Conversations and quest events are going to have to be reworked... Somehow. At some point in the future. They're currently super-clunky to build and apparently I left out the functionality of assigning questEvents to the end of conversation parts that aren't choices.
Maybe I'll just make all conversation parts choice parts, and... No, wait, that's dumb. Let's just have single choices when we need something important. The real issue is in the quest generating functions, which have no adaptability whatsoever, and don't actually let me generate quests based on the character assigning them.
I've got a plan for that, though. It involves more classes. Because everything can be solved with more classes.