The thralls all have amulets, really? It's been ages since I last replayed so they must have added that in a patch somewhere along the lines. Yeah that does make things murky and weird.

I do agree withyou overall. I'm all for environmental storytelling, but that requires a degree of care and finesse that Larian seems to apply only sporadically. It's one thing to not hold players' hands, it's another to leave a bunch of half-baked mysteries without definitive answers. Doing that a couple of times is good for keeping the world feeling big and deep, but Larian has overdone it and it makes it hard to feel grounded in the setting.Though at this point I genuinely believe Larian actively wants us not to feel grounded in this area, what with the way every plot point seems to resolve in a way that leaves us not having any in-game desire to return.