I love it when you guys make me actually have to count the votes. (No, that's not even sarcasm. I like seeing excitement and disagreement as the the best choice of action in here, especially since it's not like you guys get
rude over it.)

Eurmal: for SCIENCE! Or something.



Traaaaaaaaaaaade.

... that's
all the patrols managed to get? I'll grant I have a lot of thanes out guarding trade missions, but surely you could have gotten more of the fyrd. OK, have a safety point of magic even if it is just these chumps.

*kaboom* (... well, OK, we've won harder in the past. Shush.)

Note to self: don't mess with the Fire Quartz. Or preferably with the Blue Jays either.


And thus, the great wheel of the seasons again turns to Sacred Time.
wat do?It will be a smidge less than two years since our last heroquest if we choose to LARP one that's not The Making of the Storm Tribe, since Ernalda's is best done in Earth and Elmal's is best done in Dark (with Fire a close second). I
think we'll probably be fine if we do, though, especially with a decent store of magic sitting around already.
Possible rewards (including for our older quests, as a refresher):
The Making of the Storm Tribe: gain Orlanth's blessing for making a tribe, improve your reputation, improve your political abilities, make the quester a strong leader
Elmal Guards the Stead: strengthen the quester or the clan leaders, magically strengthen the fortifications, gain horses or the aid of the god when attacked, ward off Chaos, discourage intruders from entering your tula, reconcile the weaponthanes to the clan
Ernalda Feeds the Tribe: make the quester stronger, increase food production, make the carls happier, make the cows healthier, make peace with the elves, get a treasure
If there's a decent demand for any "strengthen the quester" option I'll look for a few suitable candidates before we do it, otherwise I'll just run any quest we do with whoever seems mostly likely to get through it.
This also seems like a good point to introduce
secondary bonuses from heroquests, now that we've properly seen how they work in the first place. Basically, successfully going through any heroquest gives a secondary benefit that's fixed per-quest. Some of these are the same as one of your options from the start; yes you do get to double-up with those.
For the quests we know:
The Making of the Storm Tribe: bonus in situations in which you're trying to persuade others
Elmal Guards the Stead: lessens the threat of Chaos; provides horses if the clan's horse herd gets too small
Ernalda Feeds the Tribe: aids cattle fertility, grain yield, and farmer productivity