Tiakath could be made an NPC.
If you want to start a new character, you can certainly do so. Tiakath will retire and run her inn for the rest of her days, having had enough adventure for her life.
Or, of course, you can begin again as a spy and diplomat as originally planned. You still have your +1 to Espionage and Charisma (which is
extremely valuable right now), and I have little doubt that the nobles have use for someone that keen - as well as 0.5d income/season. (You have a cool ducat of money now, by the by.)
Either way, we'll go along with whatever makes you happy. =D
Azthor: If you want me to do that training roll, you need to post your character sheet in the character thread. I don't know what your current Charisma is.
Edit: Busy atm, but will do rolls & head into IRC later tonight.
Edit 2: New naval combat rules forthcoming also.
Naval Combat and Movement
Navies move like armies on a grand scale, using Logistics for movement. They move much faster than land armies (+3 to logistics rolls versus land armies trying to get to the same location) but can only go where there are major bodies of water (rivers, lakes, seas - or canals).
Basic Ships have been reworked. A basic 1 ducat ship has Base Strength 1 as before, but it now has 3hp structural (recovering hp after a season, provided it can dock at a city or coastal fort for repairs) and 1hp personnel. The base strength of the ship is the same for both crew and ramming, divided accordingly by hitpoints. Basic ships may carry a single regiment of troops, but cargo upgrades can improve carry space.
Structural hitpoints are the condition of the ship itself. Ships can take up to 3hp of damage in ship-to-ship combat (more with upgrades) before breaking apart, but every hp lost incurs penalties. Every hp less than 3 forces a Logistics penalty of -1 and a penalty to boarding checks of -1. It is thus beneficial to send damaged ships to port for repairs if you need the rest of the fleet to get somewhere in a hurry, as Logistics checks are made based on the slowest ship in the fleet.
Personnel hitpoints is the health of the onboard crew. During crew-to-crew combat, these are depleted instead of structural hitpoints. If fighting with military units on board, the crew are always the last unit to lose hp/be destroyed. Ships are captured when their crew have no remaining hitpoints. They are then crewed by a skeleton crew of the victor, but automatically lose any crew-to-crew combat before they reach a port. Once a skeleton-crewed ship reaches port, its personnel hp is replenished fully.
Ship-To-Ship versus Crew-To-Crew
Ship-To-Ship is the meat of naval combat and usually centres around either approaching ships for boarding or ramming them to destruction. Each fleet picks a stance, akin to land-based combat stances; approach, ram or evade. Combat between ships is resolved as a pair of opposed combat rolls; one offensive, the other defensive. On victory of an offensive roll, a ship either rams or approaches its target. It is possible for both ships to miss each other, or both ships to ram each other (even resulting in mutual destruction). Ships fight with their base strength, plus any modifiers or bonuses to ship combat.
On a ram, the losing ship takes 1hp of structural damage as in normal combat; if the combat would qualify for a critical hit (victor beats loser by 3/4 of ramming strength), 2hp of damage is dealt instead. Every point of damage gives a -1 penalty to resist boarding.
Once a ship makes contact with another, either by ramming or approaching, either party may initiate boarding immediately. On a successful boarding roll, crew-to-crew combat may begin. On a failure or if the would-be boarder chooses not to board, the ships disengage and fresh approach and boarding rolls must be made.
Ships sink when they reach 0 structural hitpoints. Any crew, units or objects aboard the ship sink to the bottom of the sea and are lost.
Crew-To-Crew combat normally takes place during boarding. The crew and any loaded military units from the boarding all board the target ship and engage the units and crew there as in ordinary land combat. Crew fight with the base strength of their ship, plus any modifiers or bonuses to crew combat. Crew lose personnel hitpoints on damage.
If the fight goes south and the boarders retreat back to their own ship, the boarded can become the new boarders and continue the fight on the former boarder ship. Crew-to-crew combat only ends when both crews are unable or unwilling (i.e. allow them to leave) cowards.
Crew are always the last unit to receive damage in crew-to-crew combat. When all the crew of one ship (boarders or target) are slain/incapacitated, that ship becomes unmanned and is instantly taken over by a skeleton crew from the victor's ship. This skeleton crew cannot engage in boarding actions and instantly surrenders to boarding if no other units are present. They can sail ships, and if sailed back to a friendly or neutral port will replenish all crew (and personnel hp) immediately.
The first exchange of crew-to-crew combat happens immediately upon boarding. Subsequent exchanges, if needed, happen after ship-to-ship combat each round during the battle. During this time the ships are lashed together by grappling hooks and will not disengage. It is a perfectly viable tactic for other ships to attack the immobile ships (boarder or boarded). Approach checks versus the immobile ships succeed automatically (allowing for boarders to join the fight), as do ramming checks. It is quite possible to board an enemy vessel only to find that their support ships have sunk your original vessel to the bottom of the sea by ramming.
If an empty ship is destroyed during crew-to-crew (e.g. via ramming), the former crew and units are stuck on the new ship and must either surrender or fight their way into possession of a new ship. NPC crews will usually surrender, led crews depend on the player. If a ship with combatants on it is destroyed, all combatants on either side are lost.
Ranged Crew-To-Crew
Where ranged military units are on board ships, or where crews have shortbows/are archer trained, they may engage in ranged crew-to-crew battles. These do not require the ships to make contact for boarding. Where opposing crews both have ranged capability, a standard combat exchange will occur between the ranged combatants. Where one crew does and the other does not, a one-sided ranged battle will occur in which on victories (but not draws or failures) the ranged troops damage the melee troops but not the other way around.
Crew-To-Ship, Ship-To-Crew
Ranged crew and archers may loose fire arrows at opposing ships at a -1 penalty to attack rolls. This works as a one-sided ranged battle versus ship-to-ship strength (i.e. base + any bonuses to ship-to-ship combat) in which a victory deals 1hp of damage to the losing ship.
Ships with certain special abilities such as Ampyrian Fire may choose to make their attack versus the crew of an enemy ship rather than the ship itself. They take a -1 penalty to attack rolls and again play as a one-sided ranged battle (using their ship-to-ship strength).
Where ranged crew attack ships with ship-to-crew combat abilities, combat is resolved as a normal fight dealing appropriate damage to the loser.
Naval Stances
Approach: Approaching the enemy ship in preparation for boarding. This is the default tactic for ship-to-ship combat and requires no tactics check. It provides neither penalties nor bonuses to ship-to-ship combat, but on a successful combat roll the ship makes contact with the enemy vessel without damaging the structural hp.
Ram: Attempting to ram the enemy takes no tactics check; it gives one a +1 to checks to ram the enemy ship and a -1 to avoid being rammed or approached. One may either ram, evade or approach, but only one of the three. Ramming initiates contact as well as doing damage to structural hp.
Evade: Evading the enemy requires no tactics check. It gives one a -1 to checks to approach the enemy ship and a +1 to avoid being rammed or approached. One may either ram, evade or approach, but only one of the three. Evading ships approach the enemy unless instructed to ram if the opportunity presents.
Naval Tactics
Naval tactics work similarly to land tactics but with some limitations. Ships may not conceal or ambush, but military units on ships may do so. Crews may not conceal because they need to run the ship. Military units and crews may not flank or split, but ships in ship-to-ship combat can.
Boarding: Boarding is an opposed check (with bonuses from a general's Tactics skill) between the crews of two ships that have made contact, minus penalties from ship damage. On a draw, no boarding takes place and the ships disengage for the next round of ship-to-ship combat. If no draw, the victor may choose whether to disengage or send his crew and units over to the enemy ship and begin crew-to-crew combat, which lasts until both sides are unwilling or unable to continue fighting (at which point the ships disengage).