Dragonmarks: Teleportation Circles

A humanoid figure walking toward a circular portal
Portal by Adrien Coquet on Noun Project

In Eberron, House Orien maintains a network of teleportation circles that allow heirs to move between the enclaves of the house. This provides a quick—but expensive—way to get from Sharn to Flamekeep in the blink of an eye. But what happens when a player character learns the Teleportation Circle spell? Can they piggyback on the Orien system? If not, what can they do with Teleportation Circle? 

As always, the most important question is what’s the story you’re telling in your campaign? Adventurers with free access to the Orien network can jump between the main cities of Khorvaire and Stormreach whenever they feel like it; the world’s suddenly a much smaller place. Is that something you want for your story, or do you want long distances to pose a challenge? I discuss this in more detail in this article, but the short version is that adventurers who want to use the Orien network will need to have some sort of connection to the house—by blood, by joining the Transportation Guild, or by forging an alliance with an Orien patron. If that’s the story you want, those are all options. But in my opinion, Teleportation Circle can be a more interesting spell if you DON’T have access to the Orien circles. Let’s look at the spell itself. 

When you first gain the ability to cast (Teleportation Circle) you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures.

The base version of the spell gives the adventurer two destinations—with the possibility of learning more, but no assurance of it. The DM chooses those initial locations, not the player. How should they choose? Well, let’s set aside mechanics for a moment and look at the story. HOW is the adventurer learning the spell, and what does this suggest about their destinations? As a DM, the first location I’d give an adventurer is their current home base. Whether this is their bastion or the room they’re renting at an inn, the idea is that they’ve stumbled onto the principles of teleportation as a fluke and made a circle of their very own. Among other things, this is practical. The adventurers may not be able to cross the world whenever they feel like it, but they can always use the spell to go home. But what about that second location? In MY campaign, there are a number of different established networks of teleportation circles across the world. These networks are not connected to one another. They operate on entirely different principles; the Orien network draws on the Mark of Passage, while the Riedran network uses psionic power and basically turns you into an idea for an instant. So when a player character learns Teleportation Circle, my MY campaign what they have done is stumbled across one form of the principles of teleportation and established a connection to one of these existing networks. So they have a connection to the circle they’ve made in their home base, and then they have a connection to a circle they’ve discovered through mystic experimentation—with, potentially, no idea who made that circle, or where other circles might be. My choice of that circle will very much depend on the direction of the campaign. If I want to get the players to Q’barra to deal with the Poison Dusk, then congratulations, you’ve discovered a forgotten circle made by the fallen Dragonborn empire; it takes you to the jungles near Ka’rashan. If I want things to shift to Xen’drik, then you’ve found a Cul’sir circle in a ruined corner of Stormreach. If I WANT to connect you to Orien, great, your second circle is the circle in Journey’s End—and when you accidentally appear there, Baron Kwanti is going to offer you a job. 

The point of this is that the first circle is a safe haven, and the second circle is an invitation to adventure. The spellcaster will probably want to learn more about the network they’ve stumbled into. And part of this is that I would allow the adventurer to memorize and connect to new circles that they discover—but only within the network they are familiar with. Again, different networks work on entirely different principles. A wizard who’s learned to connect to the ancient Dragonborn network can connect to other Trothlorsvek circles (if they can find them) but they can’t just casually connect to an Orien circle. It’s possible that a remarkable individual (like an adventurer) could make a breakthrough that would allow them to bridge the gap and forge a connection to a new circle, but that would be an adventure and might require help from an expert on the target network, some sort of magic item, and other obstacles that would make it a challenging adventure. Initially, however, the spellcaster can only expand their repertoire by finding other circles within their own network. 

With that in mind, let’s consider some teleportation circle networks… and the roles they could play in a campaign. 

House Orien. The House of Passage maintains circles in enclaves and outposts in major cities across the Five Nations, as well as in Stormreach. Orien circles are grounded in arcane science, but specifically draw on the energy of the Mark of Passage. It should be impossible for someone to use an Orien circle unless they have the Mark of Passage. In spite of this, Orien circle chambers are heavily fortified, and are usually sealed from the outside with an Arcane Lock when not in use. Even though it supposedly takes a dragonmark to use the circle, that still leaves the potential of excoriates or foundlings using a circle. 

The Guild of Endless Doors. As described in this article, the Guild of Endless Doors is an Aundairian wizard circle devoted to the study of teleportation; it pioneered the form of Misty Step taught at Arcanix. The Guild has constructed a handful of teleportation circles, but these circles aren’t as widespread as the Orien network and the Guild only has two or three members capable of using them. An adventurer tied to the Endless Door network (a connection that could be established after accidentally stumbling into their network) could work with the Guild to actively expand their network of circles. 

The Court of Shadows. The overlord Sul Khatesh has a Court of Shadows scattered across Khorvaire, warlocks and wizards who pledge their loyalty to their sinister queen in exchange for arcane secrets. Those who hold high rank within the Court gain access to a network of shadow gates, mostly hidden in desolate but public places—ruins, condemned buildings, back alleys. This allows agents of the Court to slip across the world without drawing attention. Many members of the Court don’t have the ability to cast Teleportation Circle themselves, but they are often given amulets or tokens that allow them to use the gates a limited number of times, though there might be an additional cost to using a gate in this way; Sul Khatesh might demand that the user uncover a secret before they can use the gate again, or she might steal memories from the mind of the traveler; if they use the gates too often, they’ll lose their identity.

The shadow gates are invisible to anyone who’s not part of the Court, but can be seen by anyone using See Invisibility or Truesight. An adventurer could gain access to this network by serving as a warlock of Sul Khatesh… but it’s possible that they could stumble onto it without knowing its origin. The Court of Shadows doesn’t have many members, and the gates are protected by their invisibility; as such, the gates typically aren’t secured or watched, making it possible for adventurers to use them. Of course in doing so, they may be unwittingly sharing their secrets with Sul Khatesh…

Fey Circles. Teleportation circles are sometimes found in Thelanian manifest zones, connecting to one another. These circles can often be used without actually the need to cast Teleportation Circle, but only under very specific circumstances. A Fey circle might only activate under the light of a particular set of full moons, or when watered by heartfelt tears or the blood of an innocent. Most likely, locals in the area will know a story about the circle that hints at the activation ritual. Of course, the circles it connects to have their own entirely different rituals, so the common story is Go into Willoughby Grove when five moons are shining down and you’ll never be seen again. These restrictions only apply to using the circle WITHOUT casting the spell. If you can cast Teleportation Circle and have a connection to the network, you can activate a circle whenever you want. Fey circles are typically used by Greensingers and by Archfey warlocks, but it’s possible a wizard could forge a connection to a Thelanian gate by accident. 

The Ossaluri. Long ago, the dragonborn challenged the Dhakaani goblins for control of eastern Khorvaire. Ruins and relics of this civilization can still be found in Q’barra, the Talenta Plains, the Blade Desert, and even parts of the Lhazaar Principalities. These include the teleportation circles they called the Ossaluri Saryn, “travel stones.” The Trothslorvek shun their old holdings and haven’t used these circles in thousands of years, but they function on principles of arcane science and a modern wizard could stumble upon them. Of course, the Dragonborn learned magic from the dragons of Argonnessen, and it’s possible that a wizard who begins using the Ossaluri could end up connecting to a wider network of circles being used by the Chamber! 

These are just a few examples. The Chamber certainly has circles hidden around, allowing quick transit from Argonnessen to Khorvaire and elsewhere in the world. The Lords of Dust aren’t a monolithic organization and wouldn’t have one circle network that all members use, but many of the individual prakhutus might have their own small networks for their agents. The Cul’sir Dominion built teleportation circles in Xen’drik—the question there is whether the Curse of the Traveler has destabilized these circles! The Inspired have their own network, but the circles are primarily located in Riedra, and as they are based on the psionic power of the Inspired and charged by the Hanbalani monoliths, connecting them to an arcane network would be a remarkable feat. The wizards of Aerenal also have the power to create teleportation circles; the question is whether they’ve actually established any beyond their island, or if they rely on the Undying Court to maintain them. One question that’s come up with whether the Aurum or the governments of the Five Nations have their own teleportation circle networks. In my campaign, none of the Thronehold nations have teleportation circle networks, just as none of them have Speaking Stone networks, fleets of airships, or medical facilities on par with House Jorasco. Teleportation is not part of everyday life in the Five Nations. It is a rare and expensive service that isn’t always available even to those who have the gold to pay for it. If the King’s Dark Lanterns want to teleport somewhere, they need to use an Orien circle—whether by paying for it or by hijacking one, as seen in my novel The Fading Dream. This ties to the basic point that the nations rely on the Dragonmarked houses for many important services. Aundair is the closest to developing an alternative to the Orien network thanks to the Guild of Endless Doors, but the Guild’s program is supposed to be an early, struggling effort that has only a handful of circles… and if it starts to spread, there’s the very real risk that the Twelve will seek to sabotage it.

A final point to consider: at the start of all of this I suggested that the adventurer begins with a permanent circle in their base of operations. Given that, can they make new permanent circles and establish their own network? For me the idea is that the adventurer creating a permanent circle is either a culmination of long effort or a complete fluke (such as a gift from a warlock’s patron)—and that in either case, it’s not something that can be easily replicated. If an adventurer wanted to create a new circle, I’d establish a process. An arcane circle would require exotic materials—I’m thinking Khyber shards, as they are binding space together—and a significant amount of time. A fey circle could be much simpler—maybe you actually paint a door, or even draw it in chalk—but would then require a more abstract personal sacrifice to imbue it with power, likely involving a bargain with an Archfey. So in my campaign it would be possible to establish new circles, but it wouldn’t be a trivial thing. What about the method suggested in the spell itself—casting the spell in the same place for 365 consecutive days? In my campaign, this isn’t the normal way to make a circle, but I might allow it if a player character somehow actually has the opportunity to do it, based on the concept that they are ripping apart the fabric of space. But it’s not how House Orien makes their circles; they construct them like magic items, working with specialists from Orien and Cannith, using Siberys shards to draw on the Mark of Passage and Eberron shards to pay for the focusing rituals.

Ultimately, it’s up to the DM to decide who has teleportation networks and how actively they’re used. The Chamber COULD have a comprehensive network with more circles in Khorvaire than Orien—or they could have just a handful at key locations. There could be lots of Fey circles, or just a few—and those ones in dangerous locations. Consider what works best for your story!

WHY DOES THIS MATTER?

The nature of teleportation circles is especially critical if you have or are a player whose character is about to learn the spell. What can you expect to get out of it? The one thing you’ll always get in my campaign is the ability to retreat to your safe haven. Beyond that, you will get access to something that could be practical and useful (Orien or the Guild of Endless Doors), mysterious and dangerous (A Cul’sir circle deep in Xen’drik) or something in between (the Court of Shadows, which is useful until they find out you’re using it). But even if you’re in a low-level campaign where adventurers don’t have access to the spell, the fact that it exists is something that can play an important role in a campaign. Consider the following…

  • Legitimate Service. House Orien provides teleportation between major cities as a legitimate service for those who can afford it. However, as discussed in this article, an enclave might only be able to activate the circle a limited number of times each day; if there’s no Greater heir in residence, you’ll have to wait. This is a way to allow a villain who’s a few steps ahead of the adventurers to beat a hasty retreat, taking the last Orien heir out of Sharn…
  • Nefarious Mystery. Anyone could be a member of the Court of Shadows, and their hidden network of gates lets them slip across Khorvaire. This is a way to give a relatively minor villain an escape and to hint at a greater mystery or threat; this alley is a dead end, where did they go? Because it’s unguarded, the Shadow network is also a good one for adventurers to use themselves. It’s also up to the DM to decide what it takes for the cultists to establish a new gate. The answer is probably unpleasant (A sacrifice? A soul?) but this is a case where a gate could be established somewhere unexpected, like the cellar of the adventurer’s favorite inn.
  • One-Way Trip. If adventurers can’t cast the spell themselves, they could be surprised when they unexpectedly trigger the activation conditions of a Fey circle and find themselves in another part of the world—potentially, a dangerous one. What will it take to get home?
  • Practical Infrastructure. The Riedran network of teleportation circles plays a vital role in daily life. The Inspired use the gates to transport troops and supplies across the length of their domain. Sabotaging this network would temporarily throw Riedra into chaos; while piggybacking on a cargo shipment could be a way for adventurers in Sarlona to reach an important destination.

As always, thanks to my Patreon supporters for making these articles possible. I’ll be holding a live Q&A on Saturday, April 26 at 10 AM Pacific Time answering questions posed by patrons!

21 thoughts on “Dragonmarks: Teleportation Circles

  1. Are you thinking that the first “home base” circle is a permanent teleportation circle that the character spontaneously creates as a fluke?

    • To clarify, I am asking about whether or not this:

      “For me the idea is that the adventurer creating a circle is either a culmination of long effort or a complete fluke (such as a gift from a warlock’s patron)”

      Is supposed to represent a temporary circle, or a permanent circle.

      • I’ve clarified that paragraph. The remarkable and difficult thing is creating a permanent circle. There’s nothing difficult about creating a temporary circle; that’s the basic effect of casting the spell.

        • There is still nothing stopping a PC from doing things the long way and taking a year, though, yes?

          • Yes and no. Personally, I don’t really like the idea that “The way to make a teleportation circle is by casting the spell on the same place every day for 365 consecutive days.” I would rather come up with a unique method that fits the style and power source of the network in question. Making a Fey bargain or a sacrifice to Tul Oreshka. Using a Khyber shard or building it over a demiplane. My point is that I wouldn’t say that this is the standard method of creating teleportation circles regardless of their origin.

            Having said that, it could be A method. And certainly, if a player character cast teleportation circle in the same spot every day for 365 days, sure, I would be happy to say that they’ve torn a hole in reality and created a new circle even if that’s NOT the normal way to create a circle of that type. So in short, yes, in my campaign there’s nothing stopping a *PC* from doing that. But I don’t see it as being the method Orien uses to create their circles.

  2. What would you suggest for the first teleportation circle in a story in which the characters have no “home base” to begin with, and are always on the move? Should it simply be two circles to interesting places, then?

    • Ultimately, the answer should be whatever is going to serve the story. If that means two different circles on the chosen network, that’s simple enough. But personally, what I’d be likely to do is to put that first permanent circle wherever the PC happened to be at the time. In the article I said “Whether this is their bastion or the room they’re renting at an inn“… It may not have been their home base BEFORE, but it’s going to be a place they keep coming back to. I’ll point to the novel Jumper, in which the protagonist instinctively teleports back to a corner of the library he loved as a child whenever he’s in trouble. It’s NOT the most useful space, but it’s now the space they’re attached to. Maybe they should buy that inn!

      A more exotic possibility would be to give them a mobile circle — to let them have a circle in a stagecoach or an airship, that could travel with them and serve as a base wherever they went. Personally, I’d make that a one of a kind thing — part of the PC’s remarkable breakthrough — and say that Teleportation Circles are generally immobile and that moving one would destroy it. But, if it served the idea of the story to give the adventurers a mobile circle, I might allow it.

  3. You mention in another comment that spending gold and one year isn’t how Orien or the other networks typically create their circles. Do you have any suggestions as to how they do?

    Tangencially related, IME there’s a famous inn in Passage that has a teleportation circle just because it was the favorite drinking hole of a powerful Orien heir who couldn’t be bothered to walk a few blocks and liked to show off. I might change that to make it that they created the circle on accident when their mark manifested during a bender.

    • Do you have any suggestions as to how they do?
      In my campaign, an Orien teleportation circle is a form of dragonmark focus item, and is made the same way as other such items. It would be constructed by artificers or magewrights with the Marks of Making and Passage, incorporating Siberys dragonshards to focus the powers of the Mark of Passage and burning Eberron dragonshards in the process. Given that permanent teleportation circles can’t be moved– that as far as I know, you’re know supposed to be able to carve one into a slab of concrete and move the slab around–I’d assume that there’s also an aspect of arcanically binding the mark to the location.

      Having said that, remarkable things happen, whether or not player characters are involved. I don’t think casting the spell over and over is the standard or reliable way to produce circles, but there’s no reason that it COULDN’T work in the case of your Orien heir; or it could be that they created it spontaneously on a bender, no one knows how, and the House is desperately trying to replicate the event. The point is that MOST circles are carefully designed scientific tools; but occasionally someone might just rip a passage through reality.

  4. i was thinking of having the creation of the party’s first permanent circle in their keep be the subject of an adventure, and i was already considering the Guild of Endless Doors as someone they’d end up working with to achieve that.

    I like the idea of a permanent circle requiring Khyber shards, as their keep is currently an old ruin in Sol Udar, i’m sure the Guild would be interested in a direct access to a facility that can procure those shards, or the opportunity to study how the ancient dwarven empire’s teleportation circles worked!

    I’m curious how you’d describe the process of those wizards making a permanent circle (or reactivating an old dwarven one), and the issues them and the party could face as a result of such a project.

  5. Five Nations governments aren’t mentioned. Can the Aundair monarchy requisition Guild circles any time? Do the other governments presumably manage their own networks?

    • Do the other governments presumably manage their own networks?
      What’s called out in the House Orien article is that Teleportation isn’t part of everyday life in Eberron. So no, most governments don’t have their own networks, just as they don’t have their own Speaking Stone networks or Creation Forges. Even the Guild of Endless Doors is supposed to only have a handful of circles and a few people capable of using them. If a Brelish noble wants to teleport somewhere, they need to pay House Orien. This is a point in the Thorn of Breland novels; even spies make use of the services of the houses, because the nations can’t replicate all of their services alone. Aundair is the CLOSEST; the Guild of Endless Doors is working on creating an alternative to Orien network, and yes, the Royal Eyes could presumably commandeer their services. But they aren’t as widespread as Orien, yet.

      Again, the point is that teleportation is a thing that EXISTS in the Five Nations, but as a rare and expensive service that isn’t always available and that can only take you to specific locations.

  6. Or you could go the “Stargate” way. Where to use a Teleportation Circle you need a password, the destination location and coordinates and their password maybe. And some cost, energy, magic whatever. Creates some interesting situations. While also being very powerful and dangerous.

    My other favorite idea is from “Tales from my D&D Campaign”, a YouTube series by Demonac. In TDDC there is an extra cost to cast any Teleport spell. You need an Aberrant Eye. These can only be acquired by defeating an Aberration creature of sufficient high power. Like a Beholder main eye.
    This made Teleportation not trivial and normal traveling still relevant (and ways that enhance it too).
    The other limitation was that Aberrant Eyes were all destroyed by Teleportation, so any spares that you had on, you’d have to stash them somewhere. Like a vault in a city or some hiding place.
    You could also use a Ritual to use 2 Eyes and cast a Teleportation spell that had a return component. You would travel to a destination, do what you had to there, then return to the place of the portal and reactivated it so you could go back. I think it had a duration like 1 day per level as limitation.

    All in all I stole a lot of Demonac’s World ideas for my Eberron campaign, although on the subject of Teleportation I went a different way. I had them get involved in a secret Dream Pyramid in Cyre (before date of Mourning, it was going to be part of what caused it) that could be used to travel in the Dream World, to Dal’Quor basically and there were 4 more portals there to travel to 4 places (like Sharn, Atur, Greenheart, Flamekeep) and back.

    • A fellow TDDC fan!
      Having DM-controlled substances as a limiter for the availability of teleportation is a handy tool: it makes the choice to expend those resources have strategic weight.
      In base 5e, the teleportation circle has specific material components: “Rare chalks and inks infused with precious gems with 50 gp, which the spell consumes”. Access to those is not guaranteed for a caster – the DM can choose to when to grant or withhold them in a given situation (‘sorry, sold out in this town’ or ‘you loot the room and find teleportation supplies’).
      Perhaps for EBERRON – an option for these materials could include Siberys or Eberron dragonshards magically-treated with the MARK OF PASSAGE to be suitable fodder for teleportation effects. So if the party wants to teleport around Khorvaire, they still need to visit and engage with an ORIEN ENCLAVE purchase and stock up their supply.

      On another TDDC-related note for HOUSE ORIEN, I have considered changing up the LIGHTNING RAIL in my Eberron:
      To reduce overlap with the air elemental control of the Mark of Storms, instead it could be a STONE TRAIN.
      A locomotive with the earth-glide power of a (bound) earth elemental that only operates on special alchemically-prepared stone tracks, when propelled and accelerated using the Expeditious Retreat power of the Mark of Passage.

  7. Such an interesting range of ideas! Excellent adventure fodder.

    My plain version would have been that the player can BUY access to a given teleportation circle and its sigil code from House Orien. They pay an upfront fee for access and then get charged per traveller whenever they use it – like passing through a tollbooth at the Enclave. By granting would-be teleporters access to their circle network, Orien thus reduces the incentive for potential competitors to develop their own version. They might even give a discount if the player contracts to act as a teleportation worker (either ‘on call’ via sending or during downtime). This is an alternative for the party instead of just hiring an official Orien Heir to provide a teleportation service.

    For teleportation circles from non-standard cultures (i.e., outside the Five Nations conventions), it could take time and effort (and a skill challenge or an adventure!) to even be able to IDENTIFY and UNDERSTAND a sigil sequence without the help and consent of an insider from that culture, before doing the usual 1-minute memorisation process. In Xen’drik, it could be equivalent to looking at the famous ‘Aztec Sun Stone’ and noticing that it has calendrical components, but then having to actually figure out what corresponds to day/month/year etc. so you can properly use it to tell a date.

    For a creating a new FEY CIRCLE – the party might have to work with the local fey and residents around a Thelanis manifest zone to MAKE A GOOD STORY to go along with the circle. Basically build up a custom-made legend for the locale to give it the potential to anchor a teleportation site. Then they need to act a part in the story to access it. (Like, don’t go into the woods with baked goods or you’ll be attacked by a talking wolf, but you can escape by running into a cabin and hiding under the bed > popping out somewhere else).

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