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Phase B of #188. Quest JSON title/description/text_main/text_sub_a/ text_sub_b/success_cond/fail_cond/contractor now accept either a plain string (existing behaviour) or a language-keyed object like "title": { "jp": "...", "en": "...", "fr": "..." } CompileQuestJSON takes the compiling session's language and resolves each field through a fallback chain (requested -> plain -> jp -> en -> any non-empty), so existing single-language quest JSONs keep working byte-for-byte unchanged. The quest cache is re-keyed on (questID, language) so compiled binaries for different languages never leak between sessions on a multi-language server. loadQuestBinary and loadQuestFile now pass s.Lang() into both the compiler and the cache. ParseQuestBinary emits plain-string LocalizedStrings, so the binary -> JSON -> binary round-trip still produces identical output. The new LocalizedString type lives in its own file and is reusable by phase C (scenarios, mail templates, shop text). Shift-JIS encoding still applies to the wire format, so localized values must use characters representable in Shift-JIS — ASCII, kana, CJK — which is documented on the type.