
You’ve got roots, my friend. You’re Aundairian, through and through. Not I. Orien? We’re everywhere. We deliver your mail. We transport your goods. We bring Aundairian wines to Wroat and Nightwood Ale to Flamekeep. Today we’re dining in Fairhaven, but tomorrow I’ll eat dinner in Thaliost. I may have been born in Passage, but the road is my home.
One of the key aspects of a dragonmark is often described as intuition—a natural talent for a particular set of skills. An heir to the Mark of Making is comfortable using any sort of artisan’s tools, while someone who carries the Mark of Detection has sharp senses and a knack for reading nonverbal cues. Consider then the gifts of the Mark of Passage. At its most basic level, it makes its bearer faster—able to run with remarkable speed, with an intuitive talent for athletics and acrobatics. The mark compels its bearer to move, and to do so with grace and precision. Heirs of the Mark of Passage are infamous for fidgeting and pacing, finding it almost unbearable to stand still. Many struggle with an insatiable wanderlust, an urge to move across the world. This is especially strong when the mark first manifests, and because of this Orien has a tradition called The Wander. When an Orien heir completes the Test of Siberys and develops the Mark of Passage, they undergo a month of intensive training, learning to harness their dragonmark’s gifts and brushing up on geography and customs. Once this is complete, the heir is given a set of traveling clothes, a good cloak, a backpack, a bedroll, and nine platinum pieces—a coin for each of the Sovereigns—and sent out into the world. They may travel for as long as they wish, whether that’s days, weeks, or years. But when they next set foot in an Orien enclave, their Wander is over, and it’s time to join a guild and get to work.
So when considering the heirs of House Orien, remember that raw physical energy—the speed coiled within them, waiting to be unleashed. Consider the base gift of the Dragonmark, Misty Step. This is a manifestation of that same energy, that drive to move and be unbound, so strong that it can tear through space itself. In any encounter with an Orien heir, consider if there’s a way that they could be moving instead of standing still. And if you’re playing a scion of House Orien, don’t just think about where you’re going now; consider where you’ve been, how far you’ve traveled, the things you’ve seen and the people you’ve met. Discuss this with your DM: how long did you wander, and where did you go? How do you feel about the path that you’re on today? Or are you still on your Wander—technically an heir of the house, but still refusing to enter an enclave and join a guild?
The House of the Unicorn. For many of the Dragonmarked Houses, the beast in the house sigil is merely a symbol. Few members of House Thuranni have actually seen a displacer beast, and House Sivis doesn’t cultivate cockatrices. House Orien is a special case… because every dragonmarked heir has their own unicorn! For over a thousand years, House Orien has carried goods and messages across Khorvaire. The most basic gift of the Least Mark of Passage is Expeditious Retreat; while this burst of speed is useful, it’s not going to help you travel a hundred miles. But an heir who unlocks the full potential of the Least Mark—whether on their own or by using a focus item—gains the ability to cast Find Steed. Which is to say, they gain the ability to summon their unicorn. When an Orien heir casts Find Steed through their Dragonmark, the creature emerges from the dragonmark itself, a tangle of blue and purple energy that solidifies into a mount. For at least 99.9% of heirs, this steed takes the shape of a unicorn. Orien lore maintains that the mount is the bearer’s mark made manifest—a reflection of their personality, their potential, and their destiny. While the overwhelming majority of Orien steeds appear as unicorns, the precise details can vary tremendously from heir to heir. As an Orien heir, consider the form of your unicorn. Is it lithe and graceful, or does it have the build of a draft horse? What is the shape, length, and material of your unicorn’s horn? Does it have a lion’s tail or a beard? Is its mane made from horsehair or from sparkling dragonmark energy? If you possess the Lesser Mark and can summon your unicorn using a 4th level spell slot, it gains the ability to fly. Does it simply run on the air—which is the most common manifestation of this within the house—or does your unicorn have wings? While it is manifested, your unicorn can communicate with you telepathically. While it has its own personality and identity, its memories are drawn from yours; it only knows what you know. It is a part of you—the manifestation of your Dragonmark.
Find Steed conjures a creature with the Fey, Fiend, or Celestial creature type. This reflects the abilities, demeanor, and appearance of the unicorn, but it doesn’t imply any sort of extraplanar connection; an Orien steed is tied only to its Dragonmark, and if banished it returns to it. The vast majority of Orien heirs manifest Fey steeds; this fits with the fact that the Fey gift of teleportation echoes the power of the Mark of Passage. The Celestial steed has the power to heal, while the Fiend steed instills fear. If an Orien heir manifests such a steed, it is a reflection of their own nature. An heir with a Fiend unicorn is likely to be ruthless and cruel, dominating the people around them; while an heir with a Celestial unicorn is more likely to be kind and empathetic. Beyond creature type, while 99.9% of heirs conjure unicorns, that still leaves a rare few who manifest steeds of other shapes. Often this is seen as an ill omen, but there have been a few Orien heirs in history who have earned fame due to their unusual mounts. Iliana d’Orien, better known as the White Hart, accompanied Galifar I into battle while riding her celestial stag; in the Sixth Century, Castal d’Orien hunted brigands astride his Fiend tiger. If you are playing a character with the Mark of Passage, consider the shape and creature type of your steed. Even if you can’t cast spells and don’t have the Potent Dragonmark feat, a Channeling Rod or Dragonmark Reservoir from Exploring Eberron can give you access to Find Steed. Even if you don’t have such an item yet, some day you may summon your steed—what form will it take? Once “found,” an Orien steed is tied to you for the rest of your life. Its appearance is a reflection of your Dragonmark and your own subconscious mind. Generally, its appearance or creature type shouldn’t change unless you yourself go through a dramatic shift in personality, or if something alters your destiny.
Phantom Steeds. Bearers of the Lesser Mark of Passage can cast Phantom Steed, but this is quite different from Find Mount. Once summoned, a Phantom Steed only remains for an hour. The summoned steed is faster than the standard Orien steed, but has no ability to fly and doesn’t communicate telepathically. Most heirs only use Phantom Steed when they need a short, intense burst of speed—or to provide an ally with a mount, while the Orien heir rides their unicorn. Phantom Steeds can manifest as unicorns, but they can take other forms. The summoning heir can’t precisely shape the steed, but they can give a general direction—unicorn, horse, tribex.
All Orien Heirs With Dragonmarks Have Unicorns? Why Haven’t I Heard About This? This aspect of the Mark of Passage isn’t new; the original powers of the Mark of Passage as presented in the 3.5 Eberron Campaign Setting include the ability to cast Mount (3.5’s version of Find Steed) and Phantom Steed. It’s just not something that was explored in canon. And part of the reason for that is that many Orien heirs don’t NEED a unicorn in their everyday life. There’s no room for a unicorn on a lightning rail or in the cabin of a thunder coach. An Orien negotiator hiring crews to lay conductor stones doesn’t need her unicorn crowding her office. Even a courier carrying messages through Sharn might find a mount to be more trouble than it’s worth in the crowded streets. Beyond this, while anyone with the Least Mark of Passage potentially could summon a unicorn, many can’t do it without a Channeling Rod or Dragonmark Reservoir. So Orien heirs can summon unicorns, and most have at some point in their life; they know the shape of their unicorn and it means something to them. But even those who can summon a steed at will rarely do unless they actually need its speed.
Other Spells of the Mark. Most of the spells associated with the Mark of Passage are straightforward. Expeditious Retreat and Jump enhance the speed of the heir. Blink and Dimension Door expand their iconic power of teleportation. Freedom of Movement highlights the idea that an Orien Heir (at least, one with the Lesser Mark) cannot be restrained. And Pass Without Trace reflects the idea that in addition to moving swiftly, they can move lightly, dancing through the world without making sound or leaving tracks. All of these are well known and long-established. With that said, there are other spells that make sense for the Mark of Passage. Expeditious Retreat is great for a burst of speed, but Longstrider makes sense for someone who’s regularly traveling long distances on foot. The Blades of Orien (from the 3.5 Dragonmarked sourcebook) possess an ability similar to the Vortex Warp spell. This is why we’ve called out the idea that a spellcasting character with a Dragonmark could describe any logical spell as being drawn from their Mark; a talented wizard with the Mark of Passage could say that they are using their Dragonmark to teleport in a Cloud of Daggers, propelled by the kinetic energy of the Mark.
HOUSE ORIEN TELEPORTATION CIRCLES
Under the original third edition rules, the Greater Mark of Passage provided a single daily use of the 5th level spell teleport. Under fifth edition rules, teleport is a 7th level spell, and the Greater Mark (as I described in this article, if you can cast a 5th level Spell of the Mark, I say you have the Greater Mark) provides access to teleportation circle. Eberron Rising From The Last War says “For those with no time to spare and plenty of money to spend, House Orien also has teleportation circles in each of its enclaves in cities across Khorvaire. At significant cost, a member of the house will transport passengers instantaneously from one enclave to another.”
To understand the limitations on teleportation in the Five Nations, it’s vital to remember that a teleportation circle has no power of its own. The circle is a destination. But the power comes from the Passage-marked heir who actually casts the spell… and heirs that possess the Greater Dragonmark are few in number. A major enclave that serves as a hub for teleportation might have two or three Greater heirs. An enclave in a large town may have a single heir, and typically they can only cast the spell once per day. In a smaller town, it’s possible that there is a circle in the enclave but that there’s no one at the enclave who can cast the spell; they are a viable destination, but once you’re there you can’t teleport out… though if you have both time and money, the enclave can use a message station to call in an heir from another town, who will be able to teleport you out after they rest to restore their power; in this case, you’ll be charged twice the price, as they’ll charge you for the heir’s trip to your location. So the point is that teleportation exists, but it is an exotic, expensive service—not a standard option or something used every day for freight. Orien enclaves have teleportation circles, but unless you book in advance, there’s no assurance that the service will be available on any given day, even in a major city.
So, how do we reconcile the shifting mechanics of editions with the lore? The simplest answer is simply to ignore them, especially if you’ve only played in fifth edition. However, this is an opportunity to explore the idea that Teleportation Circles are a recent development. The Greater Mark of Passage has always allowed teleportation, but before the development of the Teleportation Circle, it was extremely unsafe and unreliable. If I decided to embrace this, I’d introduce a spell called wild teleport—a bonus Orien spell of the Mark available at 5th level. This is identical to teleport, but it uses a 5th level spell slot; it can only be attempted if the caster is very familiar with their destination; and the DM uses the following table to determine success.
d100 | Destination |
01-49 | Mishap |
50-59 | Similar Destination |
60-79 | Off Target |
80-00 | On Target |
These have the same effects that are described in Teleport, but a Mishap inflicts 5d10 force damage. A Mishap requires the DM to roll again, which could produce another Mishap and inflict more damage; if the caster drops to zero hit points then they and their fellow travelers are lost forever. So the point is that Orien could teleport long distances, but it was very dangerous. They worked on focus items to improve this, and this allowed them to produce the first Helms of Teleportation seen in the Five Nations. But these helms are expensive and fragile (and only someone with the Greater Mark of Passage can attune to one of them); the House continued to search for a better solution. Working with House Cannith and the Twelve, they eventually developed the Teleportation Circle, creating a safe anchor any Greater Heir can use to reach their destination.
My personal inclination is to say that the circles have been in use for a little over a century. As a result, most Orien heirs only know how to cast Teleportation Circle; they were never taught the techniques to perform the risky Wild Teleport. Meanwhile, a foundling would have access to Wild Teleport instead of Teleportation Circle, because they’ve never been trained to use the circles. An Orien adventurer could potentially learn to cast Wild Teleport—perhaps by working with a foundling—and a foundling taken into the house could learn to cast Teleportation Circle. But in either case, it would be a story.
Another point on Teleportation Circle. In THEORY, the spell allows you to travel to “any destination you know the sigil sequence for.” In MY campaign, teleportation circles created by different cultures and especially different styles of magic are not instantly interchangeable. The giants of Xen’drik used teleportation circles. Riedra uses teleportation circles created using psionic disciplines. Learning to connect to one of these isn’t as simple as memorizing a phone number. For most people it simply isn’t possible; a typical Orien heir can only connect to Orien circles. A remarkable individual—such as a player character—could learn how to bridge the gap. So it’s possible that an Orien adventurer (or a nefarious villain) could figure out how to use Teleportation Circle to reach a circle in Riedra. But this would be an ADVENTURE. It would require the sigil code, certainly. But it would also require the would-be teleporter to have a significant amount of time studying a circle of the type they are hoping to travel to, and I would likely also require them to either work with a mentor from the discipline in question (so, working with a Kalashtar psion to learn to hack a psionic circle) and/or to possess a focusing item that allows them to bridge the gap. The point being that a typical Orien heir can’t just hop into Riedra—and that likewise, under normal circumstances the Inspired can’t use their gates to suddenly teleport into Orien enclaves. On the other hand, if a clever Kalaraq Mind Seeded a prominent Orien heir and gained extended access to an enclave, maybe they COULD develop a way to connect the two networks…
What does this mean for you?
House Orien has been providing teleportation for approximately a century. This service only allows teleportation to Orien enclaves. Only large enclaves will have a teleporter in residence, and unless you reserve a jaunt in advance, there’s no way to know if the service will be available on any particular day. In particular, if a villain escapes from the adventurers, reaches an Orien enclave, and teleports away, the adventurers will likely have to wait a day before they can pursue them, because the local heir’s just cast their only use of the spell! House Orien is actively trying to improve their teleportation services—this is discussed in the What The Future May Hold section of the full article.
What about the Kundarak Vault Network?
The House Kundarak Vault Network allows people to create an extradimensional safety deposit box that can be opened from any Vault outpost. This operates on the principle of Leomund’s Secret Chest; notably, it cannot contain living material, and any attempt to place a living creature in the chest results in it being spat back out. The first thing to understand about the Kundarak Vault Network is that while it’s operated by House Kundarak, it’s created and maintained by Kundarak, Cannith, and Orien. It was exactly the sort of breakthrough that the Twelve exists to facilitate—using the combined abilities of the marks to create things no house could create alone. So a Vault station is operated by an heir with the Mark of Warding, but maintaining the system requires the efforts of both Cannith and Orien, and the network has become an integral part of the Unicorn Post, allowing the house to pass bags of mail through from one hub point to another.
What happens when a PC caster chooses to learn Teleportation Circle? Does Orien charge the PC for usage of circles?
In my campaign teleportation circles aren’t universally accessible. Orien circles are designed to interact with the Mark of Passage, while Riedran circles tap psionic energies; an Orien heir couldn’t just beam into a Riedran citadel. Likewise, an unmarked wizard who knows Teleporation Circle can’t automatically use either Riedran or Orien circles. However, an exceptional mage could essentially hack the system. This is something we specifically see in my novel The Fading Dream, where one of the protagonists does just that—noting that the Circle network is designed to interact with the Dragonmark, but that he can essentially “pick the lock” by manipulating arcane energy. The point here is that it’s something that takes time and access to an Orien circle, and that it’s NOT supported by the house. Just like House Lyrandar won’t invite your druid to steer the airship, House Orien won’t be happy about your wizard using their teleportation circles. Consider that there’s very few people actually capable of doing this in the Five Nations, so again, it’s not like it’s a big market they’d want to cater to. If your wizard pops up in an Orien circle you’d likely have to do some very fast talking to keep from being charged with trespassing.
That’s my default position: Orien won’t share access to its circles with people who aren’t part of the house, and would treat anyone who accessed the circles without permission as a criminal. But perhaps you WANT your PCs to have access to the Orien circle network. There’s three easy ways you could make this happen.
- One of the adventurers is an heir of the house in good standing. If they at least vouch for the teleporting wizard, I’d probably allow it.
- The adventuring party has a Orien patron or ally with significant influence (such as a viceroy) who authorizes their use of the circles, giving them ID papers they could show on arrival.
- The teleporter joins the Transportation Guild as a licensed independent operative of the Portal. This would allow them to use the circles when on their own time, but it would mean that during downtime the Guild would expect them to put in some hours providing services through the guild. Which could be a hook for an adventure, if the teleporter is paid to teleport someone interesting to a specific location, and the adventuring party wants to follow after them!
So in short, in my campaign House Orien doesn’t provide access to its circles to members of the general public, but an adventurer could gain access by having a connection to the house—whether that’s through blood, friendship, or employment.
FRONTIERS OF EBERRON AND UNEARTHED ARCANA
In Frontiers of Eberron we introduced a set of backgrounds and feats that provide a form of Dragonmark that works with the 2024 rules. Since then, Wizards of the Coast has released an Unearthed Arcana article with a different approach to Dragonmark feats. The biggest difference between the two is the approach to Spells of the Mark. The official UA approach follows the model of Rising From The Last War, meaning that a Dragonmarked character needs to have a Spellcasting class feature or the Potent Dragonmark feat to cast any Spells of the Mark; the version in Frontiers of Eberron provides access to lower level spells, but lets the bearer of the mark use them regardless of class.

Personally, I’d allow a player in my campaign to choose either form of the Mark, though it would have to be one or the other. However, the UA/FotA version is what will be officially supported going forward and for that reason, it’s like the best choice. With that in mind, I did want to share two things. Exploring Eberron introduces a few magic items that allow a Dragonmarked character to make use of Spells of the Mark; I’m sharing two of these here. If you’ve got a Dragonmarked Reservoir, at least you can summon your unicorn!
I also want to share the Orien Step cantrip we introduced in Frontiers of Eberron. The point of this cantrip is to give an Orien heir a limited ability to teleport all the time. In my campaign, I’d make this an additional Spell of the Mark for the Mark of Passage: if you can cast spells, you can add this to the list of cantrips you can choose. So not every heir can do it, but it’s a talent you can develop. When used in this way, I would expand it in the following ways.
- It doesn’t allow the caster to escape from manacles or bonds, but it will allow them to escape from a grapple.
- The caster can’t go through solid objects, but I’d allow them to pass through any barrier that has some form of opening (similar to an amorphous creature). So you can’t pass through a solid wall, but you could pass through a portcullis or the bars of a prison cell.
However, as always this is Kanon material and a DM may choose not to allow this cantrip in their campaign.

That’s all for now! However, this is just part of the full House Orien article available to my Patreon supporters. The full article is three times the length of this one, and includes the history and structure of the house, details on its four founding families, story ideas and more. Patreon support is what allows me to spend time working on Eberron, so if you want to see more content like this—and to help choose the next house I write about—check it out!
Thank you, Keith. This is absolutely fantastic and offers such a fun insight into the development of House Orien.
Fantastic article, lots of thoughts for my next Orien PC!
I’ve been hoping for something like this. I love houses like Orien and Kundarak, but sometimes struggle envisioning their abilities. I also feel like their background marks, I guess? Almost feels like all they do is handle essential jobs in Eberron, and they just don’t turn into adventurers. This article fills me with all kinds of ideas, like a divine soul who summons a celestial variant unicorn to cast magic for him. Thanks Keith!!!!!!
What happens when, say, a PC caster chooses to learn Teleportation Circle? Does Orien charge the PC for usage of circles?
I’ve added an answer to the Teleportation Circle section of the article.
Thank you, and I see that you have covered it in a new article as well.