Well....... it wouldn't be TMP with out a complicated answer.
I would make them landlocked.... Something only the TMP with pre-War knowledge and no local ties or feuds to interfere with has the exact expertise to bring back online.
The Canal would be there with a trickle running through it, canoes and rafts carry some things down stream. A road, if there isn't one with mules bring people, craft, and material back up stream.
For ease on the PD, I would give the Canal over to one despotic Warlord that funds his villainous campaigns with the tolls from the canal. Give him Roman style forts, such as Mile Forts, like once guarded Hadrian's Wall scattered at intervals the length of the canal. That would give the Warlord a sizeable force, but one in small enough packets that the Team would have some effectiveness.
Some grudging respect or cooperation from the Shipmen, Townsfolk, and Gypsy Truckers because the Warlord does keep the canal open and enforces a local peace.
Some local resistance forces operating in the area of the canals lock because that complicates things further..... "Free the Canal!" "No Tolls on Trade!".
Some saboteurs from out of the area trying to kill the Warlords troops, wreck trade on the water and road, as well as put any functioning locks out of commission. There to disrupt things and hurt the Warlords income and blunt his fighting or ability to go on campaign.
Just to further monkey wrench a Team... make the Warlord responsible for so good works like a Hospital with Emdees, and some guest teachers from a far away University to educate orphans. Make sure the Warlord owns an holds open the safe trade camp, farmers market, and flea market.
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