While there are a few things I'd have changed - have Safalaan on some distant island and not just around the corner, move the setting a little further past the end of Branches (like Chosen Commander to Land of the Goblins) - I think the setup is effective at impressing the urgency of the matter. More importantly, it sets the pace for the rest of the quest - things are moving quickly, there's little time, we need to act RIGHT NOW. Throughout the story, this makes our actions feel more meaningful, and our failures feel more acute.
The party is an interesting diversion, and a nice little fake-out before Lowerniel's arrival. The sudden silence, the charged questions, and his imposing stature build up a palpable tension as Drakan interacts with the adventurer and his sister. When he calls us out, chasing off his fellow vyres and draining our meagre status, you are overcome with dread. This doesn't just seem like another big bad. This is a primal force, out of time unimaginable, unstoppable, uncontestable. Before anyone has even raised a sickle, you feel trapped, foolish for thinking you could take on this ancient power, and your best hope is escape.
Seeing your body dragged away, reappearing in an elaborate, grotesque cell, surrounded by horrifying instruments of torture - it feels like failure, and, in a visual (and visceral) way, promises far worse to come.
There's a raw shock in seeing your vyre allies cased up, bloodlet, half of them dead to their torture. While there have been plenty of torture implements sprucing up random dungeons here and there around Gielinor, nowhere have they seemed so
immediate
. You're not just seeing some archaic means of intimidation. You're wandering through halls of death, and you are the quarry.
02-Oct-2015 04:37:42