Do the quest!: Naturegirl1999, King Zultan
Medals!: Maximum Spin
Do your finances!: Maximum Spin, VoidSlayer
Repent, sinner!: Stirk
Knock something off a ledge!: A_Curious_Cat
Start a turf war!: VoidSlayer
As you go to sleep, you consider the puzzle that is the group's finances. Assuming no one is planning to get robbed or make any extravagant purchases in the next week or two, it's likely you could take on up to about half a dozen recruits while promoting the remaining recruits if you get good prices for the less useful loot. You wonder if hunting down outlaws along the various roads would be a good way to train up a nice flock legally while also padding your income. The group will undoubtedly be eager for any sort of mission involving violence, after all.
Your dreams this quiet night are confused and bizarre. You barely remember them in the morning, but you feel somewhat worse about the pointless blood feud against the goats for what was clearly the result of inebriated foolishness among other things. You're not sure how the others would react to this sudden change of heart, and Doodle-Crow doesn't appear to appreciate your lucidity much. What could possibly be the reason for this anyway?
Doodle-Crow crows at dawn, and you all gather up your belongings and take the road back to Breadlamb. Unencumbered by the books, you pass by the copse where the pheasants ambushed you last time. The tracks are still fresh for anyone caring to look. After another day of trudging, you are somewhat relieved to see the walls of Breadlamb as if there were any chance of it disappearing. You enter the bustling gates as the peasants begin leaving in droves for their homes (or entering in packs for the taverns).
The party's first order of business is delivering the monks' payment for the books, and luckily for you given the time, the librarian is both available and pleased to see just how much they apparently overpaid. Next, Doodle-Crow again requests that you split up for the next three days in search of leads regarding the Green Scarves or money-making opportunities (in nearby towns too if necessary). As a presumably honorable knight, you're not sure where a notorious gang of relic-stealing thieves would hide, but you could probably find some temporary work as a guard, champion, entertainer, or something.
Lacking much of a clue on where to start looking or what sort of work to look for, you may well be more receptive to the voices' suggestions. While considering your next move, you wonder where the next tournament will be while absent-mindedly donning a blue strip of cloth from the dress as a scarf for no apparent reason, knocking your horse off your table in the process.