Hi,
a quest book is a good idea, but it is very hard to retrofit. There are two reasons for this:
(a) there is no central repository of knowledge that concisely outlines how which quest state is stored. Due to technical limitations, some of these states are heavily encoded-- for example, the magic quests are compressed into a small number of words to save space.
(b) some quest information is not actually recorded as state. Thus, the game does not know that you know about something, and thus can't show you this information. (This could be fixed, of course.)
This is something that would be easier to add for tmwserv, especially if the language used to describe scripts were heavily stylised, rather than fully free-form (one thing that programmers often forget is that restricting one's language makes it easier to reason about programs in that language.)
In summary: if there is a volunteer who wants to work on that (and who accepts that not everything can be made visible), then it's possible to implement this to some extent as an NPC or a special-purpose spell. I would be surprised if any of the current developers were interested in volunteering for such a task, as this is a `polishing' task at a time where there are many, many more serious (more challenging, more interesting (for developers)) things left to be done.
If anyone is interested in helping out with quest scripting in the future, then this might be a great way to get started, though.
-- fate