You demand from the healers to try any, ANY herb of medicinal use to battle the disease. You cannot lose your daughter!
5
She lives! After a week of tough battle, Yra is cured of the swamp fever. She is weak and less lively than before. The healers beleive there might be problems with her development in the future, but nothing's certain.
She is alive and that's what counts.
1103 AD, Midsummer
Kingdom of Ionith is no more; its young, childless King died after a long illness, and Queen Dogethe issued a letter to his courtiers, demanding that they turn over the land into her hands. Facing potential pretender wars and Cydwyl armies, the Ionith nobility surrendered the territories Queen Dogethe. Her kingdom expands once more.
Meanwhile, the Fireblood caravan arrives in your capital city, supplying your alchemists with new ingredients.
1103 AD, Autumn
Your magistrates all report that the bureaucratic reform has been implemented! New offices ensure that the Kingdom will be running smoothly and efficiently!
Congratulations! Bureaucratic Reform has been implemented.
Population of 6 or more will now grant extra taxes at the end of the year (previously it required 8 Population).
Other reforms will be passed more quickly, and with less possibilities for something to go wrong.
1103 AD, Mid-Autumn
A most surprising turn of events has occured, because a delegation of Hurthlings, living in isolation for almost a century, has just arrived at your capital!
The stout ltitle people are all clad in pink woolen cloaks with chainmail hiding underneath them. They're clean-shaven and look at you with certain contempt.
"Griitings, hooman King Luath! Our masters, the Tiftit Family, saw no choice but to turn to you big ones for help. Our land is suffering from lack of foods. Pliise, show your kindness, hooman, and provide us with grain. The Hurthlings will not forget it." Your courtiers of course discuss this lively amongst themselves; according to the folk tales, Hurthlings are supposed to be masters of agriculture. For them to suffer famine or crop failure, is truly a catastrophic event.
You decide to...
A) Dismiss the Hurthlings, as you will have nothing to do with them.
B) Send them a single caravan of grain, but nothing more.
C) Attempt to negotiate a payment for your grain first.