12-07-1999: Puzzle Canal plans

We need to get the Puzzle Canal plan moving even though we may not start until next session. The Lunars (Seven Mothers cult, especially Irripi Ontor the knowledge god and the Coders), Pavisites (led by Bendrath), and Zola Fel cult (led by Che'en) have joined forces to compile information on Puzzle Canal as part of the Reclaim the Rubble campaign. What is listed below is everything that is known about the Puzzle Canal from centuries of exploration and documentation. The reclamation plan follows that.

Background:

Puzzle Canal was created by Lord Labrygon, a demigod priest of the Empire of the Wyrm's Friends, in the year 942 ST (just 5 years before the end of the God Learner empire). It was a monumental effort involving him and laborers from the Pavis, Zola Fel, and Flintnail cults, but was shrouded in secrecy. Why he built it is unknown; it seems to be a sort of holy ground for water folk, but its magics are not from this land (they seem more akin to Western sorcery). A popular rumor is that the Puzzle Canal is a massive Riddle of Nysalor; one that has not been solved in almost 700 years.

Of course, people have explored the Canal ad nauseam, but it changes its configuration each Sacred Time, foiling attempts to map it. It has been known to change shape during the year, albeit less dramatically. Adventuring parties may either enter via boat (quite easy as the canals fit a 10-man boat well) or on land (there are rough trails around the canals). Plenty of parties have made it through the maze and reported its dangers and mysteries. Trolls avoid it because troll-hating river elves occupy a large portion of the maze, tending its vegetation.

Most of the canal is open to the air, but some regions are covered or descend underground. There are many "caverns" that are connected by the canals; each cavern has a main entrance flanked by pillars and several secondary entrances that have barriers requiring a difficult boat portage to cross. Boating is slow because there is little or no current. Goat herds live on the land regions and may be hunted for food. The water is safely drinkable.

Known Features:

1. River Elves. These plant folk are known to be unfriendly to visitors, but have been negotiated with in the past. They breed numerous creatures to tend and defend the canals, including mammals called manatees, and deadly war plants called Krakenweeds. Research has found that the elves consistently are absent from the northern parts of the maze; thus explorers can mostly avoid them and penetrate deeper into the maze by heading northwards. River elves have green, soft, humanoid upper bodies but their lower bodies end in filamentous tails that help them swim quickly, but leave them helpless out of water. Zola Fel recommends that you always avoid them lest you provoke them into organizing a massive attack on you.

2. Bandits. Outlaws love the Puzzle Canal as a hideout; there are places on land and water to law low for a while. Some wanted criminals are thought to reside in the maze. Common bandits include duck and newtling outlaws who know the maze well and can waylay adventurers. Luckily, the Lunars have sent two Lunar marine units into the maze lately with the intent of clearing out outlaws (and doing some preliminary scouting and mapping). You should expect little trouble unless bandits are hiding in the deeper maze regions.

3. Creatures. Common, well known canal inhabitants include chaos creatures such as gorp and walktapi (uncommon, but present), giant carnivorous frogs and water serpents, the elven Kraken weed, and undines. Little else is "common." The Puzzle Canal houses many very odd beings that are not found elsewhere in the Zola Fel, Prax, or other nearby lands. Labrygon probably brought them from the west, or even further. These include the aerial defenders of the canal, bloodbirds (small, vicious, predatory, flocking leech-like birds); stupid water demons called water-leapers (large, winged, toad-like ambush predators); water lizards (sluggish swimming carnivores not unlike crocodiles); skeeters (giant flightless mosquitoes with chameleonic abilities; threats to camping parties); va'ath (two-headed giant venomous bats that prey on sleeping victims at night); and voonith (fanged eel-like reptiles that grab swimmers and drown them). These are the minor, unintelligent threats that accomplished warriors should not have problems defeating. Then there's the Bad Ones.

River elves are of course an organized threat, but they have malignant enemies called the voughs. Voughs are river hags; evil nymphs or demons that hate intruders. They have metalic claws and whips, wear tough cloaks, use magic, and are physically powerful. Expect them in the deeper maze regions, including the northern parts that elves avoid. Unfortunately, they spawn helper demons called brollachans: rolling lumps of toothy flesh. An encounter with voughs and brollachans will always be a tough battle with no chance of mercy or parley. For all of the previously listed creatures, enough information is available that you can get an estimate of their game statistics if you ask me. None are incredibly tough, but in numbers they can be nasty.

It gets worse. Less substantiated reports of formless black ooze demons, reptilian water spirits, and land-bound monstrosities are known, but poorly understood. There are magical defenses as well in the deeper maze regions, reportedly curses and whirlpools. The deeper you go, the less predictable and familiar the dangers will be.

4. Features. One well known cavern in the Canal is called the Painting Room. The maze leading to it is the most confusing part of the canal; have a good mapper ready. The cave is simple and often unguarded, housing only a 2mx2m magical painting. The painting always shows the same basic background: a view through Griffin Gate looking eastward to Vulture Country. Yet the details are of interest, because the painting foretells the future of the viewer. At least one image on the painting forebodes the near future of the Pavis region, whereas other(s) are more relevant to the viewer's personal interests. The painting always includes a portent of the viewer's death. These hints may be very vague (usually) or quite obvious (rarely). The painting is magically guarded, so attempts to damage or remove it are unwise.

Other features are not well known. An old story tells of "Lord Labrygon, who placed the Seaslaver deep within his labyrinth of water, guarding and hiding it with those it forced." It is thought that the Seaslaver is a magical artifact that gives the user powers over water demons, and hence should be guarded by them. No one has ever been known to have seen it. It is rumored to either come from a giant's cradle or been brought by the Jrusteli (god learners) to Robcradle after the maze was built. Another rumor speaks of the Eternal Question that lies in the Canal; what that is, no one knows or is telling about.

More minor magical mysteries have been recovered from the Canal, so keep your eyes open for other surprises. Finally, the Zola Fel cult tells you in confidentiality that there is more. You may tell this information to your collaborators, or keep it to yourselves. First, the cult knows that there is an opening to the River Styx (and hence the underworld) deep in the canal. If you see black, quiet waters down a gloomy cavernous passageway, avoid it at all costs or be lost (dead in the underworld, or on a heroquest whose myth you don't know!).

Second, there is a cavern called Tanian's Grotto in an underground section of maze. Its water is on fire! This is difficult to get to and deadly in a boat, but is rewarding. Water burned by Tanian's magic leaves residual water ash; a bluish transparent gelation. The water ash is valuable in concocting some potions. Tanian was a water god corrupted by the God Learners to create magical flaming icebergs that scoured the seas of ships. This magic helped them defeat their mortal enemies, the seafaring Waertagi (you heard stories of this from your Waertagi friends).

These two features are more curiosities than important goals, but the Zola Fel cult told you of them to give you an edge in the mission. Zola Fel also warns you never to travel at night in the Canal; too dangerous. Either huddle in your boat or camp on shore from dusk to dawn.

The plan:

You will have a map of the initial (westernmost) reaches of the maze. The Coders will take a boat down on route, and you will go another way. You will arrive in the canal at dawn (on Waterday of Illusion week, appropriately) and then rendezvous at a chosen location at night to camp together and discuss the day's events, planning for the next day. The plan is to move slowly and methodically, conserving magics for the deeper regions. As you delve deeper you will likely spend more and more time with the Coders; safety in numbers.

Different factions have different missions here. The Lunars seem only interested in the painting, which the Lunars haven't yet seen. The Pavis cult also wants the painting to be described; they haven't seen it since 1616 ST. They are also interested in any other details about the canal. The Zola Fel cult is interested in everything, including descriptions of the canal's aquatic inhabitants. None of the factions expect to find the Seaslaver after all these years, but all of them would love to have it.

The Zola Fel cult is providing sturdy boats, and lending you two magical Frog Masks (they act like SCUBA gear). The Pavis cult is providing gear and supplies as desired. They will lend you two large magic crystals (12 and 14 MP Star Tip crystals from the Rubble), and are providing the Coders with Pavic blessings. The Lunars provide military and magical support. They are lending your leader (Caernak is chosen) a silver baton with Seven Mothers rune magics (Reflection 2, Mindblast, and Madness), certainly as a show of Lunar power (and trust).

More later!

Runequest Summaries

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