Since this is very much viking and scandinavian influenced game. Why not add another type of quests, every winter by a few objects which would work similar to a thingwall (more on this below) a ship of raiders will arive that have returned from foreign lands, they would bring a few items (from a larger pool that could rotate on a yearly basis or just purely random) normally unobtainable in the game. Those items could serve the purpose of:
-giving pclaim vclaim buffs until the next season arrives, those could include
1. faster wound healing
2. increase the quality growth of crops from max of +5 to +6 and/or increase the crop yield
3. reduce the amount of fodder required by animals by up to 1/3
4. increase the speed at which you regenerate travel weariness
5. bonus to FEP/reduction of hunger (this could be a catch up mechanism which scales up compared to the person with the highest AVERAGE stats in the game currently alive)
6. slight convenience bonus similar to the one obtained from subscription and verification
the reason for this addition is going to be seen by many as another grindy thing that all the tryhards will do to get even bigger, but how i see this update is as a way of decreasing the tedium of certain chores. You would spend winter which is a dead season anyway by making sure that for the rest of the following year the tasks such as farming are that tiny bit more managable and perhaps even enjoyable.
- New food ingredients VARIANTS, not new types of foods, but variants of existing ingredients which would diversify the diet slightly more, ideally by using even 1 of the new variants the FEP gained would be completelly different to the ones provided by standard food recipes, for example an exotic type of beetroot would give per/will/psy when used in con/int/cha red-shred salad recipe. As this would be a limited resource which can't be grown but only obtained via quests it wouldn't be game breaking.
- a rare chance for new equipment this could increase the pool of available wearables by expanding our wardrobes with items which have different gild requirements. I assume most of those would be used purely for cosmetics as the quality of obtained goods would probably not be near enough for the biggest factions, but could give a bit of "uniqueness" to each person who would get a few of those. And also something to aim for to forget the constant quality grind.
- curiosities, I would ideally want this part to be aimed at smaller groups which are unable to produce large quantities of curios which have tons of LP on them as means of faster improvement
- personal bonuses which could include:
1. Increased baseline of animals hunted
2. decreased chance of fishing equipment being broken during fishing
3. immunity to midges outside swamps
4. decreased damage taken from bees/crabs/lobsters/leeches
5. One time use protection from a deadly atack which would otherwise kill you from animals (including trolls) and/or caveins
6. Increased energy bar capacity for pesky labour alts which we all use anyway it could be increase by 5% scalling exponentially to 25%
The reason for the new thingwall-like object would be to provide protection from people ganking sprucehats upon arriving on the site, they would have the teleport from thingwall capability, but only active during winter and after teleporting to one of those you would be granted immunity from any and all attacks from other players. Those objects could have deployable "barricades" around the ship on the shore to indicate the safe zone with makeshift barter stands offering different quests. Players would obviously be unable to teleport or enter the camp while in combat the same way visitor gates work. I could probably carry on talking about the things I would like implemented but I won't bore you for now.