1. Locations

Xoriat: The Realm of Madness

Plane

The touch of Xoriat will warp your flesh and corrupt your mind. The inhabitants of this alien realm seek to transform or destroy all that is natural, and even the slightest contact with it is dangerous.

At least, that’s the popular opinion—but it’s not entirely true. The plane’s title, “Realm of Madness,” is a label applied by the people of Eberron based on the perception that close interaction with Xoriat can interfere with your ability to process reality. But illithids call Xoriat the Realm of Revelations . . . and this may be more accurate. Where Lamannia embodies the natural world, Xoriat instead embodies the unnatural. It’s a window into the workings of reality that mortals normally don’t see, ones they’re illequipped to handle. It suggests that time and space, order and chaos, war and peace—all of these are inventions. They’re the foundations mortal lives are built on . . . but what lies under those foundations? What was there before the house was built, and what will come after? Xoriat holds the answers to those questions, and infinitely more as well.

Though the fact is often overlooked, all mortals have a connection to Xoriat. Mortals dream in Dal Quor. Shavarath sparks mortal anger. Mabar feeds mortal shadows, while Irian holds their spark of light. When mortals die, their souls are drawn to Dolurrh. Mortals are influenced by all of the planes, and the influence of Xoriat drives the desire to question reality. It can be a source of inspiration, especially for artists; it helps people challenge their assumptions and see things in an entirely new way. But Xoriat’s also the sun that melts the wings of any who draw too close. From a distance, its influence can be a positive force, but mortals who gaze too deeply into Xoriat can lose touch with their native reality, losing the ability to navigate the natural world. So Xoriat is a deeply dangerous place, but the plane itself isn’t evil or destructive. It’s part of the universal balance, as important as any of the other concepts of the planes. Irian brings life, Lamannia is the blueprint for nature, Daanvi provides guiding order. Xoriat is a glimpse at what lies behind and beyond, of the other ways reality could have been—and of the unseen ways it is .

Source: Exploring Eberron


Xoriat's bizarre geometry and unspeakable inhabitants seem like the product of an insane person’s nightmare. In this utterly alien environment, beings whose appearance can shatter a person’s sanity live in cities crafted from gargantuan, fleshy tumors. Seas of protoplasm, in a shade of purple that hurts the eyes, lap against shores of chitin. Some can look upon Xoriat and see it as a place of revelations, but most mortals who come too close to Xoriat fall prey to madness. Xoriat is the source of many aberrations, including the terrifying daelkyr.

Xoriat Manifest Zone Features

d4 Feature
1 Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the Wild Magic Surge table in chapter 3 of the Player’s Handbook.
2 A character must make a DC 14 Charisma saving throw at the end of each hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see chapter 8 of the Dungeon Master’s Guide).
3 Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long develop odd characteristics as well.
4 A cavern here is a cancerous tumor that issues forth aberrations to prey upon the world, and it is growing.

Source: Rising from the Last War

Denizens

Source: Exploring Eberron

In Xoriat, there are masses of swirling colors, hues never seen on Eberron. There are ripples in space that disrupt time in their wake. There are bursts of powerful emotion that drift across layers. These may well be alive in some way—but there’s no way to communicate with them. This section discusses some of the creatures most relevant to adventurers. While the plane might hold other forces that could be considered alive, their thought processes would almost certainly be fundamentally inhuman, and they wouldn’t recognize organic beings as life.

The Daelkyr

The daelkyr came to Eberron to corrupt it and transform its people, and they crippled the Dhakaani Empire before being bound in Khyber. Six are known by name, but there are surely others. They remain trapped in Khyber to this day, waiting for the chance to rise and finish the work they began . . . and perhaps to pave the way for a new reality.

There are no known accounts of mortals traveling to Xoriat—at least, none who returned—so adventurers who do so are likely undertaking a historic journey. And in that journey, they may make a shocking discovery—though the daelkyr may be bound in Khyber, they are also still in Xoriat. Dyrrn the Corruptor, Valaara, Belashyrra—each dwells in a domain in Xoriat, attended by their servants and their armies. This ties to Xoriat’s uncanny relationship with time. The daelkyr may be in Xoriat because they haven’t left yet, or they might’ve already been released from their prisons and returned to Xoriat. Again, if time is a maze, the daelkyr stand above it looking down—but at the same time, they are also running in the maze. They can’t return to Eberron now, because they’re already there; but this may be why they seem unconcerned with their long imprisonment, because they’re also watching it all unfold from above. So adventurers could interact with any of the daelkyr in Xoriat, but fighting them there won’t impact their actions on Eberron. However, it could help adventurers learn about the weaknesses of the daelkyr, or perhaps obtain tools or weapons to use against them in the future.

Aberrations

The natural inhabitants of the plane are often so alien that mortals don’t even recognize them as living things. Most of the aberrations that people are familiar with on Eberron aren’t creations of Xoriat itself. Rather, the daelkyr, powers designed to interact with the Material Plane and its with mortals, created these aberrations as their servants, soldiers, and mementos of past conquests. In Eberron, most daelkyr have mixed forces; mind flayers could be found serving any of the great lords. In Xoriat, they’re more segregated; beholders dwell in the domain of Belashyrra, and mind flayers in the realm of Dyrrn.

What other terrors do the daelkyr have in Xoriat that they’ve never unleashed in Eberron? This depends in part on how many other realities the daelkyr have transformed; the mind flayers are relics of the destruction of the gith, just as the dolgrims and dolgaunts are souvenirs of the downfall of Dhakaan.

While aberrations created by the daelkyr are usually dangerous, there are also aberrations generated by the layers themselves. These planar creatures are alien and disturbing, but aren’t threatening unless provoked. The Native Aberrations table presents a few examples.

Native Aberrations

d6 Aberration
1 The Varr are kind, generous, telepathic halflings. But they’re not quite like their Eberron cousins—they have compound eyes, barbed tongues, and they spit acid on food to digest it.
2 The Craiss are tiny insectoid creatures that inherently know the language of creatures they speak to. They’ve always had a really bad day and they won’t stop complaining about it.
3 The [[scent of onions]] is a sentient ooze that can assume a humanoid shape. It can produce sounds, but communicates with its own kind using smell, touch, and taste.
4 The Cya are invisible, incorporeal beings who are only able to communicate by animating the reflections of other creatures.
5 The [[pleasure of seeing of a familiar friend]] are a race of empathic plants. They communicate not through speech, but through projecting emotions.
6 The Xaelin appear identical to humans, except for their smooth, featureless faces without eyes, ears, or nose. They possess truesight with a range of 60 feet, but can’t see, hear, or otherwise perceive anything beyond that range. The Xaelin claim to know nothing about Eberron—but despite this, their customs and fashions emulate cultures from throughout Eberron’s history.

Powers of the Void

The daelkyr aren’t the most powerful forces in Xoriat. There are greater powers in the void, spirits so vast and alien that they can only be perceived by the ripples they create in reality. Both the Unseen Citadel and Belashyrra are ideas in the mind of something greater. Do these powers slumber? Do they consciously adjust the rules of their layers? Or are they simply ideas cast aside by the Progenitors, models of reality that were ultimately abandoned? If Xoriat is the realm of discarded concepts, this could be the drive behind the daelkyr’s endless quest to disfigure—or perfect—reality


Daelkyr*, mind flayer.

Manual of the Planes: Pseudonatural creatures.

Monster Manual II: Rukarazyll, wyste.

Fiend Folio: Kaorti.

Monster Manual III: Odopi, shrieking terror, voidmind creatures.

Odopi

In the EBERRON campaign setting, odopis are native to the plane of Xoriat, also known as the Realm of Madness. Powerful specimens brought to the world by fell wizardry lurk in the great caverns of Khyber, sometimes guarding extraplanar portals or fi endish redoubts. The Lords of Dust occasionally unleash odopis upon the blasted plains of the Demon Wastes, usually when they wish to dispose of a troublesome barbarian tribe.

Shrieking Terror

To create these unspeakable horrors, mind fl ayer wizards captured vargouilles and hydras from Eberron and warped them into a single species on their home plane of Xoriat. The shrieking terrors were then released back into Eberron’s ecology. Shrieking terrors are found in the dark caverns of Khyber, usually accompanied by mobs of sycophantic vargouilles eager to undergo similar transformation.

Grell

Grell are vicious predators driven by their disturbing appetites. Unlike many of Eberron's other aberrations, these natives of Xoriat were not introduced by the daelkyr. Rather, they drifted into the world through the soft spaces that existed between the planes in the time before the Gatekeepers raised their seals.

All of the material on grell in Lords of Madness can be used as is except one item: The grell of Eberron possesses damage reduction 5/byeshk.

Universal Properties

To mortal eyes, Xoriat may seem more chaotic than Kythri. However, it’s not defined by the idea of chaos; rather, mortals don’t understand the logic that guides its changes. Additionally, Kythri’s constant change is still always natural: fire and lightning, stone and water. On the other hand, in Xoriat, a tornado might be composed of ink. Each grain in a sandstorm could be a miniature bust of Queen Aurala of Aundair, or a tiny beating heart. It’s not simply chaotic; it’s unnatural.

Unpredictable Magic. Immediately after a creature casts a spell of 1st level or higher, roll on the Wild Magic Surge table in chapter 3 of the Player’s Handbook.

Dangerous Revelations. Whenever a creature finishes a short or long rest, or is reduced to 0 hit points, it must make a DC 14 Charisma saving throw. On a failed save, it’s afflicted with a random form of short-term madness (see chapter 8 of the Dungeon Master’s Guide). If it later fails this saving throw an additional time, its previous madness effect is replaced with a new one.

Time Is an Illusion. More than any other plane, time is unreliable in Xoriat. Adventurers could be trapped in the Realm of Madness for what feels like a lifetime, then find only a moment has passed on Eberron. It’s even possible for them to return to Eberron before they left, potentially becoming stranded in another time, as discussed in the next section.

Strange Reality. The things adventurers rely on—gravity, time, their identity itself—aren’t always reliable in Xoriat. When characters enter a new layer, the DM can choose a property from the Properties of Xoriat table. This property could apply the entire time the adventurers are on that layer, or it could change when combat begins, whenever a creature rolls a 1 on a d20, or at any other time the DM chooses. There are no saving throws against these effects, and an effect impacts all creatures in the layer until the DM replaces that property with a new one. In describing a property, don’t just describe the effect, but explain how it manifests. Haste and slow reflect a shift in the local flow of time. When creatures can detect thoughts, they can hear the thoughts of others flowing like music all around them, and if they concentrate on a single creature, they can translate the meaning of the melody. Each effect reflects a strange new property of reality in this layer.

Properties of Xoriat

d13 Trait
1 Creatures can walk on any surface—walls, floors, ceilings. If a creature falls, it does so in a random direction, not necessarily toward the floor.
2 Creatures are under the effects of the slow spell.
3 The air within the region takes on a fluidic quality. There’s no risk of drowning, but creatures must move by swimming, and all of the effects of underwater combat apply.
4 Creatures are under the effects of the haste spell.
5 Creatures are under the effects of the mirror image spell, and destroyed duplicates do not reappear.
6 Whenever a creature is hit with an attack, it becomes invisible until the start of its next turn.
7 Creatures can use a bonus action to teleport up to 30 feet to an unoccupied space they can see.
8 Creatures are under the effects of the detect thoughts spell, but can’t use this to probe deeper into another creature’s thoughts.
9 Creatures are under the effects of the gaseous form spell, becoming misty clouds of thought energy. Creatures can speak (forming sounds with their thoughts) in this form.
10 Creatures take on the appearance of a random creature in the region. This has no effect on abilities, and size remains unchanged (so if a halfling takes on the appearance of an ogre, they are a small ogre).
11 Creatures gain truesight with a range of 60 feet.
12 Creatures are vulnerable to psychic damage, even creatures that are normally immune to it.
13 Size depends on perspective—is the mountain on the horizon enormous, or can you reach out and hold it in your hand? All creatures are randomly under the effects of the enlarge/reduce spell. At the start of its turn, a creature rolls 1d3. On a 1, its size is reduced, on a 2, the creature is its normal size, and on a 3, its size is enlarged.

Xoriat and the Maze of Reality

There’s a logic to the structure of the planes. Irian is the beginning, where new seeds are born. Mabar is the end, consuming all things. Time sometimes moves at different rates in different planes, but it always moves forward . . . except in Xoriat.

Imagine time as a maze and the Material Plane as a rat moving through it, with the other planes worn as a crown. This is how the Draconic Prophecy works. It doesn’t tell you what will happen, because that hasn’t been decided yet. It’s a roadmap to the maze, revealing that if you take a left turn at “Queen Aurala is assassinated” and then turn right at “Breland becomes a democracy,” you’ll reach “Sul Khatesh is released from her prison.” The Prophecy shows the path you need to take to achieve the outcome you desire—a map to the many possibilities of the future.

But Xoriat isn’t bound to the rat. It hovers above the maze. And adventurers could return to the wrong time when they leave it, falling farther back in the maze. They could find themselves in the Empire of Dhakaan, or in the midst of the War of the Mark. And in the process, they could change the future. Perhaps they help Halas Tarkanan win the War of the Mark; the dragonmarked houses are broken and scattered before they ever achieve their current glory, and people with aberrant dragonmarks thrive. With these changes, modern Khorvaire would be a very different place. In doing this, the adventurers have dropped a new rat in the maze. This new rat becomes the Prime Material Plane. It snatches the old rat’s crown of planes, becoming the reality where all the planes converge and where time moves forward. But the other rat is still out there—forgotten and lost, huddled in a corner, but still alive. And it’s possible that if the adventurers return to Xoriat, they could change their mind; they could find their way back to that original rat, returning it to its role as the Prime Material Plane. So Xoriat gives the possibility for dramatic change— but it’s always possible to restore a forgotten past.

This view is critical to understanding the daelkyr. They stand above the maze, but they can also descend into it. They experiment on the rat, changing it. What happens if they make too many changes? It’s possible the rat might crawl into a corner to die and a new rat be released: perhaps the old Prime is lost and a new world moves forward. This is what the gith believe happened with their world, as described in the section on Kythri. The gith lived on a world that was once the Prime Material Plane. Now it may just be another rat lost and forgotten in the maze. Should the daelkyr rise and complete their work, it’s possible the current Eberron could be torn away from the planes; it would still exist, but as a forgotten shadow of the new central reality that takes its place.

If this doesn’t entirely make sense, that’s appropriate. Most scholars in Khorvaire would call this theory madness, and so Xoriat receives its name. But others might say that this is in keeping with the myth of the Progenitors. Irian is the beginning, Mabar is the end—and Xoriat could be the point that stands above the journey, the high perch from which the Progenitors could study their work. Xoriat isn’t bound by the laws that bind the rest of the planes, and it holds all the ideas that were discarded. Perhaps the Sovereigns didn’t entirely build reality, but rather, they sculpted it—chipping things away and dropping them into Xoriat.

This is a metaphysical discussion that most adventurers will never need to worry about. There are three things to take away from it. Xoriat is a point from which history and reality itself can be changed. The daelkyr have changed it an unknown number of times. And from Xoriat, it’s possible for adventurers to either change it themselves—or to undo damage they might have done.

Layers

Xoriat is a void lacking not only matter, but also space and time, and a mortal creature that enters it effectively ceases to exist. But there are powers in this void, and the layers of Xoriat reflect their thoughts. Each of the daelkyr dwells in a layer, the place that spawned that daelkyr; this layer usually reflects the daelkyr in tone, and it can use its lair actions anywhere in its layer. However, not all of Xoriat’s layers can support mortal life; there’s a layer where intense gravity crushes any physical creature, and a layer where all matter is transformed into pure thought.

Adventurers need to find portals to move from layer to layer. Portals are unique based on the layer’s properties of each layer, and using a portal always has a price. Sometimes the price is paid in memories; the DM sets the emotional tone of the memory (joy, sorrow, anger), then each player describes the memory their character has lost. With other portals, the price may be knowledge, but this isn’t taken from the adventurers— rather, when they pass through the portal, they learn a secret they might have rather not known.

In exploring the layers of Xoriat, it’s important to highlight the fundamentally unnatural flavor of the plane. In addition to the Properties of Xoriat table provided earlier with shifting effects that have an impact on gameplay, the Alien Attributes of Xoriat table presents examples of cosmetic details that can be distinctive features of a layer. Beyond that, the layers of Xoriat contain revelations; these can be truths about the adventurers that they don’t want to know, or secrets about reality itself. This is discussed in more detail in the section on Xorian Artifacts.

Alien Attributes of Xoriat

d12 Effect
1 Undead creatures are considered living creatures, and living creatures are considered to be undead.
2 You can tell time by the shifting focus of gravity. If you’re walking on the ceiling, it’s midday. By evening you’ll be back on the ground.
3 Everything in this layer—food, buildings, even the air itself—is alive.
4 There’s no sound in this layer, but speech manifests as glowing words that circle the speaker. Music and verbal spell components manifest as patterns of light.
5 Any attack or effect that normally deals damage instead restores hit points; anything that would normally restore hit points deals necrotic damage instead.
6 This layer is filled with bright light, but all light sources work in reverse. Any light source that would usually create bright light instead creates darkness, and anything that would usually create dim light instead reduces the light level to dim light.
7 While within this layer, creatures lose their sense of sight, but aren’t considered blinded, as they can perceive their surroundings through heightened senses of smell and taste.
8 The layer is a series of floating platforms. Rivers flow through empty air.
9 The inorganic matter of this realm—including all buildings and tools—is invisible.
10 There are many reflective surfaces, but the reflections don’t match the actions of the creatures shown in them.
11 Instead of soil, the surface of the land is made of chitin. The chittering of insects fills the air.
12 Rivers and pools are made of living protoplasm, which reaches out toward passersby.

The Unseen Citadel

This is the stronghold and birthplace of the daelkyr Belashyrra. The Lord of Eyes imagined the beholders and brought that vision to life, and the Citadel is home to a host of beholderkin. Tiny floating eyes buzz about like insects. Millipede-like creatures have rows of eyes running down their backs. The true beholders are mostly focused in deep contemplation of specific things, and don’t pay attention to outsiders unless they’re disturbed. Some study strange paintings. Others watch scrying pools reflecting images of Eberron or other planes. And some examine seemingly mundane objects, such as a rusty iron key, a dead rabbit, or an expensive hat. However, there are a few that patrol the Citadel, watchful for intruders.

The surfaces of the Citadel are made from an iridescent material that your eyes can’t quite focus on, as if the walls and floor are blurred. There are mirrors spread around the halls. Some run slow and show you younger than they are; others show glimpses of the future. Scrying pools reveal secrets you don’t want to know—current events on Eberron, scenes from the past, or the possible future.

The Fields of Thought

This layer is the domain of Dyrrn the Corruptor. Purple fields are bathed in ultraviolet light, and fluorescent sculptures shed eerie dim light. Varr farmers dance as they tend the fields, but what they cultivate are emotions; anyone walking through a field feels a powerful emotion (fear, sorrow, anger, guilt) washing over them. Each field has an outpost containing an elder brain, with a bright line of thought transmitting the emotions to Dyrrn’s tower at the heart of the layer. Dyrrn’s tower is made of glowing threads of pure thought intertwined around a massive steel spinal column. This tower is filled with the tools of fleshcrafting. There are pools of blood and canals of amniotic fluid, massive pulsing organs waiting for a purpose, and untended tendrils crawling across the floor. Adventurers might find a chamber that contains halfformed clones of the adventurers themselves . . . or perhaps the clones are completed, and consider the adventurers to be evil doppelgangers.

The spire amplifies Dyrrn’s telepathic abilities, letting it sense all living creatures within the layer. Dyrrn specializes in corruption, and it may challenge adventurers with mental projections, such as people plucked from their memories, who seek to turn them against their allies.

Other Layers

Every daelkyr has a home layer, but there are endless layers of Xoriat, each reflecting a discarded idea or a maddening truth. Consider the following examples.

A House Built from Hate. Each character sees the house’s form slightly differently, but they all feel the hate in the walls. Mirrors reflect images of things the viewer hates, and books in the house chronicle the hateful deeds committed by everyone the adventurers know—including each other. The longer the adventurers stay in the houses, the easier it becomes to hate each other . . . or themselves.

Empty White Space. There’s seemingly no end to this endless void of bleak solitude. To proceed, the characters must act out their travel—pretending to travel just as they pretend there is meaning in their lives. If they can keep up the charade, the world they imagine will take shape around them.

A Lush Orchard. The trees grow secrets, while more buzz around in the air like tiny birds. Some of them may be secrets of the adventurers, or those of their enemies. Others are secrets of strangers and secrets about reality. Do the adventurers block their ears, or do they try to listen?

Planar Manifestations

The seals of the Gatekeepers block travel to Xoriat, but there are still many ways the Realm of Madness can affect the world.

Manifest Zones

Manifest zones tied to Xoriat are common in the Shadow Marches, but rare elsewhere. The effects of a Xorian manifest zone are rarely as dramatic as the alien attributes of the plane itself. However, manifest zones may convey one or more of the universal properties of the plane. The most common is the Dangerous Revelations property. People who linger in a Xorian zone often find alien concepts creeping into their brains, instilling strange beliefs, or twisting their sense of reality. These zones can easily produce cults of the Dragon Below; in the Shadow Marches, the Gatekeepers struggle to keep people out of these zones, while Marcher cultists consider them to be sacred sites.

Unpredictable Magic is another common property; such zones often have unnatural flora or fauna, but these effects are unreliable and change with each generation. The properties of Time Is an Illusion and Strange Reality are rare in manifest zones, and may not be active all the time; these effects might only become active when Lharvion is full, or when disturbing rituals are performed.

Coterminous and Remote

The last time Xoriat was coterminous, the daelkyr brought their armies through the walls of reality and laid waste to the Empire of Dhakaan. The seals crafted long ago by the Gatekeeper druids keep the daelkyr bound in Khyber, but they also keep Xoriat from becoming coterminous. Xoriat’s remote phases have no known effect, and like Kythri, they’re unpredictable, though the phases tend to come and go far more slowly than Kythri’s do. There are no recorded instances of citizens of the Five Nations visiting Xoriat; most scholars believe that the Gatekeeper seals prevent all planar travel . . . though someone may have secretly built an eldritch machine in a manifest zone, perhaps incorporating illithid brains or the position of the moon Lharvion. What would happen if the adventurers stumbled on a cult of the Dragon Below just as the cult completes its sinister rituals?

Xorian Artifacts

The most common artifacts of Xoriat are the symbiont items created by the daelkyr. Examples of these living items can be found in chapter 7 of this book, as well as in chapter 5 of Eberron: Rising from the Last War. However, adventurers could stumble on artifacts brought to Eberron by the daelkyr in their great incursion—or relics even more ancient. One effect of Xorian items could be to twist time. On a minor level, this could explain the powers of a cloak of displacement; it always shows you a few seconds ahead of your current position. A more powerful artifact could allow travel through time, or reset time in a small region. Does the time tunnel allow a return trip, or are those who use it trapped on the other side?

Xoriat is also known for granting maddening knowledge and physical transformation. Either of these effects could be reflected by supernatural gifts, as presented in chapter 7 of the Dungeon Master’s Guide. Here are a few examples:

  • The character’s blood is replaced with a sentient protoplasm that whispers to them while they sleep. It grants the benefits of a blessing of wound closure.
  • The character gains the blessing of understanding, but they also learn that any time they cast a spell, something dies. When they cast a cantrip, it might be a rodent or a bird. The more powerful the spell, the more significant the death. The caster will likely never see this effect occur, but they know that someone somewhere is paying the price for their magic . . . and worse, this might be true of all spellcasters.
  • The character gains the blessing of Valhalla. The spirit warriors it summons are friends of the caster, plucked from the future; the character may not have met all of them yet, but they’re people who the character knows or will know. They’re returned to the future in an hour or when they drop to 0 hit points . . . in which case they may die upon being returned to their own time.

Xorian Stories

The seals of the Gatekeepers make Xoriat one of the more difficult planes for adventurers to reach. However, a trip to Xoriat would be a revelatory adventure. Interactions with the denizens of Xoriat are largely limited to the cults of the Dragon Below and the servants of the daelkyr. However, there are a few ways the plane could spawn adventures.

Planar Patron. A warlock with a Great Old One patron could say that their patron isn’t simply a daelkyr; rather, it’s one of the Powers of the Void within Xoriat itself. Such contact is unprecedented—what is the nature of this connection? It may be that the Power doesn’t converse with the warlock, but rather downloads knowledge directly into its mind. A disturbing possibility is that the warlock isn’t supposed to be receiving this information; the knowledge stream could be intended for a powerful mind flayer, but the warlock has become linked to this psychic channel. This could provide information about the plans of the illithid’s cult, but can the warlock do anything about it?

A Glimpse of the Future. When the adventurers interfere with a ritual of a cult of the Dragon Below, they find themselves three years in the future . . . and something has gone terribly wrong. Perhaps the Mourning has spread and consumed Breland. Maybe the overlord Sul Khatesh has broken her bonds; under her rule, the warlock-knights of Aundair are conquering the Five Nations. The adventurers must find a way back to their own time—after they learn how to keep this future from coming to pass.

Whispers in the Woods. While the adventurers are in a Xorian manifest zone fighting a cult of the Dragon Below, one of the characters receives a revelation: Merrix d’Cannith will destroy the world in two years. Does it provide any additional information or just this one absolute fact? The character knows that this is the truth . . . but is this an actual glimpse of the future, or is it luring the character down a dark path?