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The crystal shows love Lyrandar. How many times have we seen a dashing Lyrandar captain facing off against pirates, dancing on the wind, landing blows with their rapier and rapier wit? That’s the story we’re sold—they’re daring, they’re bold. The House wants us to like them, to admire their adventurous spirit, to trust they’ll take us where we want to go. But just you look at the seal of the Windwright’s guild. You see the ship, riding the water or the wind. But around it and below it lies the Kraken, its tentacles reaching out to seize the world. Lyrandar has always been driven by ambition. They began with their feet caked in river mud, and now they’ve laid claim to the sky. I know, I know. You think I spend too much time reading the Voice of Aundair. But I tell you this: the sky won’t be enough for House Lyrandar.
There’s a storm inside of you. It was born when you first manifested your dragonmark, and it’s whirled within you ever since. Sometimes you want to move like the wind, to dance across the hall or dart through the rigging of a ship. Sometimes you want to let it out—to unleash your tension with a single clap of thunder, or to let it pour out of you in a massive gust of wind. There’s a storm inside of you, but only you know what it feels like. Is it cold and wet, full of ice and sleet, relentless hail that will wear down your foes? Or does the wind inside of you lift people up, catching you when you fall and shielding you from harm? What is the storm inside of you, and how do you reveal it to the world?
The Mark of Storms has gone through many changes over the editions. This article considers it in its latest incarnation, as it was presented in Unearthed Arcana and will appear in Forge of the Artificer. If you have the Mark of Storm, you have an intuitive bonus to Acrobatics and navigation. You have resistance to Lightning Damage. You know Gust of Wind and can cast it once per day without expending a spell slot… and you can cast the Thunderclap cantrip at will. These gifts are far more dangerous than the powers of most other Dragonmarks. A Cannith can mend, a Sivis can send messages, a Phiarlan can weave illusions. But your mark can flow out of you with explosive force. Every Lyrandar enclave has a fortified storm suite, where heirs are kept in isolation after manifesting the mark until they learn to control it; though an heir can go to the storm suite at any time if they just want to unleash their power without restraint, with no risk of hurting anyone. Due to this intensive training, Lyrandar heirs are very aware of their personal space—a Thunderclap strikes everyone within five feet. A trained heir runs no risk of accidentally unleashing their power, but releasing a Thunderclap is an exhilarating feeling and many will do it to accentuate a dramatic point to to express joy or anger; but again, they are careful to know when such an act could put innocents at risk.
House Lyrandar has always been driven by pride and ambition. A Lyrandar captain is the monarch of their own tiny kingdom, and considers themself to be the equal of any king or queen. From childhood, Lyrandar heirs are encouraged to dream big and to believe in their own potential. If you’re making a character who bears the Mark of Storm, consider how its power affects them. Do they love wild motion and dramatic displays? Or are they more akin to still water with hidden depths?
The spells of the Mark of Storm follow two paths. Feather Fall, Levitate, and Wind Wall are tied to the wind, while Fog Cloud, Sleet Storm, and Control Water are tied to water. While some exceptional heirs (including any player character) can draw on all of these powers, most Lyrandar heirs have an affinity for one or the other; thus, a typical Lyrandar NPC might be able to cast Feather Fall or Sleet Storm, but probably not both of them. The ability to conjure elementals is common to both paths, but heirs are usually only able to conjure the type of elemental associated with their affinity (Air or Water). Shatter is a focused form of Thunderclap and it’s something any Lyrandar heir can master with effort, but many don’t bother to do so; it requires an aggressive outlook, and heirs pursuing a peaceful life may not want to wield such power.
Conjuring Elementals. Where did the idea for the Elemental Galleon come from? Why was it associated with Lyrandar to begin with, if Lyrandar don’t bind elementals? The answer is that the heirs of House Lyrandar have been using elementals since the Mark of Storm first appeared—just in a far less efficient manner. The Lesser Mark of Storm allows the bearer to cast Conjure Minor Elementals. The Greater Mark gives access to Conjure Elemental. Lyrandar heirs quickly learned how to use air elementals to fill their sails and water elementals to propel larger vessels. However, doing this directly is a considerable effort for the heir manifesting the elemental and it lacks precision. The invention of the Elemental Galleon demonstrates the purpose of the Twelve: to combine the expertise of the Dragonmarked Houses to create things no house could create on its own. The first galleons still relied on a Lyrandar heir to produce the elemental, but channeled that spirit into ship systems—creating the iconic elemental ring. By working with the Zil, the Twelve made the breakthrough that led to the modern elemental vehicles—summoning an independent elemental that could be bound to the ship itself. Because the point is that when a Lyrandar heir conjures an elemental, it’s not coming from Lamannia.
When you conjure an elemental you’re drawing out the storm that lies within you; it is your spirit made manifest. Bear in mind that (under 2024 rules) when a Lyrandar heir conjures an elemental, it’s not an independent, sentient entity. Conjure Minor Elementals creates an emanation that radiates out from the heir, a storm that enhances their attacks. Conjure Elemental summons a “Large, intangible spirit” that doesn’t move once cast—a swirling storm core. It’s a manifestation of elemental power, not an independent entity. The key point is that the 2024 rules as written only describe the combat effects of these spells; but Lyrandar has developed focus items that can harness that elemental power to use it as motive force. It’s further the case that even though Lyrandar heirs don’t summon independent elementals, an heir’s relationship with their inner storm gives them an affinity for interacting with elemental forces… which is enhanced by the Wheel of Wind and Water, and which in turn is why airships currently rely on Lyrandar pilots for reliable control of the elementals.
Purely by the rules, someone who casts Conjure Elemental or Conjure Minor Elementals can draw on any elemental. Lyrandar NPCs should be limited to Air or Water. If a Dragonmarked player character is conjuring an elemental through the Mark, they should also be limited in this way. If they are a spellcaster using a spell slot to cast the spell, then they can call on any element; they may be guided by their Mark, but they are drawing on additional magic in casting the spell.
Storm Sorcerers and Lyrandar NPCs. Lyrandar NPCs are generally presumed to have a form of the Potent Dragonmark feat, granting them a single spell slot for each tier of their Dragonmark—Least (1st or 2nd level), Lesser (3rd or 4th level), and Greater (5th level). A typical heir is limited to either Wind or Water spells. Player characters with spellcasting ability have access to all of the Spells of the Mark and can use spell slots to cast those spells. Exceptional Lyrandar NPCs (including agents of the Hurricane Harvest) can have this same level of power, with the ability to cast all of the Spells of the Mark and to do so more than once per day per tier. Beyond this, Lyrandar spellcasters can choose to ascribe some or all of their spellcasting abilities to their Dragonmark. A Lyrandar Storm Sorcerer is an obvious candidate for this, but a Fathomless Warlock could say that their “patron” is their Mark itself. Under such circumstances, a DM could slightly reflavor existing spells to better fit the idea that they are tied to the dragonmark. For example, Lyran’s Shield is identical to Armor of Agathys, but inflicts Lightning damage instead of Cold damage. Storm of Selavash is a Fireball that inflicts Lightning Damage. The Aegis of the Firstborn is Fire Shield, but with the choice of Wind (inflicting and granting resistance to Lightning Damage) or Water (inflicting and granting resistance to Cold Damage).
Controlling the Weather. In the original 3.5 Eberron Campaign Setting, the Greater Mark of Making gave the bearer the power to cast Control Weather. The idea that Lyrandar had this ability was an important part of the house’s identity; the Raincaller’s Guild is a major part of its business. However, later editions balked at this, with Rising—and now, Forge of the Artificer—granting Conjure Elemental in place of Control Weather. From a design perspective, there’s two solid reasons for this. In Fifth Edition, Control Weather is an 8th level spell. The 3.5 ECS didn’t care that the Mark of Storms had access to a spell higher level than that of most Greater Dragonmarks. But the “Spells of the Mark” approach to Dragonmark powers doesn’t support giving a character access to an 8th level spell. And there’s a second important reason: Control Weather isn’t that useful to a typical adventurer. In either of its 5E forms, Conjure Elemental is a spell with clear value in an encounter. Control Weather is a highly situational spell that has a lot of flavor and story potential—but which is likely to be useless in a typical dungeon crawl. So I understand the rationale behind this switch. Nonetheless, the lore of House Lyrandar is based on the idea that they can control the weather. Rising From The Last War sought to bridge this by introducing the Storm Spires: Eldritch machines that allow Lyrandar heirs to control the weather around the Spire. I think the Storm Spire is great: in my campaign, a Storm Spire amplifies and expands the power of the mark, controlling weather over a wider area and for an indefinite duration. It’s an excellent tool for a large community with an established Lyrandar presence. But I still want the traveling Raincaller who can come to your farm during a drought and turn things around. With this in mind, in my campaign I’m implementing the idea that controlling the weather is a specialization within the house. Some heirs learn to externalize the storm they hold within; if they develop the Greater Dragonmark, they have the ability to cast Conjure Elemental. Others—those that emulate the still water with hidden depths—learn to manipulate the storms around them rather than to unleash the storm within. Those that follow this path replace Conjure Elemental on the Spells of the Mark list with Control Weather. They are able to cast Control Weather once using a 5th level spell slot, and regain the ability to do so after they complete a long rest; otherwise, they can cast it using an 8th level spell slot. So, Raincaller NPCs with the Greater Mark of Storm can control the weather; if a Lyrandar adventurer wants this power, it comes at the expense of Conjure Elemental.

Lyrandar heirs regularly employ the focus items described in Exploring Eberron—Dragonmark Channels and Reservoirs. Exploring Eberron mentions Storm’s Embrace, a focus item that duplicates the Ring of Feather Falling. In general, any item that deals with wind or water can be reframed as a Lyrandar focus item. Here’s a few additional focus items. The Hurricane Cloak is beloved by Lyrandar swashbucklers. The Windwright’s Anchor and Raincaller’s Crown are tools used by members of the Lyrandar guilds. The Windwright’s Anchor is a key tool for Lyrandar riverboat captains, who fill their sails with Gust of Wind, while the Raincaller’s Crown allows a wandering Raincaller to maintain a shift in the weather for a full day—and to go indoors after casting the spell. Scepters of the Firstborn are rare weapons treasured by champions of the Hurricane Harvest.
Hurricane Cloak
Wondrous Item, uncommon (requires attunement by a creature with the Mark of Storm)
While wearing this cloak, you can take a bonus action to make it billow dramatically for one minute. You can take a Magic action to catch the wind within the cloak, lifting you just off the ground. While the cloak remains active, you have a Fly speed of 40 feet and can hover. You must maintain concentration to sustain this flight, as if you were concentrating on a spell. The cloak keeps you aloft until you end your concentration.
Windwright’s Anchor
Wondrous Item, uncommon (requires attunement by a creature with the Mark of Storm)
This amulet enhances the powers of the Mark of Storm. When you cast Gust of Wind, Fog Cloud, Wind Wall or Conjure Elemental, you can use the Anchor to enhance the duration of the spell. This requires intense focus and ongoing concentration. While using the Anchor in this way, you are Restrained. In addition, you must use an action on each of your turns to maintain the effect. As long as you do so, you can maintain the spell effect indefinitely.
Raincaller’s Crown
Wondrous Item, uncommon (requires attunement by a creature with the Mark of Storm)
When you cast Control Weather, you can maintain concentration on the spell for up to 24 hours. You must be outdoors to cast the spell, but it doesn’t end early if you go indoors after casting it. When you end concentration, the weather you have created continues for eight hours before fading.
Scepter of the Firstborn
Rod, Rare (requires attunement by a creature with the Mark of Storm)
This rod has 7 charges and can be wielded as a mace.
Mighty Thunder. If you cast Thunderclap while holding the Scepter, the damage is increased by 1d6 and the saving throw DC is increased by 2.
Storm Unleashed. While holding the Sc epter, you can expend up to 3 charges to cast Lightning Bolt (Save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The Scepter regains 1d6+1 expended charges daily at dawn.
This is a preview of the full article available to patrons. The full article is four times the length of this one, and includes information on this history, structure, family, and customs of House Lyrandar. If you’d like to read the full thing—and to help support my creating more of these articles—check out my Patreon here!

You’ve heard of the Basilisk’s Gaze, then? Medani operatives, charged under the Treaty of Thronehold to hunt down the worst war criminals of the last century. It’s kind of odd, right? If you want to FIND someone, you go to Tharashk. Why Medani? Well, it could be that Breland objected to Tharashk because of their close ties to Droaam. But you know what I think? I think it’s because these people the Gaze is hunting, they aren’t common criminals. They’ve got money, influence, magic. These people can shield themselves from divination, establish new identities. Finding a person like that, it’s more of a puzzle than a job for a simple bounty hunter. And apprehending them… that’s a thing that would have to be done quietly and carefully. You’d have to be able to anticipate their routine, know where they’d start their day. Know their favorite strain of tal. Have a paralytic poison on hand, slow-acting but undetectable, and have sufficient charm to keep them talking until the poison takes effect. What do you think? Hmm? Can’t respond? Don’t worry. My friends and I will help you out. You’ve got a tribunal waiting for you at Thronehold, Viktor ir’Cazin.
The Mark of Detection enhances the bearer’s Insight and Investigation. This isn’t about broadly improving eyesight or hearing. Instead, Medani intuition calls attention to details. A marked Medani is always noticing things about their surroundings others might ignore. When talking to someone, a Medani instinctively catalogues their twitches and tells, evaluates their accent and how it aligns with their supposed nationality, observes their equipment and its quality… and does all of this without even thinking about it. But when the details matter, all of these observations will come flooding back. The greater powers of the Mark of Detection go beyond personal observation. While some within Medani say that their house is blessed by Aureon, the dominant belief is that the Mark of Detection connects everyone that carries it, and that a Medani with a powerful mark can draw on the memories and observations of every marked scion of the house. Because of this, the house strives to constantly expand its knowledge base. In many of the Dragonmarked Houses, heirs of a house are often raised in house enclaves and educated in trade schools tied to their guilds. By contrast, House Medani encourages its heirs to be active in local communities and to cultivate a diverse group of friends. Before undergoing the Test of Siberys, a Medani heir must complete an apprenticeship outside of the house. The point of this isn’t to pursue a long-term profession, but to meet people and to make connections… to learn seemingly inconsequential details that could be of use to some other heir of the house at some point in the future. In addition to the Watchers of the Warning Guild, House Medani maintains a corps of “Private Eyes”—Inquisitives tasked to travel across the world and learn things, unraveling mysteries when they find them and pulling on interesting threads. This is a possible path for a Medani adventurer. Watchers of the Warning Guild typically work out of a particular office in a particular town. But Private Eyes are encouraged to keep moving, searching for the most interesting situations and people that they can find. As a Medani heir, ask questions and explore even tiny mysteries. Even if the answers to your questions don’t have an impact today, they could help your family in the future!
Perception or Investigation? In Rising From The Last War, the Deductive Reasoning feature of the Mark of Detection provides a bonus to Investigation and Insight. However, in the recent Unearthed Arcana, the Mark of Detection feat provides a bonus to Perception and Insight. These are the same two skills that are boosted by the Mark of Sentinel, and in my opinion, Rising’s approach makes more sense. Sentinel helps you spot the immediate threat with Perception; Detection helps you examine the scene and draw conclusions. We don’t yet know what the final text of Forge of the Artificer will be. For now, the DM will have to decide what they want to do. But in MY campaign, I’m keeping Detection as benefitting Investigation and Insight.
Beyond an intuitive knack for Investigation and Insight, anyone who carries the Mark of Detection can cast Detect Magic and Detect Poison and Disease. Because they always have these spells prepared, they can cast them as rituals. But producing a spell-like effect through a dragonmark isn’t the same process as casting a spell. When performing the ritual to cast Detect Magic, a Medani heir doesn’t invoke words of power. Instead, most use one finger to trace the design of the Mark of Detection on a palm while murmuring observations about the room they’re in—temperature, sound, contents, meditating on each detail until their senses reach beyond the physical and they can feel the flow of supernatural energies around them. If you have the Mark of Detection, that’s just something you can do. Spend enough time contemplating your surroundings and you can sense supernatural energy. Other Spells of the Mark go beyond any sight or sense; they are about intuitive knowledge. An heir with the Lesser Mark can Identify magical objects. This is another spell that can be cast as a ritual, meaning that it’s something an heir with the Potent Dragonmark feat can simply do, provided they have time. If they take ten minutes to study an object, they know its magical properties. With the Lesser Mark they can study an individual and know what they are thinking. With the Lesser Dragonmark (meaning access to 4th level spells) they can simply ask a question and know the answer, by casting Divination.
All of these gifts flow from the same source. While a Medani heir has to go through the same steps a spellcaster does to produce these effects—speaking and gesturing in some way—Medani’s Divination doesn’t feel like a priest calling upon divine guidance. Instead, to the Medani it feels like DEDUCTION. When they cast Identify, they take time to study the object—its weight, its composition, signs of wear, traces of arcane energy—and within ten minutes it becomes obvious what it does. When a Medani casts Detect Thoughts, they aren’t using telepathy as a Kalashtar would; they are simply observing, but through observation they deduce what the target is thinking. The verbal components of a Medani’s Detect Thoughts are questions; the Medani asks a few pointed questions, and draws conclusions from the most minute reactions. “Tell me, did you know Donal Gelder? Ahhh, you worked together, didn’t you? And you hated him.” Should the target succeed on their saving throw and resist the effect, the Medani can’t draw deeper conclusions about them. To be clear, this effect is magical. The Medani also has to provide somatic components—typically touching their dragonmark or tracing its pattern on a palm—and the mark does grow warm while they’re engaged in deduction. They can gain access to information that they couldn’t possibly deduce from available information. But to the Medani, and to observers, it feels like deduction—like they are leaping to certainty from minor details of a scene.
Divination and Deductive Reasoning. Medani heirs with the Lesser Dragonmark often have the ability to cast Divination, and this is the hallmark of Medani’s master inquisitives. While the Augurs of the Voice of Aureon call this gift Divination, Medani inquisitives refer to it as Deductive Reasoning; they aren’t calling on a higher power, they’re evaluating a question and drawing conclusions. With this in mind, what exactly can Medani learn from using this spell? When performing Deductive Reasoning, the Medani draws on two potential sources of information. The first is the scene itself. Is there any possible way the Medani could deduce the answer from their surroundings, at least in part? Otherwise, the question is does any other Dragonmarked Medani know the answer to this question? So when a Medani inquisitive looks at a corpse, casts Deductive Reasoning (Divination) and says “Who killed this man?” the first question is if there’s a living Medani who actually knows the answer. If so, the inquisitive could just get that concrete answer; Alina Lorridan Lyrris poisoned him at dinner two hours ago. Assuming that’s not the case, think of all the greatest detectives you’ve seen in any form of media and the conclusions they might draw. A strand of silver hair… a stray thread from a glamerweave gown… the placement and size of the chair… It was a wealthy female gnome. He knew her, and they were conversing when he died. See the faint scratches on the surface of the table? She was wearing rings, at least one on each finger. The point being that it’s not a randomly cryptic riddle—but it can still be a set of clues that point the inquisitive in the right direction rather than providing a concrete answer. Likewise, if the marked Medani asks a entirely abstract or philosophical question—What is the true nature of the Sovereigns—they’ll either receive no answer, or an answer that summarizes the dominant opinions of the Medani gestalt, with the clear note that it’s not a certainty.
Legend Lore and Background Checks. Under the rules of 5th Edition, the Greater Dragonmark of Detection grants the ability to cast Legend Lore. But Legend Lore is an odd spell.
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The limitation that “If the thing you named isn’t of legendary importance” bothers me. Critically, who makes that determination? It also seems like an arbitrary limitation on a spell that is supposed to be the greatest power of the Dragonmark. With this in mind, in MY campaign, the Greater Dragonmark doesn’t allow you to cast Legend Lore; instead, it allows you to run a Background Check. Name or describe a person, place, or thing. The spell brings to mind a brief summary of lore about the thing you named based on what is known about them by living bearers of the Mark of Detection. Think of a gestalt consisting of both the conscious and subconscious memory of living Medani. Has any Medani ever seen the person you’re asking about? Do you already have information that could be combined with another Medani’s observations to draw a new conclusion? So like Legend Lore, the more information you already have, the more information you will receive; and likewise, if the individual or object is well known in the Five Nations, then Medani will know more. And again, this is the function of the Private Eyes—to gather as much random information as possible, which may mean nothing to the observer in the moment, but which can be added to the gestalt for Background Checks. So if you ask about someone who is truly unremarkable or about an obscure relic from tens of thousands of years ago, you might not get any information (although here again, the Voice of Aureon includes sages who study history, and their knowledge is part of the gestalt). But if you ask about a criminal, you might draw on the information of a Medani inquisitive who solved a previous crime they were involved in… and you might know that they were seen in Sharn a week ago. As always, it’s entirely up to the DM to decide what information is provided, and the bearer of the Mark can’t ask for clarification; they get the information they get. But even if we imagine a random commoner—let’s say Jurian Cooper—who’s definitely not LEGENDARY, a Medani Background Check might say Jurian Cooper is a male human in his thirties who’s been living in the Callestan district of Sharn for at least a decade. He has been seen in the company of Ilsa Boromar on multiple occasions. Last week he was seen in the Broken Mirror in Callestan, drinking Old Bender and eating a tribex pie. This also touches on the difference between the Mark of Finding and the Mark of Detection. A Background Check can’t tell you exactly where to find Jurian Cooper. But it may point you to known associates, recent haunts, or provide useful details you’re not going to get from Locate Creature.
Nondetection. Everyone knows that the Mark of Detection lets its bearer uncover secrets. Fewer people know that it can help bury them, as well. The Wolves of the Warning Guild specialize in counterintelligence and in making problems go away. In doing so, they often employ the Lesser Mark’s gift of Nondetection—whether to conceal themselves, a client, or an inconvenient object (or body) until a case can be closed or a problem solved. This ability is especially prized by the hunters of the Basilisk’s Gaze, whose quarry often protect themselves with divination. This comes to a minor house rule. The 2024 rules have reduced the number of effects that say a creature cannot be surprised; notably, the Weapon of Warning no longer provides this benefit. But I personally say that if any magical source provides immunity to surprise (as opposed to a skill or mundane class feature) that the benefit will not help against someone who is shielded by Nondetection. Likewise, in my campaign Nondetection protects from magical effects that are clearly forms of divination even if they are not identified as being divination spells—notably, a Wand of Enemy Detection.
Clairvoyance and Arcane Eye. These abilities are a form of extrasensory perception and have more in common with Detect Magic than Identify or Legend Lore. The heir concentrates on their Dragonmark and meditates on the location they wish to see, envisioning it in their mind… and soon finds that the vision in their mind is real and accurate. Sensors created by these spells appear as globes formed from stands of blue energy to those who can see them; sometimes the Mark of Detection appears within the globe, mimicking the iris of an eye.
Detect Good and Evil? Good and Evil may feel like abstract concepts for an inquisitive to monitor. But keep in mind that Detect Good and Evil doesn’t actually detect alignment or morality. The spell effect is “For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.” For the sensitive Medani, this isn’t much different from using Detect Magic to sense the flow of arcane energy. The Medani heir concentrates, extends their perceptions, and essentially finds what doesn’t belong, drawing on the Medani gestalt to further clarify the specific nature of the entity.
In a previous article, I discussed how I generally handle NPCs with dragonmarks. Here’s the key piece.
Potent Dragonmark is a feat designed for player characters. It’s flexible—allowing a character to access any spell on the Spells of the Mark list—and recharges after a short rest. But it sets the precedent that there are people in the world who have no spellcasting ability but who can still produce spell-like effects with Dragonmarks. With that in mind, I’d generally give dragonmarked NPCs a form of this, mirroring the original ECS marks. An NPC with a Least Dragonmark would be able to cast a 1st or 2nd level spell from their Dragonmark’s Spell of the Mark list, once per day. An NPC with the Lesser Mark would get a single use of a 3rd or 4th level spell, in addition to the Least Mark. And an NPC with a Greater Dragonmark would gain a single use of a 5th level Spell. Exceptional scions might have a choice of more than one spell at each level, just like a player character with Potent Dragonmark.
Now, as noted above, if a Spell of the Mark is a Ritual spell, then the bearer can cast it repeatedly as long as they have time to do so. But the key point I want to call out is that player characters get access to ALL the Spells of the Mark. Exceptional NPCs may as well. But most marked NPCs will have access to a subset of the Spells of the Mark, and this will often reflect their placement in the house. Members of the Basilisk’s Gaze are generally chosen because they have the ability to cast Nondetection and Detect Thoughts. Members of Aureon’s Voice are sure to have Divination and Identify. The point being that ALL Medani heirs have the ability to Detect Magic and Detect Poison & Disease, but even though it’s a power of the Least Mark of Detection, not every Medani heir can cast Identify.
Focus Items. Medani heirs regularly employ the focus items described in Exploring Eberron—Dragonmark Channels and Reservoirs. Exploring Eberron notes the Medi Spectacles and Medi Dowser, dragonmark bound versions of Eyes of Minute Seeing and the Wand of Secrets. Here’s two more Medani focus items—one that’s useful for undercover operatives, another that helps the Inquisitive investigating a murder.


That’s all for now! This article is just a glimpse at the full House Medani article I wrote for my Patrons, which includes the history and structure of House Medani, as well as discussing its major enclaves and providing additional hooks for Medani characters and stories. This support is what allows me to take the times to write articles like this. You can become a patron here!

Over the course of this year I’m delving deeper into the Dragonmarked House. Each month I’m writing an article for my Patreon supporters that explores the dragonmark, history, structure, and families of each house, along with story hooks for players and DMs to use. You can find my article about the Mark of Passage here, and if you’re a Patreon supporter, you can find the full article here—and read about the Mark of Detection on Patreon!
Most people of the present day know the names of the nations that preceded Galifar—Daskara, Metrol, Thaliost, Wroat, and of course Karrnath. But these names give the deceptive impression that the basic structure of the present day—the cultural dominance of five nations—has always been the case. When the Mark of Passage first appeared, the northwest was a patchwork of lords and leagues. People prospered based on their ability to harness the supernatural resources of the land, and on the bargains they made with fey and other forces. There were a host of freeholds, farm lords, and self-declared kings, and all of them needed something. And in this age, there were those who realized that their path to prosperity lay not in standing still—in tilling the soil or mining for ore—but rather in travel, carrying goods and news between communities. Nineteen hundred years ago, the Mark of Passage bloomed along the roads of this region, taking root in those families that traveled for a living. By this time, people knew what dragonmarks were; the deeds of the House of Cannith and the Sentinel Lords of the north were known far and wide. The new bearers of the Mark of Passage celebrated their good fortune and carried on with their work. Over the course of the next two centuries, most of the marked coalesced around three forces. The Thorn Post was the most reliable system of communication in the region. The Baynes were the most successful merchants in the northwest, while Cordamar caravans were renowned for their reach and safety. While these forces prospered on their own, the example of the House of Cannith inspired Orien Bayne to build something similar. He found a valuable ally in the Nhuli, a family known both for its missionaries and bards; Afki Nhuli declared that Orien was the vessel of Kol Korran, and the Nhuli used their persuasive voices to promote Bayne’s cause. With both gold and his golden tongue, Orien Bayne wooed the Thorns and the Cordamars to his endeavor, promising prosperity for all. It says something of talent that the alliance came to carry his name—not that of Bayne, for no one family was to be placed above another, but of Orien, whose vision paved the way.
The Orien Alliance grew and prospered over the next two centuries. Soon the Unicorn Post was known across Khorvaire, and Orien caravans pressed further east with every year. While Hadran Vown Cannith and Lyosa Lyrriman Sivis devised the concept of the Twelve, it was unicorn riders who spread the word of it far and wide, and the Orien Alliance embraced the proposed traditions and became House Orien. Five hundred years later, House Orien supported Galifar Wynarn, providing invaluable logistical support to his campaign of unification. And as that united kingdom took shape, Baron Agate Bayne d’Orien presented the grateful Galifar I with a vision of a system of roads that would help to maintain communication and commerce throughout the new kingdom. So Orien established the great trade roads with the blessing and financial support of Galifar. These roads were indeed a boon for Galifar, and even moreso for House Orien. As noted in Frontiers of Eberron:
The even, well-maintained surface of the road helps travelers maintain a swift pace—while traveling exclusively on Orien trade roads, travelers gain a 10% bonus to their travel pace. A vehicle or mount carrying a passenger with the Dragonmark of Passage can add an additional 10% to its pace; the passive enchantments worked into the road are triggered by the Mark of Passage, enhancing the momentum of the Orien heir and their mount.
Throughout the history of Galifar, House Orien has been a reliable part of everyday life. Every house and nation relies on Orien shipping, and the Unicorn Post allowed people across Khorvaire to stay in touch even during the worst days of the Last War. The Passage Ring provided the invaluable (albeit very limited) service of teleportation to the rulers of Galifar. The greatest leap in the history of the house came in the Ninth Century, when Cannith and Orien unveiled the Lightning Rail. Over the course of the next century, Orien’s star grew ever brighter. And then the Last War came and shook the house to its core. On the one hand, every nation depended on House Orien to help maintain supply lines—and recognizing this invaluable service, leaders initially pledged not to target Orien infrastructure in the war. But a century of war knows no promises. Some roads and rails were intentionally targeted; others were unintended collateral damage. The rise of Darguun devastated Orien’s operations in the region, but this was merely a precursor to the horror of the Mourning. Orien is still reeling from the loss of its Cyran routes. The house is negotiating with Thrane and Karrnath in the hopes of rebuilding the White Arch Bridge. For now it is relying on temporary solutions—but the humiliating truth is that Orien usually has to rely on Lyrandar services to cross from east to west. This tension is exacerbated by the emergence of the Lyrandar airship, a development that threatens to completely upend travel and shipping. For a thousand years, Orien has been a stable foundation of life in Khorvaire. But this last decade has left it shaken, and leadership is desperately searching for a path forward.
What Happens Next? House Orien continues to play a crucial role in the daily life of the Five Nations. Thunder coaches and the Unicorn Post rumble along the trade roads. Orien crews work at all hours repairing the damage that lingers from the Last War. But this isn’t enough. Orien leadership believes they need something to counter the rise of House Lyrandar. These are a few of their prominent projects.
House Orien is the most widespread of all of the Dragonmarked Houses. It has outposts in virtually every significant town in the Five Nations, as well as most of the Thronehold nations. However, most of these outposts are extremely small—they are designed to support the Unicorn Post and to offer relief or maintenance to Thunder Coaches and caravans passing through the area. Such a post might have a single bunk, a space for storing goods and sorting mail, and a trunk of holding with supplies needed to repair damaged vehicles. The most basic outposts are typically maintained by local, unmarked employees. The Mark of Passage helps people move between towns; in a small town, they don’t need an actual heir to deliver the mail to the door. Larger outposts will have a marked courier ready to run goods to their final destination as soon as they come off the coach. A large outpost will often incorporate a Sivis Speaking Stone, with a courier ready to deliver messages to their intended recipients; they may also have a Vadalis farrier in residence to care for the beasts used by the coaches and caravans.
So House Orien has small outposts all across Khorvaire. It has major enclaves in Sharn, Wroat, Varna, Flamekeep, Korth, Trolanport, Fairhaven, and Krona Peak. The Baron’s seat is the enclave of Journey’s End in the Aundairian town of Passage; House Orien employs nearly half the adult population of Passage. In addition, House Orien has three mobile enclaves—custom lighting rails coaches—that travel along the conductor stones, allowing the house to focus its resources on critical projects (usually, negotiations involving the expansion of the lightning rail). While Journey’s End is the heart of the house, Baron Kwanti d’Orien has the wanderlust that drives everyone who carries the Mark of Passage, and he spends much of his time on his own enclave-train—the Free Passage. Luxuriously appointed, Free Passage contains a Speaking Stone (with a Sivis operator) that allows Kwanti to conduct business wherever he may be. Recently he’s installed a Teleportation Circle in the train itself. Some house artificers fear that invoking the circle while the train is in motion carries risks, but it’s functioning normally… so far.
Before the Mark of Passage appeared, the Thorn Post served people in what is now Aundair, Thrane, and northern Breland. The Thorn Post was the most reliable delivery service of its age. Its riders were renowned for their determination and their honesty, and they overcame brigands, weather, and countless other challenges in the course of their duties. The Courier’s Guild grew from this seed. While initially there was tension when House Sivis developed the Speaking Stone, today Orien and Sivis are strong allies that work closely together. When you send a message with a Speaking Stone you pay by the word, and even though Sivis has earned broad trust for keeping the contents of its messages confidential, the sender still has to dictate their message and be willing to have it be read by the clerks on both ends. Which means that it’s not the ideal medium for a 25 page love letter or the details of a plan to blow up the Brelish parliament. Beyond this, you can only send messages from one stone to another. If you’re in Clifftop in Sharn, you can use a Speaking Stone to send a message to Ardev, but you can’t send a message to Quickstone; the town doesn’t have a working stone. Beyond that, you can send a message to Ardev, but unless your intended recipient knows to go to the station to pick up the message, how will it get to them? This is where the Sivis-Orien alliance comes in. The Courier’s Guild maintains corps of runners who handle local deliveries within towns; add one gold piece to the cost and your message will be carried from the stone station to its final destination.
With this in mind, the Courier’s Guild has two distinct divisions. The Unicorn Post is the largest component of the guild. This is the postal service of Khorvaire, delivering messages and packages to any community on its service map. While the popular image is of a unicorn rider racing along the road with a bag of mail, guild operations use many different systems to move massive quantities of mail. The enclaves mentioned earlier are major hubs with ties to the Kundarak Vault Network. This allows bags of mail to be passed from one hub to another. From these hubs, bags of mail will be transferred to a lightning rail or Thunder Coach; street runners or unicorn riders will carry the mail to its final destination. While unicorn riders are always marked, street runners usually aren’t. What’s most important for a street runner is knowledge of the town and reliability. As such, Orien prefers to work with families that have proven themselves to be trustworthy and reliable; in many towns, there’s a family or two that has no blood connection to the house, but has worked with the Courier’s Guild for generations.
The Unicorn Post is the main business of the Courier’s Guild, but there is a second branch: the Outriders. These rugged individuals are House Orien’s answer to the Sentinel Marshals. They are the most capable and respected scions of the house, trusted to deliver messages or packages of utmost importance. The Unicorn Post only delivers to Thronehold Nations and only to relatively civilized areas. The Post runs to the Rukhaan Draal, but if you need to deliver a message to a dangerous part of Darguun, or to Blood Crescent in the Demon Wastes, or to someone last seen in Stormreach, you need an Outrider. Outriders will subcontract with scions of other houses as necessary to accomplish their missions; notably, if the target of the delivery is in motion, an Outrider will hire a Tharashk tracker to help locate them, and if the region is dangerous they may employ a Denieth bodyguard. This can be an interesting option for a one shot or even a campaign: the player characters are an Outrider team tasked to deliver messages to some of the most dangerous places across Khorvaire. There is no standard rate for an Outrider delivery; the costs will be set on a case by case basis, reflecting the supplies, staff, and dangers of the mission.
While the Unicorn Post is an iconic aspect of House Orien, the Transportation Guild is far larger and more crucial to the ongoing stability of the house. The guild has a number of major branches; ask a Scion what they do and they’ll say “I work for the Road.” These are the most important branches of the Transportation Guild.
As the most widespread of the dragonmarked houses, it’s no surprise that House Orien has one of the largest workforces of the houses. However, the vast majority of Orien employees aren’t part of the house or bloodline. The House needs its dragonmarked scions to move things; it needs them on the roads and rails. But this requires a massive support staff—the people who work the warehouses, sort the mail, lay conductor stones, and much more—and these people don’t have to have dragonmarks to do their jobs. As noted earlier, in cities with Orien enclaves there are many families that have served with one of the Orien guilds for generations. While they aren’t part of the dragonmarked bloodlines, these are effectively a secondary layer of the house; as they work closely with the scions, it’s not unusual for members of these families to marry into the house itself. Unmarked Orien heirs often serve in leadership positions in the Guild arms, especially the Purse. But if the task doesn’t require movement, talent and motivation are more important than a dragonmarked bloodline. You need a dragonmark to pilot a lightning rail, but the regional director who makes sure the trains are on schedule could be a shifter or a dwarf with no blood tie to the house. There’s even some outer families that have gained special recognition within the house itself. Here’s a few examples.
In principle, the Baron is the ultimate authority within a dragonmarked house. Within House Orien, leaders have always sought consensus. The Baron’s Council is composed of nine people: three from the Courier’s Guild, three from the Transportation Guild, and three chosen by the Baron to represent the interests of the house itself—traditionally one from each of the three great families aside from that of the Baron. While in theory this is an advisory council, in practice Kwanti won’t move forward on a project without the support of two-thirds of the members of the council. While the three Councilors appointed by the Baron are always members of the dragonmarked bloodlines, the other six councilors are appointed from within the Guilds themselves; at the moment, there are two councilors who aren’t directly tied to a house bloodline.
That’s all for now, and it’s my final post on House Orien. If you want to know about families, customs, and story hooks you can find the full article here, and you can read about the Mark of Detection on Patreon! Patron support is what determines how much time I can spend on articles like this, so if you want to see more, check it ou.

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!
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…
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!

Over the course of the next year I’m writing a series of articles about the Dragonmarked Houses. The point of these articles is to provide my take on the houses—their culture, history, and hooks for characters or NPCs from those houses. As always, this work is kanon—it’s how I use the houses in MY campaign and may contradict or ignore elements of canon lore. I’ve already written one of these articles, about House Orien. I’ve also written an article that considers various aspects of dragonmarks and how they work. But that’s a long, speculative article, and I want to call out a specific element that I will be using as kanon in all of the articles I’m writing from this point on… and that concerns Lesser and Greater Dragonmarks.

When Eberron was originally released, Dragonmarks were a chain of three feats. The first feat gave you the Least Mark, which gave you access to 1st or 2nd level spell effects. Lesser Dragonmark was a second feat that gave you access to a 3rd or 4th level spell. Greater Dragonmark was the final link in the chain, providing access to a spell of 5th level or more. In addition, the Dragonmarked Heir prestige class gave a character with a Dragonmark greater use of its powers; and the Dragonmarked sourcebook provided a host of additional feats that enhanced marks. Fourth and Fifth Edition abandoned this approach. Instead, the basic Dragonmark feat provides access to “Spells of the Mark”, a set of spells that are added to the class list of any spellcasting character who carries a mark. These mirror the original spell lists of the 3.5 Dragonmarks, but are inaccessible unless the bearer can cast spells. The Potent Dragonmark feat offers a way around this. Instead of just adding the Spells of the Mark to the list of spells a marked character can prepare, it says that the character always has those spells prepared… and grants the bearer a spell slot of up to 5th level that can be used to cast Spells of the Mark, which they regain after a short rest. Finally, the Unearthed Arcana article presents a set of “Greater Dragonmark” feats. But these don’t provide access to new spells; they simply enhance the effects of a dragonmark, and are more like the mark-enhancing feats in Dragonmarked than the original Greater Dragonmarks.
With this in mind, here is how I am dealing with dragonmarks going forward.
So in my Dragonmark articles, when I refer to a character as having a Greater Dragonmark, I mean that they have the ability to cast 5th level spells of the Mark. I am not addressing Siberys Marks at the moment. In 3.5 they were an entirely separate thing from the Dragonmark feat chain, and so rare that they weren’t a standard part of the services offered by the houses… so I’m not worrying about them here.
That’s all for now! Thanks to my Patreon supporters for making these articles possible. And it’s my Patreon supporters who have chosen House Medani as the topic of my next article, and who will get to see pieces of that article as I develop it.

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.
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.
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.
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.
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!

May was a busy month, but I still had time to answer some important questions posed by my Patreon supporters. Such as…
One source of soft drinks that’s been called out in canon sources are the Zil waterhouses. A waterhouse is a restaurant that serves only bread and water, but both are infused with flavor using prestidigitation. This flavoring can be subtle or exceptionally strong. It can mimic mundane flavors, but it can also create unique flavors that can’t be found in nature; I imagine “vazilla” as a unique Zil take on vanilla. The Waterhouse is an old Zil tradition, and part of the point of it is getting an artisanal experience, flavored fresh for you. However, in my campaign House Ghallanda has expanded this tradition; House arms like the Gold Dragon Inn sell a variety of beverages, alcoholic or otherwise, using flavors crafted by a long lasting form of culinary prestidigitation; this can also add carbonation to a beverage. So Black Dog Fizz is a popular cola-like beverage available at any Gold Dragon Inn… along with many other options.
Nightwood Ale is widely recognized as the BEST beer in the Five Nations. But the CHEAPEST ale is Black Dog Brew, produced by House Ghallanda and sold in any licensed tavern. Anyone with a refined palate will sneer at you for drinking Black Dog, but it’s cheap, reliable, and universally available (and not to be confused with Black Dog Fizz!). Swordtooth Ale is Ghallanda’s higher quality beer. Dwarves will want to look for Londurak’s Bounty or Greenspire Stout, potent Mror mushroom brews that will wreck any species that’s not resistant to poison damage. Meanwhile, Jorlanna d’Cannith and House Jorasco are collaborating on Iron Bull, an innovative energy drink. Needless to say, there are dozens of other brands out there, but that’s something to get you started.
What are some of the regional specialty dishes that can be found at a Gold Dragon Inn?
I’m not a culinary expert or historian. I can make up some completely random things — and I will — but it’s not going to meet my usual standard of worldbuilding, because I don’t have time to study historical cuisines and figure out something that would actually feel realistic. Notably, I’d expect climate and local crops to play a role; if I was taking this seriously, I’d want to research the correlation of those things in our world and consider the impact of manifest zones or magic to create a realistic menu. I have discussed my opinion of general styles of national cuisine in this article on potatoes, so here’s a few ideas for things you could find at the Gold Dragon Inn…
Now, as I said, I’m not an expert, but I CAN make up completely random things. So without further ado, here’s a table of things you could find as daily specials at the Gold Dragon Inn…
PUB SPECIALS
| d12 | |||
| 1 | Spicy | Tribex | Stew |
| 2 | Chilled | Venison | Nuggets |
| 3 | Baked | Spider | Casserole |
| 4 | Fried | Bulette | Kebabs |
| 5 | Diced | Duck | Pie |
| 6 | Crispy | Egg | Salad |
| 7 | Sizzling | Fish | Soup |
| 8 | Barbequed | Thrakel | Cake |
| 9 | Pickled | Cheese | Biscuits |
| 10 | Jellied | Potato | Loaf |
| 11 | Grilled | Mushroom | Jam |
| 12 | Invisible | Firepepper | Sandwiches |
I’ve answered many more questions on my Patreon and the associated Discord server. This month I’ll be doing another live Q&A and the next session of my Eberron campaign… along with a preview from Frontiers of Eberron! So check it out if you’re interesting in any of those things. Otherwise, let me know what soft drinks are available in YOUR Eberron in the comments!