Dogs

By N. Robin Crossby
Copyright 1987, N. Robin Crossby and Columbia Games Inc.
Published: Harnlore 4 (Winter 1987) with illustrations

Dogs play important roles in a medieval environment and they can be very useful companions to FRP characters. Dogs can serve as trackers, guards, shepherds, or fighters. In many ways they are superior to the humans they serve.

Breeds

In the absence of any international criteria for dog breeding, there are few established breeds of dog. A few types have been purpose bred in specific districts/regions, but the blood-lines are far from well established. Most dogs are mongrels derived from hard to identify root stock. Even among mongrels, however, there are animals better suited to ratting, than to shepherding, and better suited to fighting than to hunting. It is possible to label a number of types typical to Harn and Northwest Lythia, bearing in mind that these are presented as a sample.

There are no hard and fast rules for determining the value of a dog. The prices given in square brackets are typical for a good untrained, two month old puppy.

Wolfhounds [12d] Large, courageous animals well suited to fighting. They are mainly used in packs, to scare off wolves and other predators. The Ivinian Wolfhound is one of the largest types and is sometimes taken into battle. Full-grown, it generally stands 28-36 inches at the shoulder, but there are legends of dogs over 40 inches. Ivinian Wolfhounds usually have wiry tawny or light brown hair, often with black or darker brown patches. A completely white dog is highly valued, since it may be descend- ed from Sysha, a huge grey bitch who, it is said, bred with Jarlak, the Carrion Lord of Talagaad.

Hounds [18d] Any dog with a keen sense of smell is generally called a hound. Such animals are used for tracking and, often in packs, for running down prey. The Shyne Hound is a typical example; it averages 26 inches and is generally light brown with black or darker brown patches. It also has short hair.

Ratters [9d] Small dogs are used to control rats and other pests in and around large houses. A good ratter is courageous and very tenacious. A typical example is the Trierzi Terrier, about 8-10 inches with long wiry, black or dark brown hair.

Sheepdogs [18d] Perhaps the most intelligent of breeds, sheepdogs are patient, learn quickly and have a great deal of restraint. A typical breed is the Kaldorin, 26-30 inches at the shoulder, with long, light coloured hair, and a bushy tail which is often removed (for sacrifice to Peoni).

CANINE SKILLS

All dogs have the attributes and Automatic Skills given on the Canine Table. With the exception of Awareness which serves in the absence of sensory attributes, the ML of Automatic Skills is their native level (opening level) and may be improved by training

Tracking Man's best friend can be an invaluable aid to the hunter. A dog can use its tracking skill to find and/or follow a trail, but cannot communicate its age or nature. Tracking is a native skill (all dogs can do it) but it may be improved.

Herding A special canine skill, the ability to herd/protect live- stock. Herding is only automatic to sheepdogs and other specially bred animals. Other dogs may open Herding at Intelligence x 2.

Bite The animal's combat ability. The first number on the Canine Table is the animal's (automatic) Bite ML; and is trainable. The number after the slash is the Tear (t) Impact of a strike. This is not trainable.

Optional Skills

The following are the most common optional canine skills. These may be opened and taught by anyone with Dogcraft (see Training) for any dog breed. Other optional skills may be added at GM discretion.

Obedience Untrained dogs tend to follow their owners or romp about. This canine skill is the ability to obey basic commands given by the dog's owner, such as sit, stay, lie down, etc. These are generally aesthetic rather than functional. Such obedience is generally temporary, especially if the owner is not visible. The command must be successfully repeated every fifteen minutes or so, and if the owner is not visible, the dog must check at 50% ML. Open at Intelligence x 3.

Combat Obedience In combat, a dog lacking this skill will do as it wants. This is the ability to obey orders in combat, attack an indicated party, cease fighting on command, and so on. Each command given in a combat situation requires that combat obedience be tested. The skill opens at Intelligence x 2.

Silence Most dogs will bark, whine, or growl when they sense danger. A dog who successfully tests Silence will lick or nuzzle its owner's hand instead when it detects danger. Open at Intelligence x 1.

Retrieve The ability to fetch an indicated object (such as a bird just shot by the dog's owner) without damaging it. Open at Intelligence x 1.

Training Dogs

Characters with Animalcraft (open at SB1 if not possessed) may train dogs. Training may be further refined by treating Dogcraft as a speciality of Animalcraft. Dogs can be trained for no more than two hours a day, ideally in 3-5 short sessions. Training may begin at 2 months and continue until the dog is a year old. Many noble houses have dog-trainers; the Dogcraft of someone with plenty of experience may be randomly generated with 2d6x10.

For each twelve (12) hours of training, one training roll may be made. The trainer declares what skill(s) are to be opened/improved at the beginning of the month, and makes the appropriate training rolls at the end of the month, testing his Animalcraft or Dogcraft.

When a training roll is made, the success level generated determines how many skill improvement rolls (e.g. MS = 3) are to be made for the dog being taught. Skill development other- wise works for dogs the same way as for humans. See Harnmaster: Skills 7.

Skill Development from Training:   CF/0    MF/1    MS/3    CS/6 

CANINE TABLE
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BREED     End   Agl   Spd   Int   Ini FR   Aw   Tr   Hr   Bite 
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Ivinian  3d4+4 3d4+2 3d4+8 3d4+3  45*  2   90*  30*  --  50/6t* 
Shyne    3d4-3 3d4+1 3d4+9 3d4+2  40*  2  100*  40*  --  40/4t* 
Trierzi  3d4+4 3d4+0 3d4+3 3d4+5  35*  2   90*  10*  --  75/3t* 
Kaldorin 3d4+2 3d4+1 3d4+5 3d4+6  50*  2   10*  20*  50* 35/5t* 
Wolf     3d4+5 3d4+3 3d4+7 3d4+4  45*  2   90*  40*  --  70/7t* 
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[End] Endurance; [Agl] Agility; [Spd] Speed; [Int] Intelligence 
[Ini] Initiative  Rating;   [FR] Fatigue Rate;   [Aw] Awareness 
[Tr] Tracking; [Hr] Herding; [Bite] Bite ML/Impact (tear). 
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Mobility is always Speed x 5  and Dodge is always  Agility x 7. 
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* Add 3dd.  (Eg. Ivinian Wolfhound has  Initiative of 3d6+45.). 
Note: Intelligence is the Skill Base for all canine skills. Animal intelligence includes natural instinct and should not be compared directly with that of humans.