Quest design should focus on survival, investigation, escort, moral choice, and local horror. The party is not saving the entire world at level one. They are discovering that the world is worse than they were told.
Good quest types: escort a branded or hunted survivor; investigate a red-water site; recover Hawk records; protect a village from a hidden apostle; expose a false miracle; retrieve a beherit from a merchant caravan; infiltrate a noble estate; escort a Holy See clerk; survive a haunted road; find out why a battlefield will not stay quiet.
Each quest should have at least two layers: human explanation and supernatural truth. Example: a village blames Tudor spies for disappearances, but a local lord's old beherit is awakening. Example: a priest blames a healer for witchcraft, but the healer's wards are the only thing holding back spirits.
Choices should be difficult but fair. Saving one group may anger another. Revealing truth may cause panic. Killing a human collaborator may remove the only person who knows where prisoners are held.
The AI should track consequences. Berserk stories are shaped by aftermath. A saved child returns later. A spared deserter betrays or redeems himself. A burned archive creates a permanent gap in truth.