - Mormon Artist
    Growing up, I became a fan of science fiction and eventually became a big reader of all kinds of books. I always seemed to have a book in my hands. It got so ...Missing: biography | Show results with:biography
  27. [27]
    Dragon Wing - Title
    Publications ; Dragon Wing, 1990-11-00, Tracy Hickman, Margaret Weis · Bantam Spectra, 0-553-28639-0 ; Himmelsstürmer ?Himmelsstuermer. 1991-00-00, Tracy Hickman, ...Missing: first edition March
  28. [28]
    Table of Contents, February 1990 - Locus Magazine
    Feb 1, 1990 · Flint; Dragon Wing, Margaret Weis & Tracy Hickman; Free Master, Kris Jensen; The Singing Stones, Phyllis A. Whitney; Space Demons, Gillian ...
  29. [29]
    Books by Margaret Weis and Complete Book Reviews
    The veteran SF team of Weis and Hickman (the Dragonlance and Deathgate series) plunges into a new universe with this soap operatic tale of a galactic chase.Missing: summary | Show results with:summary
  30. [30]
  31. [31]
  32. [32]
  33. [33]
  34. [34]
    Ala de Dragón by Margaret Weis | Open Library
    Dragon Wing by Margaret Weis, Tracy Hickman, 2004, Timun Mas edition, in Spanish / español.
  35. [35]
    Dračí křídlo (Margaret Weis, Tracy Hickman) | ČBDB.cz
    Rating 4.0 (8) O čem je kniha Dračí křídlo? V Arianu, Říši Oblohy, lidé, elfové i trpaslíci bojují o kontrolu nad drahocennou vodou – překonávajíce vzdálenosti ve svém světě ...
  36. [36]
  37. [37]
    Dragon Wing #3 (Death Gate Cycle Japan Edition) by Margaret Weis
    In stock $8.50 deliveryItem Number. 297723568033. Country of Origin. Japan. Author. Margaret Weis Tracy Raye Hickman. Book Title. Dragon Wing. Language. Japanese. Number of Pages. 295.
  38. [38]
    Amazon.co.jp: DRAGON WING Volume 1 The Death Gate Cycle
    Rating 4.2 (3) Amazon.co.jp: DRAGON WING Volume 1 The Death Gate Cycle : Japanese Books.
  39. [39]