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The quest engine built one hardcoded intrigue DAG regardless of theme args — rng instantiated but never used. Now: three curated theme tables (court/crypt/wilderness with a new TRAVEL_HAZARD node type) drive node types, titles, prompts, skills, and factions; party level scales DCs and rewards; length plans 8/10/12-node DAGs; seed drives all selection deterministically. Unknown themes raise instead of silently substituting; thin tables truncate with an explicit coverage_note rather than padding with invented filler. Legacy call signature and default output preserved. 20 red-first tests; suite at 527. Co-Authored-By: Claude <[email protected]>