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Article:Wolves, Wargs and other Canines, Part III
From HofWiki
For the Narrator
"All of a sudden they heard a howl away down hill, a long shuddering howl. It was answered by another away to the right and a good deal nearer to them; then by another not far away to the left. It was wolves howling at the moon, wolves gathering together!"
-The Hobbit
Incorporating Canids into Your Campaign
It's very easy to incorporate hybrids and Wargs into your campaign. They can be a major plot point, or a minor skirmish thrown in to keep your PCs on their toes. There can be a great deal of thought put into their use, or none at all. The real challenge, in my opinion, is effectively inserting true wolves into your campaign. To be realistic, wolves should not be used as an adversary, as they will rarely attack humans (or Elves, or Dwarves) unprovoked. However, your PCs don't necessarily have to know that. Perhaps they encounter wolves and at first believe they are in danger, only to find that the wolves are simply "passing through", or even there to help. For example, perhaps a pack of wolves present themselves to your group of PCs to warn of impending danger from marauding Hybrids, or even take part in the combat (Hybrids, for example, are very much detested by true wolves, who would not hesitate to fight any that had strayed into their territory for the purposes of attacking a group of PCs).
Most importantly, be creative. Do your best not to fall into the habit of seeing anything (or anyone) that is not a member of your PC's party as a potential aggressor in combat. It is your job as the Narrator to make your players be creative and really think about what is happening to them (rather than just sending them through a meat grinder of countless and pointless combats, the sole purpose of which is to "gain experience points and treasure").
Finally, incorporating domestic dogs into your campaign can be both easy and precarious. How many PCs wouldn't say "Yeah, I'd love to have a dog that follows me around during the adventures." They can help track food, foes, and even aid the PCs in combat. However, there are special requirements that must be met for a PC to have a dog so loyal that it will follow them everywhere and risk its life for them. In addition, while having an "attack dog" may seem great at the outset, PCs must remember that this animal has to be dealt with in all situations. For example, perhaps not every city or town encountered allows dogs within its limits. Not every Inn or Tavern that the PCs want to frequent will allow dogs on the premises. Therefore, to keep the element of realism, these things must be considered. Is it more of a hassle than it's worth? Or does the love, devotion, and protection offered by "Man's Best Friend" outweigh the negatives of traveling with it? Furthermore, what happens if this animal is slain in combat? Most dogs owners that have the type of bond with their animals that is necessary for them to join you in combat would be deeply grieved if that animal was injured our killed.
Is it worth it? That's up to you and your players!
Domestic Dogs
It has been reported that the Noldor brought dogs with them to Middle Earth during the First Age. However, many scholars question whether or not this is possible. The more likely (and currently accepted theory) is that domestic dogs were bred centuries ago from an ancestral wild canid that probably resembled current day wolves. They also believe that this ancestral canid gave rise to present day wild canids (such as wolves and foxes). Furthermore, it is believed that primitive humans domesticated this ancient canid for the purposes of acting as guards or herders. It has even been suggested that early humans used dogs as a food source when necessary. These early domestic dogs were bred over centuries by humans to be more efficient at specific tasks and eventually diverged into the multiple breeds of dogs found in Middle Earth today that are all unique in their appearance, function, and behavior. Further evidence against the theory that the Noldor Elves were the first to introduce dogs into Middle Earth is that few Elves currently utilize domestic dogs of any kind. Elves appreciate all wild and domestic animals and generally get on well with all domestic dog breeds. Yet, Elves have no need for the assistance of these canids in their daily lives and are generally against the "caging" of animals other than when absolutely necessary as mounts and food. Therefore, Elves do not keep domestic dogs. Humans, on the other hand, utilize domestic dogs extensively for many purposes. Dwarves will tolerate the dogs when necessary, but, like Elves, do not keep any of their own. Therefore, unless the Narrator grants it, Elf and Dwarf adventurers cannot keep domesticated dogs.
Associated Skill
This skill is mentioned in the Animal Warden Craftsman Package on pg. 15 of Hall of Fire, Issue 3. Here, it is described in detail as to how it pertains to domestic dogs, wild canids, and fell canids. Please note that the affiliated attribute has been changed from Wits to Bearing.
Craft: Animal Handling (domestic dogs, wild canids, fell canids; Bearing)
Social; Trained
This skill is required for those who wish to have a dog that is more than a laborer or pet, but a companion that will follow them and aid in their adventures. Those who choose this skill have honed their innate dog training ability and almost always get their animals to work at peak performance. Furthermore, individuals with this skill also seem to have an unexplainable sub-conscious connection with their dog companions.
Animal trainers, once they've reached a certain level, may also gain the knowledge necessary to train and communicate with wild canids. This grants the ability to read the vocal and visual cues of wolves and other wild canids (such as foxes and coyotes). Keep in mind that wild animals must remain wild for this skill to work. Wild canids may follow an adventurer or stay near a campsite of their own accord, but will never allow themselves to be tethered or caged. Furthermore, no matter what the adventurer's skill level is, any attempt to confine these animals will result in refusal to cooperate by the beast for the rest of its life. The degree to which wild canids will help adventurers is up to the Narrator.
Fell canids (especially Wargs) can be trained, but only by adventurers who are corrupted or evil. In addition, due to the aggressive nature of these animals, a Warg trainer is likely to sustain serious injury during the course of his working career.
Test:' Examples of tests that can be made with this skill include (but are not limited to): 1) the use of only visual cues, such
as hand or eye signals, to coax your canid into accomplishing some task. 2) having a sub-conscious idea of where your
canid is (if not in your direct line of sight) while traveling through the wilds, 3) using a simple vocal cue to call your canid
from up to a mile away, and 4) to coax your canid to attack an adversary or go get help. The more difficult the task is, the
higher the Target Number will be (Narrator's discretion).
Affinity: None.
Action Time: Depending on circumstance, usually instantaneous.
Extended Tests: N/A.
Prerequisites: To reflect the amount of training that must go into reaching this point with a dog or other canid, adventurers must have a 2+ in this skill before it can be used practically. Furthermore, to be able to effectively train and utilize wild canids (such as wolves and foxes), 6+ ranks are required. Finally, the ability to train fell canids is only available to corrupted or evil trainers/handlers. In such cases, a rank of 8+ in this skill is required.
Restrictions: This skill will usually only work if the animal can see you or hear your voice. Furthermore, it is not available to Dwarves.
Note: The downfall to acquiring this skill is that, because of the deep bond between the adventurer and his dog, if the dog is killed, the adventurer will be grief stricken and unable to perform at peak efficiency for 3D6+2 days. During this period of grieving, the adventurer receives a –5 to all skill tests attempted.
Special Abilities
Loyalty to One's Master
This special ability only applies to domestic dogs and any dog whose master is a PC in an adventuring party can potentially use it. Any adventurer who meets the prerequisites below and owns a dog, no matter what the breed, has a special connection with that animal and can understand the beast at a level beyond normal consciousness.
Effects: Once per day, the owner of a dog may attempt to command it from afar and without the animal being in his/her line of vision or without the adventurer using his/her voice. This is accomplished by making a successful Animal Handling test (TN 15).
| Success | Effect |
|---|---|
| Extraordinary | The animal understands and responds to your command and performs the desired task flawlessly. |
| Superior | The dog understands and responds your command, but only completes half of the task. |
| Complete | The dog understands and responds to your command but cannot complete the task due to unforeseen circumstances |
| Marginal or worse | The dog does not respond to your command |
Prerequisites: Animal Handling (domestic dogs, wild canids, fell canids) skill at a 2+.
Restrictions: This ability only applies to the owner of the dog and not those adventuring with him with the exception of any family members that may have had a close association with the dog.
The Blood of Huan
All dogs and wolves are said to be the descendants of Huan, an immortal hunting dog of Orome, Huntsman of the Valar. Therefore, they have an uncanny ability to use their hearing and sense of smell to find quarry, locate their master, or guard a home or encampment.
Effects: Once per day, all dogs and wolves receive a +7 to a Track (Scent) or Observe (Smell) test. In the case of a domestic dog, the person rolling the dice for that test is allowed to choose when it will be used and with which skill it will be used (i.e. Track or Observe). However, the intention to use this ability must be stated at the beginning of his/her turn during the round. Furthermore, if a dog is present at a home or encampment, there is a large chance that it will be alerted to anyone/anything approaching and warn their master of potential danger. Therefore, for every "intruder" that attempts to infiltrate a campsite or homestead, roll 2D6. A result of 10 or less means that the dog has detected the intruder and will warn his master immediately.
Restrictions: Domestic dogs will only perform actions for or defend encampments belonging to their master.
Common Breeds of Domestic Dogs
Beorning Mountain Dogs
| Beorning Mountain Dogs | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 8 (+1) | Nimbleness | 3 (-1) |
| Perception | 8 (+1)* | Strength | 8 (+1)* |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1* | Swiftness | +1 |
| Willpower | +1 | Wisdom | +1 |
| Defence | 9 | ||
| Movement Rate | 6 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +4, Jump +2, Observe (Smell) +4, Run +3, Survival (Mountains) +5, Swim +1, Track (Scent) +4 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Medium (5 wound levels, 1 Healthy) | |||
| Health | 9 | ||
| TN Equivalent | |||
| Created By | |||
The Beornings and Northmen of the Misty and Grey Mountain ranges almost exclusively use this breed of dog. They are a very intelligent and adaptable dog, bred to guard/herd flocks of sheep and homesteads in mountainous regions. They were also bred specifically to fulfill their duties without the guidance of humans. Therefore, once trained, Mountain Dogs can be expected to work on a daily basis without any human to guide or oversee them, while continuing to return every night to their master.
Boar-hunting Danes of Dunland
| Boar-hunting Danes of Dunland | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 8 (+1) | Nimbleness | 3 (-1) |
| Perception | 8 (+1)* | Strength | 8 (+1)* |
| Vitality | 8 (+1) | Wits | 3 (-1) |
| Reactions | |||
| Stamina | +1* | Swiftness | +1 |
| Willpower | +1 | Wisdom | +1 |
| Defence | 9 | ||
| Movement Rate | 6 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +4, Jump +2, Observe (Smell) +5, Run +3, Survival (Mountains, Plains) +5, Swim +1, Track (Scent) +5 | |||
| Spells | |||
| Special Abilities | |||
| Abilities: Natural Weapon (1D6, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Medium (5 wound levels, 1 Healthy) | |||
| Health | 9 | ||
| TN Equivalent | |||
| Created By | |||
Originally used to hunt game by the Dunlendings of the plains and foothills adjacent to the lower half of the Misty Mountains, Boar-hunting Danes got their name by being particularly adept at hunting the sizeable wild peccaries found throughout the area. They have large powerful jaws that are capable of immobilizing intruders. They are mostly gentle, but have been reported to be prone to aggressive streaks (even with owners) in the past.
Dunlending Foxhounds
| Dunlending Foxhounds | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 7 (+0) | Nimbleness | 8 (+1)* |
| Perception | 9 (+1)* | Strength | 6 (+0) |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +1* |
| Willpower | +0 | Wisdom | +1 |
| Defence | 11 | ||
| Movement Rate | 3 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +2, Jump +4, Observe (Smell) +6, Run +5, Survival (Mountains, Plains) +5, Swim +4, Track (Scent) +6 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6-1 bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Small (4 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
Believed to have been first bred by the Dunlendings, or their ancestors, these dogs are now found throughout the mid-latitudes of Middle Earth being used as guard dogs, hunters, and herders of domestic animals from cattle to sheep. Foxhounds are loyal and obedient if properly trained. Yet, even if not trained for herding they still make excellent companions.
Gondorian Terriers
| Gondorian Terriers | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 5 (+0) | Nimbleness | 10 (+2)* |
| Perception | 9 (+1)* | Strength | 4 (+0) |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +2 |
| Willpower | +0 | Wisdom | +1 |
| Defence | 12 | ||
| Movement Rate | 1 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +1, Jump +5, Observe (Smell) +6, Run +4, Survival (Urban) +5, Swim +3, Track (Scent) +4 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6-3, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Little (3 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
Originally used as a sporting dog for hunting pheasant and waterfowl, this dog is now more commonly a lap dog of the most elite families in Gondor. Because it is now rarely used for hunting (especially since water spaniels and pointers are more commonly favored for this purpose), to have a Terrier is considered an extravagance and, thus, they are rare except in Minas Tirith. It is a highly energetic dog that has been reported to be extremely difficult to train. It will also become irritable and mischievous if not given the opportunity to run on a daily basis.
Lossoth Sled Dogs
| Lossoth Sled Dogs | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 8 (+1) | Nimbleness | 8 (+1) |
| Perception | 7 (+0)* | Strength | 8 (+1) |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1* | Swiftness | +1 |
| Willpower | +1 | Wisdom | +1 |
| Defence | 11 | ||
| Movement Rate | 6 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +3, Jump +3, Observe (Smell) +6, Run +6, Survival (Mountains) +7, Swim +2, Track (Scent) +6 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Medium (5 wound levels, 1 Healthy) | |||
| Health | 9 | ||
| TN Equivalent | |||
| Created By | |||
These energetic and hard-working dogs are found almost exclusively north of the Grey and Misty Mountains, where they are used as beasts of burden and guards by the indigenous Lossoth tribes of the area. A trustworthy and loyal companion, but also prone to boredom and destructive behavior if not allowed to exercise in the form of pulling carts, wagons, or sleds. This dog is generally obedient, but due to being bred by a semi-nomadic people, has no sense of territory. Therefore, it has been reported that escaped individuals will run ceaselessly, rather than remaining in a small area that they consider their own, heedless of their master's calls. It seems, however, that such fugitives almost always manage to find their way home in time.
Mastiffs of Rohan
| Mastiffs of Rohan | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 8 (+1) | Nimbleness | 3 (-1) |
| Perception | 8 (+1)* | Strength | 8 (+1)* |
| Vitality | 8 (+1) | Wits | 3 (-1) |
| Reactions | |||
| Stamina | +1* | Swiftness | +1 |
| Willpower | +1 | Wisdom | +1 |
| Defence | 9 | ||
| Movement Rate | 6 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +4, Jump +2, Observe (Smell) +5, Run +3, Survival (Mountains, Plains) +5, Swim +1, Track (Scent) +5 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Medium (5 wound levels, 1 Healthy) | |||
| Health | 9 | ||
| TN Equivalent | |||
| Created By | |||
This sizeable dog is an excellent guardian, bred by the Rohirrim to protect their horses and stables from bandits and thieves. Although occasionally found in other areas of Middle Earth where horses are kept by humans in large numbers, this dog is almost exclusive to the lands of Rohan and its inhabitants. Rohan's royal families once considered the possession of this dog to be a status symbol. It is said that Thengel, the 17th King of Rohan, possessed mastiffs of unsurpassed strength and beauty, the likes of which have not been seen in the land since.
Cattle Dogs
| Cattle Dogs | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 5 (+0) | Nimbleness | 10 (+2)* |
| Perception | 9 (+1)* | Strength | 5 (+0) |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +2* |
| Willpower | +0 | Wisdom | +1 |
| Defence | 12 | ||
| Movement Rate | 3 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +2, Jump +4, Observe (Smell) +6, Run +4, Survival (Forests, Mountains, Plains) +5, Swim +3, Track (Scent) +4 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6-2, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Small (4 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
This dog is probably the result of a mixture of many dog breeds and has only recently been recognized as a distinct breed. It can be found being used by all humans in all areas of Middle Earth for a variety of jobs, which includes hunting, herding, and protection. In fact, Cattle Dogs, or mixed breeds that are part Cattle Dog, are often found as far south as Umbar and as far north as the Shire. They are an excellent companion and readily available in most societies.
Northmen Wolfhounds
| Northmen Wolfhounds | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 8 (+1) | Nimbleness | 4 (+0) |
| Perception | 7 (+0)* | Strength | 8 (+1)* |
| Vitality | 8 (+1) | Wits | 3 (-1) |
| Reactions | |||
| Stamina | +1* | Swiftness | +0 |
| Willpower | +1 | Wisdom | +1 |
| Defence | 10 | ||
| Movement Rate | 6 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +4, Jump +2, Observe (Smell) +4, Run +3, Survival (Mountains, Plains) +5, Swim +1, Track (Scent) +4 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Medium (5 wound levels, 1 Healthy) | |||
| Health | 9 | ||
| TN Equivalent | |||
| Created By | |||
Used by the Northmen to guard their homesteads from Wargs and Hybrids. Excellent guard dogs, with little herding ability, wolfhounds are often used in conjunction with Beorning Mountain Dogs by the tribes of the north. It is very uncommon for any family within these societies to not possess at least one wolfhound. They are formidable against intruders, yet gentle with family members (including infants) and their loyal personalities have recently made them grow in popularity throughout Middle Earth.
Pointers
| Pointers | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 7 (+0) | Nimbleness | 8 (+1)* |
| Perception | 9 (+1)* | Strength | 6 (+0) |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +1* |
| Willpower | +0 | Wisdom | +1 |
| Defence | 11 | ||
| Movement Rate | 3 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +2, Jump +4, Observe (Smell) +6, Run +5, Survival (Mountains, Plains) +5, Swim +4, Track (Scent) +8 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6-1, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Small (4 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
A sleek breed of sporting dog, bred in Gondor, specifically to locate and hunt game from pheasants and fowl, to fox and bear. A well-mannered, loyal, and friendly dog, it needs little coaxing to perform its duties, but is usually too even-tempered to be an efficient guard dog.
Rohirric Collie
| Rohirric Collie | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 5 (+0) | Nimbleness | 10 (+2)* |
| Perception | 9 (+1)* | Strength | 5 (+0) |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +2* |
| Willpower | +0 | Wisdom | +1 |
| Defence | 12 | ||
| Movement Rate | 3 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +2, Jump +4, Observe (Smell) +6, Run +5, Survival (Plains) +5, Swim +2, Track (Scent) +4 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6-2, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Small (4 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
Used by the Rohirrim to herd their horses and other domestic cattle. If trained well, this dog is very obedient and loyal. However, it is also highly energetic and will easily become bored and mischievous if not allowed to perform the tasks for which it was bred.
Water Spaniels of Tharbad
| Water Spaniels of Tharbad | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 7 (+0) | Nimbleness | 8 (+1)* |
| Perception | 9 (+1)* | Strength | 6 (+0) |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +1* |
| Willpower | +0 | Wisdom | +1 |
| Defence | 11 | ||
| Movement Rate | 3 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +2, Jump +5, Observe(Smell) +6, Run +5, Survival (Coasts, Plains, Wetlands) +5, Swim +7, Track (Scent) +6 | |||
| Spells | |||
| Special Abilities | |||
| Natural Weapon (1D6-3, bite), Loyalty to One's Master, The Blood of Huan | |||
| Size | |||
| Small (4 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
Although originally bred in the Tharbad area of Arnor many years ago to retrieve waterfowl, this dog is now widespread throughout the cities and villages of central and southern Middle Earth that are found near water. This breed is much happier to live near a water body of some kind.
Wolves and Other Wild Canids
"Wolves of that sort smell keener than Goblins and do not need to see you to catch you!"
-The Hobbit
Special Abilities
Silent and Cunning Ways
All wild and fell canids have an extraordinary ability to employ stealth to mask themselves and their scents. They also have an uncanny ability to find track scents over large distances.
Effects: All wild and fell canids automatically receive a +3 to the first Stealth (Sneak) test performed during an attempt to catch something unawares. They also gain a +2 to any Track (Scent) skill one time per day.
| Wolves | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 8 (+1) | Nimbleness | 9 (+1) |
| Perception | 10 (+2) | Strength | 7 (+0)* |
| Vitality | 8 (+1)* | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +2* |
| Willpower | +1 | Wisdom | +2 |
| Defence | 11 | ||
| Movement Rate | 6 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +4, Jump +3, Observe (Smell) +4, Run +4, Stealth (Sneak) +8, Survival (Forests, Mountains, Plains) +5, Track (Scent) +6 | |||
| Spells | |||
| Special Abilities | |||
| Natural weapon (teeth, 1D6+2), The Blood of Huan (see above), Silent and Cunning Ways, Ill-at-Ease in Trees (see below) | |||
| Size | |||
| Medium (5 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
| Coyotes | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 8 (+1) | Nimbleness | 10 (+2)* |
| Perception | 10 (+2) | Strength | 5 (+0) |
| Vitality | 8 (+1)* | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +2* |
| Willpower | +1 | Wisdom | +1 |
| Defence | 12 | ||
| Movement Rate | 3 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +3, Jump +4, Observe (Smell) +5, Run +5, Stealth (Sneak) +9, Survival (Forests, Mountains, Plains) +5, Track (Scent) +6 | |||
| Spells | |||
| Special Abilities | |||
| Natural weapon (1D6-1, bite), The Blood of Huan (see above), Silent and Cunning Ways, Ill-at-Ease in Trees (see below) | |||
| Size | |||
| Small (4 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
| Foxes | |||
|---|---|---|---|
| Attributes | |||
| Bearing | 7 (+0) | Nimbleness | 12 (+3)* |
| Perception | 10 (+2) | Strength | 4 (+0)* |
| Vitality | 8 (+1) | Wits | 4 (+0) |
| Reactions | |||
| Stamina | +1 | Swiftness | +3* |
| Willpower | +0 | Wisdom | +2 |
| Defence | 13 | ||
| Movement Rate | 3 | ||
| Skills | |||
| Armed Combat: Natural Weapons (Bite) +2, Jump +5, Observe (Smell) +6, Run +5, Stealth (Sneak) +10, Survival (Forests, Mountains, Plains) +5, Track (Scent) +7 | |||
| Spells | |||
| Special Abilities | |||
| Natural weapon (1D6-1, bite), The Blood of Huan (see above), Silent and Cunning Ways, Ill-at-Ease in Trees (see below) | |||
| Size | |||
| Small (4 wound levels, 1 Healthy) | |||
| Health | 8 | ||
| TN Equivalent | |||
| Created By | |||
Fell Canids
Special Abilities
Fell Canids are built for power and stealth. They have been perfected over years of evolution (and, in some cases, training) to be perfect accomplices to the minions of the Dark Lord. In addition, they are made all the more fearsome because of the following special abilities.
"Saruman's eastern force came down with unexpected speed; it was much smaller than the western force, but more dangerous. In its van were some Dunlending horsemen and a great pack of the dreadful Orcish 'wargriders', feared by horses."
-Unfinished Tales
Horsebane:
All fell-canids naturally instill fear in horses and other livestock. This is believed to be a predator avoidance adaptation evolved centuries ago by the ancestors of modern day domesticated animals (which are all prey animals by nature). This fear affects the following domesticated animals: horse, sheep, cattle, goat, foul, and peccary.
Effects: The instant that any domestic animal(s) sees or smells of a fell-canid, it or the group's designee must make a successful opposed Willpower test. If a pack of Wargs or Hybrids are attacking, select one as the leader to use its Willpower (if not already decided).
| Success | Effect |
|---|---|
| Extraordinary | The domestic animal does not flee unless it chooses to. If the domestic animal is being ridden, the rider receives a +2 on his next test |
| Superior or Complete | The domestic animal stands its ground with no bonus to a rider (if present) |
| Marginal or lower | The domestic animal flees for 1D6+4 rounds (note: distance fled depends on movement rate of domestic animal/round. See Fell Beasts and Wondrous Magic). |
Restrictions: This ability only takes effect if the domestic animal can either 1) see the attacking beast, or 2) can smell the attacking beast using an opposed Observe (Smell) or Perception test against the Warg/Hybrid's Stealth (Sneak).
Note: Domestic animals that repeatedly come into contact with Wargs and Hybrids may become accustomed to them enough not to flee at their mere presence. Therefore, during the second encounter that a given domestic animal has with a Fell Canid, said domestic animal receives a +1 to its Willpower test to avoid fleeing. During the third such encounter, the domestic animal receives a +2 to its Willpower test and so on. Furthermore, this special ability does not affect Mereas or Elven horses.
"The Wargs and the goblins often helped one another in wicked deeds...Then they often got the Wargs to help and shared in the plunder with them. Sometimes they rode on Wargs like men do on horses."
-The Hobbit
Coordinated Fell Deeds:
The minions of the Dark Lord have essentially domesticated Wargs (see previous sections). Therefore, Wargs have an innate ability to be able to understand the wishes of Goblins, Trolls, and Ringwraiths through vocal and visual cues.
Effects: A Warg-rider or Ringwraith need not necessarily have physical contact with a Warg to persuade it to do its bidding. As long as eye contact is possible, the fell canid can be given subtle voice or hand signal commands. Furthermore, if a Warg is encountered in the wild, one can be almost certain that it is not alone. Thus, every time a seemingly unaccompanied Warg is spotted, roll 2D6 and refer to the table below to see what is traveling with the beast.
| Result of Roll | Warg Associates |
|---|---|
| 12 | None |
| 7-11 | 1D6+4 Orcs |
| 3-6 | 1D6-1 Trolls |
| 2 | 1 Ringwraith |
Armour (3)
Fell canids gain extra protection due to their thick outer layer of fur (called the Plate-coat) and their unusually dense skeletal structure (especially in the region of the head and shoulders).
Vice-like Grip
Due to the extra set of canines present in their mouths, Wargs and Hybrids have the ability to grab quarry and hold it immobile.
Effects: If a Warg or Hybrid makes a successful attack, the Narrator should determine whether or not the weapon hand of the attacked adventurer is the target by rolling 1D6. If a 4 or greater is the result, the weapon arm is grabbed in the animal's jaws. If this occurs, the weapon arm cannot be freed for 1D6 rounds and the trapped adventurer receives additional damage from the teeth each round that the beast holds him. On a roll of 1-3, the adventurer's off-hand is the target and he is immobilized, but can still attack the beast with his weapon. A successful attack by the adventurer will cause the Warg or Hybrid to release their grip immediately.
Wargs and Hybrids are powerful adversaries that can present a serious health-risk to adventurers in many settings. They are formidable in combat and fearless in the face of danger. Yet they are not invincible. Here are weaknesses associated with these animals.
"Wolves are afraid of fire at all times......" -The Hobbit
Flee From Fire:
All Wargs and Hybrids fear fire when it is wielded in the hands of an opponent. The reasoning for this is not understood, however, it has a profound effect on these animals.
Effects: When presented with fire (e.g. on the end of a torch or blazing stick) a Warg or Hybrid must make a Willpower Test (TN 7) at the beginning of each round.
| Success | Effect |
|---|---|
| Extraordinary | The Warg or Hybrid does not flee unless it chooses to and also receives a +1 to its first attack. Furthermore, it does not need to re-roll to resist fire for 1D6+4 rounds |
| Superior | The Warg or Hybrid stands its ground and may attack, if it chooses, with no extra bonuses. Furthermore, it does not need to make this test again for 1D6 rounds. |
| Complete | The Warg or Hybrid stands its ground for 1D6 rounds, but will not attack. |
| Marginal or worse | The Warg or Hybrid turns and flees for 1D6 rounds |
Restrictions: Wargs and Hybrids will not go near a stationary fire (such as a campfire) and will not flee from fire unless they are attacked with it and fail their Willpower test as described previously). Domestic dogs do not fear fire. Furthermore, while wolves will not approach fire, they also will not run from it in the fashion that fell canids will.
"For even wild Wargs cannot climb trees."
-The Hobbit
Ill-at-Ease in Trees
Canids are not physically designed for climbing. Therefore, they cannot climb trees after quarry, no matter how much goading occurs. This is also true of true wolves and dogs. However, what they lack in arboreal prowess, they make up for in patience. Thus, Wargs and Hybrids can wait hours and even days for quarry that is attempting to escape them in trees to come down (or fall down after fainting from lack of sleep, food, or water).
Wargs
Attributes: Bearing 10 (+2), Nimbleness 7 (+0), Perception 7 (+0), Strength 10 (+2)*, Vitality 10 (+2)*, Wits 4 (+0)
Reactions: Stamina +2*, Swiftness +0, Willpower +2, Wisdom +2
Defense: 10
Movement Rate: 12
Skills: Armed Combat: Natural Weapons (Bite) +6, Intimidate (Fear) +5, Jump +5, Language: Understand Orkish (dialect) +2, Language: Warg-speech +4, Observe (Smell) +4, Run +9, Stealth (Sneak) +9, Track (Scent) +2
Special Abilities: Armor (3), Mount: Steady, Mount: War-trained (see Fell Beasts and Wondrous Magic), Natural weapons (2D6+3, bite), Silent and Cunning Ways (see above), Coordinated Fell Deeds, Vice-like Grip, Flee from Fire, Ill-at-Ease in Trees.
Size: Large (6 wound levels, 2 Healthy)
Health: 12
TN Equivalent: 10 (pack of six)
Note: Because they are domesticated animals, bred specifically by the Dark Lord to be sub servant and dependent on the resources provided for them by their master's (the purpose of which is to insure their cooperation and inability to easily escape and survive once escaped), all survival instincts have been purposefully bred out of this species. Therefore, in this incarnation, Wargs have no survival skill listed. Because they look almost identical, nearly all "wild Warg" attacks are actually due to hybrid animals.
Hybrids (Warg/Wolf) Attributes: Bearing 10 (+2), Nimbleness 9 (+1), Perception 10 (+2), Strength 9 (+1)*, Vitality 10 (+2)*, Wits 4 (+0) Reactions: Stamina +2*, Swiftness +2, Willpower +2, Wisdom +2 Defense: 11 Movement Rate: 12 Skills: Armed Combat: Natural Weapons (Bite) +6, Intimidate (Fear) +5, Jump +5, Language: Warg Speak +3, Observe (Smell) +4, Run +9, Stealth (Sneak) +9, Track (Scent) +2, Survival (Forests, Mountains) +5 Special Abilities: Natural weapons (2D6+3, bite), Natural armor (+3), Silent and Cunning Ways (see above), Coordinated Fell Deeds, Vice-like Grip, Flee from Fire, Ill-at-Ease in Trees Size: Large (6 wound levels, 2 Healthy) Health: 11 TN Equivalent: 10 (pack of three)
Famous Canid Personalities
Huan
The immortal hound of Valinor and companion of Orome, huntsman of the Valar, but left the Undying Lands with the Noldo Elf Celegorm. By leaving Valinor, he became mortal and later abandoned Celegorm to aid Beren and Luthien during the Quest of the Silmaril. After killing many werewolves of Tol Sirion including Drauglin, father of werewolves, and defeating Sauron in wolf-form, Huan met his fate at the hands of Carcharoth, who in turn was killed as well by the hound of the Valar.
Carcharoth
His name meaning "Red Maw" in the Sylvan tongue, Carcharoth was the largest werewolf/warg ever to exist in Arda and said to have venomous fangs. He was bred by Morgoth from werewolves and fed live flesh until he grew so large that the only place he could reside was in Morgoth's throne room, resting at the Dark Lord's feet. When Beren and Luthien stole the Silmaril from Morgoth's crown and fled, it was Carcharoth who bit off the hand of Beren's that held the jewel and swallowed it. While the fire and heat from the Silmaril did not kill the mighty wolf, he was driven mad with pain and rampaged throughout the lands until Huan eventually killed him during The Hunting of the Wolf. In the process of this battle, however, Huan himself was also slain by the venom from Carcharoth's fangs.
Hope you enjoyed this chapter! Get ready for next month when we begin our discussion on those terrible flying mounts used by the Nazgûl: Hell Hawks!
Sources
- All dog images come from the American Kennel Club's website: www.akc.org
- Creatures of Middle Earth: a bestiary of animals and monsters. 1988. Iron Crown Enterprises. Charlottesville, VA.
- Tolkien: The Illustrated Encyclopedia. David Day. 1991. Collier Books. New York, NY.
- The Silmarilian. 1980. J.R.R. Tolkien. Ballentine Books. New York, NY.
- Unfinished Tales. 1980. J.R.R. Tolkien. Ballentine Books. New York, NY.
