The Kennelmaster
A settler or intelligent Super Mutant who rescues, breeds, trains, and collects dogs could become one of Fallout 5’s most valuable recurring characters. They should not simply stand beside a kennel selling generic attack dogs. Their dogs should have distinct breeds, mutations, personalities, specialties, and relationships with the wasteland.
Version One: The Settler Dog Trainer
Appearance
The settler could be a rugged former caravan scout, animal handler, or pre-war veterinary assistant wearing:
A patched leather bite-training suit over scavenged combat armor
Thick forearm guards covered in old tooth marks
A whistle made from a spent bullet casing
Multiple leashes, collars, treats, and medical pouches hanging from a utility belt
A weathered veterinary bag containing RadAway, antibiotics, splints, and animal medicine
A handmade shoulder guard shaped from a dog-food sign
Muddy boots and clothing covered in fur
A necklace made from the identification tags of dogs they failed to save
Their coat could display embroidered names of every dog they have trained. Some names are crossed out because the animals died, disappeared, or were adopted.
Personality
The trainer may appear rough and impatient with humans but becomes gentle around animals. They distrust anyone who refers to dogs as equipment.
They could judge the player by how companions, settlers, brahmin, and captured animals are treated. A player with a history of cruelty may be denied access to their best dogs.
Possible personality traits:
Protective
Suspicious
Patient with animals
Harsh toward irresponsible owners
Quietly sentimental
Obsessed with finding rare canine bloodlines
Version Two: The Super Mutant Packmaster
A Super Mutant version could be far more visually memorable.
Appearance
The Packmaster could be enormous even by Super Mutant standards, but their clothing and equipment are designed around animal care rather than pure combat.
They might wear:
A massive tire-rubber apron covered in bite marks
Heavy welding gloves used during difficult training
A backpack built from several connected dog crates
Oversized pouches filled with meat, bones, medicine, and training objects
A collection of whistles that sound too small when held in their hands
Custom armor decorated with dog tags rather than human skulls
A large mechanical clicker built from a railway signal switch
A shoulder perch for a small mutated puppy
A painted paw-print symbol across their armor
Instead of carrying a traditional Super Mutant sledgehammer, they might carry a long training staff called The Fetching Stick. It can be used to point, command dogs, retrieve trapped animals, or strike enemies who threaten the pack.
Intelligence and Speech
The Packmaster should be intelligent enough to understand breeding, scent, territory, and animal behavior, but their speech can remain blunt and humorous.
Examples:
“Humans yell too much. Dog understands smell.”
“Dog not weapon. Dog family. Family sometimes weapon.”
“You smell nervous. Dogs know. I know because dogs know.”
They may remember every dog’s name but constantly forget human names.
The Dog Collection
The Kennelmaster’s dogs should not all be ordinary German shepherd-style companions. Their collection could show how animals adapted to different regions of the wasteland.
1. Scout Dogs
Fast, alert dogs trained to:
Detect mines
Locate traps
Mark hidden enemies
Find water
Follow blood trails
Warn about ambushes
Locate nearby settlements
These dogs avoid direct combat unless cornered.
2. Guard Dogs
Large dogs assigned to settlements, caravans, farms, and workshops. They can patrol established routes and react differently to raiders, mutants, wildlife, and disguised infiltrators.
Better-trained guard dogs could distinguish between:
Hostile strangers
Nervous travelers
Thieves
Synth infiltrators
People carrying concealed explosives
Former enemies who have surrendered
3. Rescue Dogs
Rescue dogs could locate:
Settlers buried beneath collapsed buildings
Wounded soldiers after faction battles
Children trapped in caves
Missing caravan members
People suffering from radiation sickness
Survivors inside toxic or smoke-filled areas
Some missions could be completed without the dog attacking anything.
4. Mutant-Hunting Dogs
These dogs are trained to track specific creatures such as:
Super Mutants
Feral ghouls
Deathclaws
Mirelurks
Radscorpions
Nightkin
Mutated insects
They may become nervous near certain creatures, giving the player an early warning rather than automatically charging.
5. Truffle and Salvage Dogs
A strange but useful wasteland specialty. These dogs dig up:
Buried ammunition
Pre-war caches
Lost holotags
Medicinal roots
Underground pipes
Hidden graves
Rare crafting materials
Poorly trained dogs may return with useless junk, severed limbs, or live explosives.
6. Courier Dogs
Smaller, faster dogs can carry messages and light supplies between settlements. Their effectiveness depends on the safety of the route and their familiarity with the destination.
The player could establish a Canine Courier Network, providing communication between isolated settlements before radio towers are constructed.
7. Therapy Dogs
Some dogs could improve morale instead of combat performance. They might:
Reduce settlement stress
Help traumatized children
Calm former raiders
Improve companion affinity
Reduce arguments between settlers
Assist wounded veterans
Help recovering chem addicts
This would make dogs important to the human side of settlement building.
8. War Dogs
These are the most dangerous dogs and should require responsible training. They can:
Hold an enemy in place
Disarm certain opponents
Pull enemies from cover
Protect downed allies
Drag wounded settlers to safety
Attack on command
Defend specific doors or objects
An undisciplined war dog may chase enemies, attack non-hostile creatures, or become uncontrollable around gunfire.
Rare and Mutated Dogs
The Kennelmaster’s ultimate goal could be to document or preserve every surviving canine line.
Two-Headed Hound
A rare mutant dog whose heads have different temperaments. One detects threats while the other tracks objects. The player must build trust with both heads separately.
Rad Mastiff
A massive dog with radiation-resistant skin. It can enter highly irradiated areas but may unintentionally expose nearby settlers to low-level radiation.
Molehound
A nearly hairless dog capable of detecting underground movement. It warns the player before mole rats or burrowing mutants emerge.
Ghost Hound
A pale nocturnal dog with reflective eyes and almost silent movement. Raiders believe it is supernatural.
Bristleback
A broad dog with porcupine-like mutated fur. It is difficult to pet but highly resistant to melee attacks.
Ghoul Dog
A long-lived irradiated dog that looks frightening but remains loyal and intelligent. Many settlements may reject it, creating a moral decision for the player.
Mini Mutant Hound
A smaller descendant of mutant hounds that can potentially be domesticated. The Super Mutant Packmaster may insist that mutant hounds are misunderstood rather than naturally evil.
Their Settlement
The trainer could operate from a location called:
The Dog Yard
Fort Fetch
The Last Kennel
Hound’s Rest
The Packhouse
The Barking Lot
K-9 Junction
Old Faithful Farm
The compound should look like a functioning canine sanctuary rather than rows of cages.
It could include:
Training courses
Scent-testing stations
A veterinary clinic
Puppy shelters
Quarantine pens
Dog bathing areas
A memorial garden
Breeding records
Exercise wheels
Observation towers staffed by dogs and humans
Underground tunnels used for scent training
Separate areas for aggressive or traumatized animals
Dogs should freely interact with the environment. They may sleep, dig, fight over toys, bark at strangers, follow handlers, protect puppies, or react to nearby weather and creatures.
Gameplay Importance
A Regional Early-Warning Network
The trainer could establish dog patrols around the map. Once trained dogs are assigned to settlements, the player receives earlier warnings about attacks.
A settlement without dogs might report:
“We’re under attack!”
A settlement with trained dogs could report:
“The southern patrol detected raiders moving toward the bridge. Estimated arrival: six hours.”
That gives the player time to prepare defenses, evacuate civilians, negotiate, or ambush the attackers.
Settlement Specialization
Dogs could receive actual jobs:
Gate guard
Night patrol
Crop protector
Child companion
Caravan escort
Medical responder
Contraband detector
Tracker
Hunting partner
Messenger
Mine detector
Livestock guardian
A dog’s effectiveness would depend on its breed, temperament, health, training, handler, and environment.
Companion Development
Instead of simply purchasing a fully trained dog, the player could adopt and develop one.
Training categories might include:
Obedience
Tracking
Protection
Retrieval
Stealth
Rescue
Combat discipline
Social behavior
Radiation tolerance
The player would not be able to maximize every category. A rescue dog should feel different from a war dog.
Dog and Handler Pairing
Dogs assigned to settlers should form relationships with their handlers. A nervous settler may become braver when paired with a confident dog. An aggressive settler might mishandle an anxious animal.
Strong pairs gain bonuses and unique behaviors. If one dies, the survivor may suffer grief, reduced performance, or behavioral changes.
Major Questline: Every Dog Has Its War
The Kennelmaster believes someone is deliberately capturing trained dogs across the region.
The missing dogs are being used for one of several purposes:
Raider fighting pits
Military experiments
Super Mutant tracking
Synth detection research
Chem testing
Breeding an uncontrollable war-hound army
Hunting escaped slaves or prisoners
The player investigates abandoned kennels, follows scent trails, interviews caravan owners, and identifies stolen collars.
The questline could force the player to choose between several outcomes.
Preserve the Pack
Rescue the dogs and expand the sanctuary. This unlocks settlement training and non-combat canine roles.
Weaponize the Pack
Give a major faction access to the Kennelmaster’s training knowledge. The faction gains powerful war dogs, but peaceful uses become less important.
Free the Pack
Release most dogs into protected wilderness zones. Wild canine populations increase, but settlements lose access to advanced training.
Commercialize the Pack
Turn the sanctuary into a profitable breeding operation. The player earns caps, but animal welfare depends on how the business is managed.
Build the Canine Corps
Create an independent regional rescue and patrol organization. Dogs and handlers appear dynamically during attacks, disasters, missing-person missions, and caravan emergencies.
The Character’s Deeper Importance
The Kennelmaster could represent one of Fallout’s central questions:
Does rebuilding civilization mean restoring humanity’s control over nature, or learning to cooperate with what survived?
Dogs remained beside humans even after nuclear war. They protect settlements, search ruins, comfort children, and die in conflicts they do not understand. The Kennelmaster sees how people treat dogs as evidence of what kind of civilization they are building.
The settler version would emphasize human responsibility and compassion.
The Super Mutant version would challenge wasteland prejudice. A creature feared as a monster may understand loyalty, patience, and family better than many humans.
Best Overall Version
The strongest concept would be an intelligent Super Mutant called Mister Pack, Houndmaster Brutus, or simply Uncle Dog. Humans initially assume he collects dogs to eat them or turn them into mutant hounds. In reality, he rescues abused animals, studies their behavior, and runs one of the safest sanctuaries in the wasteland.
His importance would extend across companion development, settlement security, rescue missions, caravan travel, creature tracking, and regional communication. He would be humorous at first, but gradually become one of Fallout 5’s most emotionally meaningful characters.
Expanded Concept: The Wasteland Kennelkeeper
The dog trainer should be more than a merchant, companion recruiter, or settlement decoration. They could anchor an entire animal-handling system involving breeding, rescue, tracking, settlement defense, hunting, medicine, faction warfare, and the moral treatment of wasteland creatures.
The settler and Super Mutant versions could even coexist as rival trainers with very different philosophies.
Two Competing Dog Trainers
Mara Venn, the Settler Breeder
Mara believes dogs should be selectively bred, disciplined, registered, and assigned useful roles in rebuilding civilization.
She runs her kennel like a military academy.
Her dogs wear numbered collars, receive structured training schedules, and are evaluated for:
Intelligence
Loyalty
Aggression
Scent ability
Endurance
Pain tolerance
Social behavior
Radiation resistance
Handler compatibility
Mara is not necessarily cruel, but she can become overly clinical. She may treat dogs as valuable working assets rather than family.
Grumble, the Super Mutant Packfather
Grumble believes dogs should choose their handlers.
He rescues wild dogs, mutant hounds, abandoned puppies, injured guard dogs, and animals rejected by human settlements.
He rarely cages them. His compound is built around open yards, caves, scrap shelters, and fenced wilderness.
Grumble says:
“Human says dog belongs to human. Wrong. Human hopes dog stays.”
He sees loyalty as something earned rather than commanded.
The player could support either philosophy, merge their methods, or turn them into bitter rivals.
Expanded Visual Design
Settler Trainer Appearance
The settler trainer could wear a layered outfit that reflects years of working with dangerous animals:
Leather bite sleeves
Reinforced chest padding
A torn veterinarian coat
A utility belt filled with whistles and clickers
Handmade tranquilizer darts
Dog treats stored in ammunition pouches
A radio used to coordinate patrol dogs
A backpack kennel for injured puppies
A face mask for entering diseased kennels
Thick knee and shin guards
Multiple scars from failed rescues
Their Pip-Boy could be modified into a canine tracking terminal called the Pup-Boy.
It displays:
Dog locations
Health
Hunger
Stress
Training progress
Assigned handlers
Last known scent trail
Settlement patrol status
Super Mutant Trainer Appearance
The Super Mutant should look intimidating from a distance but strangely gentle up close.
Possible equipment:
A massive padded training arm
Armor made from kennel doors and road signs
A chain of dog tags around the neck
A giant barrel filled with food
A backpack carrying three puppies
A salvaged veterinary lamp mounted to one shoulder
A huge bedroll that several dogs sleep on
An old police K-9 vest tied around one arm
A collection of chew toys attached to the belt
A faded children’s book about dogs tucked into the armor
He may have painted every dog’s paw print somewhere on his armor.
When one of his dogs dies, he does not remove the print.
Dog Personality System
Every dog should have its own behavioral profile rather than functioning as a reskinned combat companion.
Core Temperaments
Loyal
Stays close to the handler and protects them aggressively.
Independent
Scouts farther ahead and may ignore repeated commands.
Timid
Avoids combat but excels at detecting danger.
Dominant
May challenge other dogs and resist inexperienced handlers.
Playful
Learns retrieval and social skills quickly but can become distracted.
Protective
Bonds strongly with children, wounded settlers, or vulnerable companions.
Aggressive
Effective in combat but difficult to manage around strangers.
Curious
Searches containers, ruins, tunnels, and hidden passages.
Stubborn
Requires more training but resists fear and intimidation.
Sensitive
Responds strongly to shouting, explosions, death, and mistreatment.
Food-Motivated
Trains quickly when properly fed but may steal supplies.
Pack-Oriented
Receives bonuses when working beside other dogs.
A dog’s temperament should affect animations and decision-making.
A timid dog may lower its body and hesitate before entering a dark tunnel. A dominant dog may stand between the player and another animal. A playful dog may bring back random objects without being ordered.
Bond and Trust System
Dogs should not immediately obey every player.
Trust could be built through:
Feeding
Medical treatment
Grooming
Successful missions
Protecting the dog
Avoiding unnecessary violence
Playing fetch
Allowing rest
Choosing compatible training methods
Returning lost dogs to their handlers
Refusing to sell dogs to cruel factions
Trust could be lost through:
Friendly fire
Starvation
Abandonment
Overworking
Using excessive punishment
Sending dogs repeatedly into lethal situations
Selling puppies to fighting pits
Killing non-hostile animals
At low trust, a dog may refuse commands, hide, growl, or run home.
At high trust, a dog may:
Defend the player without being commanded
Find the player after separation
Drag the player from danger
Bring medicine when health is low
Alert nearby allies
Remain beside the player when frightened
Track someone using only a personal item
Dog Training Minigames
Training should involve actual interaction instead of selecting perks from a menu.
Scent Courses
The player places or follows scent markers through a training field. The dog must identify the correct trail while ignoring distractions.
Higher difficulty courses may include:
Crossing water
Multiple overlapping scents
Radstorms
Wild animals
Decoy tracks
Old scent trails
Chemically masked targets
Obedience Drills
The player teaches:
Sit
Stay
Come
Guard
Follow
Heel
Quiet
Release
Search
Retreat
Dogs with poor discipline may break position during combat.
Combat-Control Training
This should focus on restraint, not only attack damage.
Dogs could learn to:
Attack limbs
Hold an enemy
Release on command
Avoid civilians
Ignore fleeing enemies
Protect a specific person
Guard a doorway
Disengage from heavily armored enemies
Avoid grenades and fire
Circle around gunfire
Noise Conditioning
Dogs become accustomed to:
Gunfire
Explosions
Power armor
Vertibirds
Thunder
Sirens
Super Mutant roars
Deathclaw sounds
Poorly conditioned dogs may panic during loud encounters.
Search-and-Rescue Courses
Training areas could include collapsed structures, smoke, darkness, buried mannequins, and injured actors.
The dog learns to bark, dig, retrieve help, or guide rescuers.
Expanded Dog Roles
Sentry Dog
Assigned to a settlement entrance. Detects suspicious visitors and alerts guards.
Perimeter Dog
Walks a boundary route around a settlement and identifies approaching threats.
Night Dog
Works primarily after dark and receives bonuses to stealth detection.
Livestock Guardian
Protects brahmin, rad-chickens, and other domesticated animals from predators.
Crop Protector
Drives away mole rats, insects, and scavenging wildlife.
Salvage Dog
Locates buried containers, metal, wiring, ammunition, and hidden caches.
Medic Dog
Carries stimpaks, bandages, RadAway, and emergency supplies.
Rescue Dog
Finds injured or trapped settlers after attacks.
Child Guardian
Protects children, follows them around the settlement, and raises happiness.
Caravan Dog
Reduces ambush risk and helps locate lost cargo.
Tracker Dog
Follows specific human, animal, or creature scent profiles.
Contraband Dog
Detects chems, explosives, stolen goods, and hidden weapons.
Ghoul Detection Dog
Warns when motionless feral ghouls are nearby.
Synth Detection Dog
Some factions claim specially trained dogs can detect synthetic humans by smell, body temperature, or behavior.
Whether this actually works should remain uncertain. False accusations could become a major problem.
Tunnel Dog
Small enough to enter narrow pipes, vents, and collapsed passageways.
Messenger Dog
Carries letters or small holotapes between settlements.
Mourning Dog
Stays with grieving settlers and improves emotional recovery after deaths.
Dog Handler Profession
Settlers should be able to become trained handlers.
A handler’s statistics could include:
Animal affinity
Patience
Authority
Courage
Medical skill
Tracking skill
Combat judgment
Emotional stability
Compassion
Discipline
Poor handler pairings could cause problems.
For example:
A fearful handler may make a nervous dog more anxious.
A cruel handler may increase aggression but reduce loyalty.
A calm handler may rehabilitate a traumatized dog.
A reckless handler may send the dog too far ahead.
A skilled medic may improve the survival of injured dogs.
Handlers and dogs should train together and gain shared experience.
Canine Commands
The player should have a dedicated command wheel.
Possible commands:
Stay close
Scout ahead
Search area
Track target
Guard position
Protect ally
Attack
Hold target
Disarm target
Retreat
Stay silent
Find exit
Find shelter
Find water
Find medicine
Return home
Get help
Advanced commands could be unlocked through training rather than perks alone.
Canine Communication
Dogs should communicate through body language.
Warning Behaviors
Ears raised: unusual sound
Nose down: active scent
Low growl: hidden hostile
Whining: radiation or disease
Tail tucked: overwhelming threat
Scratching ground: buried object
Looking repeatedly behind: being followed
Refusing to proceed: trap or environmental danger
Circling: nearby injured person
Barking upward: threat on roof or cliff
A skilled player could learn to read these behaviors without a HUD icon.
Breeding System
Breeding should not simply generate stronger dogs.
The player would need to consider:
Health
Temperament
Genetic defects
Radiation exposure
Size
Intelligence
Endurance
Aggression
Fertility
Mutation risk
Compatibility
Overbreeding for combat traits could create unstable or unhealthy dogs.
Breeding only for obedience could produce animals that lack survival instincts.
The strongest bloodline may not be the healthiest one.
Puppy Development
Puppies could progress through stages:
Newborn
Nursing
Socialization
Basic training
Adolescent testing
Specialization
Adult assignment
How puppies are raised affects their future temperament.
Puppies exposed to kind settlers become more social.
Puppies raised around gunfire become less fearful.
Puppies isolated too long may develop behavioral problems.
Mutation and Adaptation
Radiation could create useful and harmful canine mutations.
Useful Mutations
Enhanced smell
Night vision
Radiation resistance
Thick hide
Improved hearing
Toxin resistance
Large lung capacity
Heat tolerance
Cold tolerance
Improved digging
Harmful Mutations
Blindness
Joint deformities
Unstable aggression
Reduced fertility
Skin disease
Chronic pain
Poor coordination
Sensitivity to light
Compulsive behavior
The trainer may ask the player whether mutated dogs should be bred, treated, protected, or prevented from reproducing.
Disease and Veterinary Care
Dogs could suffer from:
Radiation sickness
Parasites
Infected bites
Broken limbs
Heat exhaustion
Malnutrition
Poisoning
Mange
Lung disease
Chemical exposure
Psychological trauma
The kennel should include a veterinary station where the player can:
Examine animals
Clean wounds
Remove parasites
Set broken bones
Administer medicine
Craft vaccines
Treat radiation exposure
Build prosthetic limbs
Rehabilitate traumatized dogs
Some dogs could receive mechanical replacements.
A three-legged dog with a scrap-metal prosthetic could become one of the trainer’s most beloved animals.
Dog Equipment
Dogs should have customizable equipment based on their function.
Armor
Leather harness
Kevlar vest
Scrap-metal barding
Raider spike armor
Radiation suit
Fire-resistant coat
Night camouflage
Snow camouflage
Super Mutant-made heavy armor
Utility Gear
Medical pouches
Ammunition bags
Water canteens
Radio beacon
Flashlight
Camera
Mine detector
Scent sample container
Grappling line
Rescue blanket
Small cargo pack
Non-Lethal Gear
Reinforced muzzle
Restraint harness
Smoke marker
Loud alarm collar
Targeting beacon
Flash collar
Tracking transmitter
Cosmetic Items
Bandanas
Painted armor
Faction patches
Named collars
Bells
Protective goggles
Scarves
Pre-war police badges
Equipment should affect movement, heat, fatigue, and stealth.
Heavy armor protects the dog but reduces speed and scent performance.
The Kennel as a Settlement System
The player could construct multiple kennel structures.
Basic Dog House
Provides shelter for one dog.
Communal Kennel
Supports several settlement dogs.
Training Yard
Allows obedience and combat training.
Scent Course
Improves tracking ability.
Veterinary Clinic
Treats injuries and disease.
Breeding House
Allows controlled breeding.
Quarantine Pen
Prevents disease spread.
Puppy Nursery
Improves puppy survival and socialization.
Memorial Wall
Records dogs lost during settlement service.
Observation Tower
Lets trained dogs watch the perimeter from an elevated position.
Underground Shelter
Protects animals during bombardments, radstorms, and settlement attacks.
Dog Kitchen
Produces specialized food and treats.
Handler Barracks
Houses settlers assigned to canine duty.
Dog Food and Nutrition
Dogs should require better care than feeding them random meat.
Food categories could affect performance:
Raw meat
Cooked meat
Dry pre-war food
Vegetable mix
Bone broth
Protein mash
Medicinal food
Radiation-cleansed meat
High-energy travel ration
Puppy formula
Low-quality food could increase illness and aggression.
High-quality food could improve recovery, coat condition, endurance, and trainability.
Some factions may feed dogs human remains, creating moral and behavioral consequences.
Dynamic World Events
The dog trainer could generate recurring encounters.
Missing Dog
A settlement dog has vanished after following an unknown scent.
Injured Courier
A messenger dog arrives with a bloody collar and damaged package.
Wild Pack Migration
A large pack is moving through settlement territory.
Puppy Theft
Raiders steal puppies to train as fighting animals.
Disease Outbreak
A contagious illness spreads through the kennel.
Handler Death
A dog refuses to leave its dead handler.
False Alarm
A dog repeatedly reacts to something no one else can detect.
Abandoned War Dog
A faction left behind an injured military dog after a failed operation.
Mutant Hound Rescue
A young mutant hound appears frightened rather than hostile.
Dog at the Door
A wounded dog arrives carrying a child’s scarf.
Major Quest: The Collar Route
A legendary pre-war K-9 breeding program allegedly existed beneath an abandoned police academy.
The trainer believes the facility contains:
Veterinary records
Preserved canine embryos
Training manuals
Genetic data
Police dog equipment
Automated training systems
A functioning canine medical scanner
The player discovers the facility is still operated by a malfunctioning artificial intelligence called WARDEN-K9.
WARDEN-K9 believes every human is an escaped suspect and every dog must remain in service.
The facility contains descendants of pre-war police dogs that have lived for generations under automated training.
The player can:
Shut Down the Program
Release the dogs and destroy the system.
Reprogram WARDEN-K9
Turn the facility into a regional dog-training academy.
Give the Facility to a Faction
Allow a military faction to produce elite attack dogs.
Preserve the Bloodline
Use the genetic records to improve canine health.
Sell the Data
Provide breeding information to wealthy traders and private armies.
Let the Dogs Choose
Open the facility and allow the pack to leave or remain without human control.
Major Quest: All Dogs Go Somewhere
The trainer asks the player to investigate reports of dogs disappearing from settlements.
The culprit is not initially obvious.
Possible responsible groups include:
Raiders running fighting pits
A military faction building a K-9 corps
Scientists studying mutation
Cannibals using dogs to track victims
Slavers training pursuit animals
A wealthy collector preserving rare breeds
A settlement secretly killing dogs after attacks
A Super Mutant clan attempting to create new mutant hounds
The player may discover that multiple groups are involved in a regional dog trade.
The questline could expose an entire black market built around:
Breeding dogs
Fighting dogs
War dogs
Tracking dogs
Rare mutations
Puppy sales
Stolen veterinary medicine
Faction Relationships
Brotherhood-Style Faction
Wants armored patrol dogs trained to detect explosives and mutants.
Raider Faction
Wants aggressive dogs for fighting pits, intimidation, and prisoner hunting.
Scientific Faction
Wants genetic samples and controlled mutation studies.
Merchant Republic
Wants courier dogs and caravan escorts.
Farming Coalition
Wants livestock guardians and crop protectors.
Ghoul Settlement
Wants dogs that do not react aggressively to radiation damage or ghoul appearance.
Super Mutant Tribe
Wants to rehabilitate mutant hounds and prove they are trainable.
Underground Faction
Wants small dogs capable of navigating tunnels and ventilation shafts.
The trainer’s reputation changes depending on who receives trained dogs.
Dog Fighting Pits
Dog fighting should be presented as cruel and morally serious rather than harmless entertainment.
The player could:
Shut down pits
Infiltrate them
Buy injured dogs to save them
Poison the business financially
Convince handlers to defect
Rescue breeding animals
Expose faction involvement
Take control and convert the arena into a training facility
A darker player could support or profit from the pits, but this should have severe consequences:
Companion disapproval
Lower settlement happiness
Aggressive dog behavior
Refusal from ethical trainers
Increased raider respect
Access to illegal breeding stock
Super Mutant and Mutant Hound Lore
A Super Mutant trainer could have an especially important connection to mutant hounds.
He might argue that mutant hounds were not born evil. They were created, starved, abused, and conditioned for violence.
He could attempt the first large-scale mutant hound rehabilitation program.
Most human settlements refuse to accept them.
The player would need to decide whether to:
Build a separate sanctuary
Train them as guards
Release them into the wild
Use them in war
Sterilize the population
Eliminate them
Prove they can coexist with humans
Some mutant hounds may never be safe.
Others could become deeply loyal companions.
This would prevent the story from becoming unrealistically sentimental while still exploring rehabilitation.
Unique Named Dogs
Button
A tiny dog that repeatedly activates floor switches and hidden mechanisms.
Graves
A large black dog trained to locate buried bodies and hidden graves.
Lantern
A pale dog with a glowing radioactive collar used during nighttime rescue missions.
Jury
A former courthouse security dog that growls at anyone carrying stolen property.
Crater
A scarred mutant hound that survived an explosion and fears grenades.
Whisper
A nearly silent tracker used for stealth missions.
Siren
A loud rescue dog that can call nearby settlers for help.
Lucky
A dog with terrible statistics that somehow survives every dangerous mission.
Mayor
A friendly old dog that wanders around the settlement and is treated as its unofficial leader.
Splinter
A three-legged dog with a wooden and metal prosthetic.
Twice
A two-headed dog whose heads respond to different names.
Parcel
A courier dog that has memorized routes between distant settlements.
Old Smoke
An elderly rescue dog capable of finding survivors in fires and collapsed buildings.
Unique Super Mutant Pack Structure
The Super Mutant trainer may organize dogs into specialized packs.
The Nose Pack
Trackers and scouts.
The Iron Pack
Heavy guard dogs and mutant hounds.
The Quiet Pack
Stealth and infiltration dogs.
The Little Pack
Small dogs used for tunnels and retrieval.
The Mercy Pack
Rescue and therapy dogs.
The Lost Pack
Traumatized animals not yet ready for adoption.
The Last Pack
Old or terminally ill dogs allowed to live peacefully.
The Last Pack area could be one of the most emotional places in the settlement. The trainer refuses to abandon animals that can no longer fight or work.
Moral Dilemmas
The Dangerous Dog
A dog has attacked several settlers, but evidence suggests it was abused by its handler.
The player must decide whether to:
Rehabilitate it
Exile it
Transfer it
Euthanize it
Punish the handler
Cover up the incident
The Rare Mutation
A mutated puppy may hold the key to radiation resistance, but studying it could be invasive or lethal.
The Starving Settlement
A settlement wants to kill its dogs for food during a famine.
The Unwanted Pack
A group of rescued dogs is consuming resources that nearby humans desperately need.
The Child and the Hound
A child has bonded with a mutant hound that adults consider dangerous.
The Military Contract
A faction offers enormous resources in exchange for exclusive access to trained war dogs.
The Failed Rescue
A dog died because the player sent it into a dangerous area. The handler may blame the player permanently.
Dog Death and Injury
Dogs should not be treated as disposable equipment.
Optional settings could include:
Dogs cannot die
Dogs can be injured but not killed
Full canine mortality
Permanent scars
Retirement after serious injury
Recovery periods
Prosthetic replacement system
When a dog dies, the settlement may hold a small memorial.
Handlers may:
Mourn
Retire
Become reckless
Refuse another dog
Adopt the dead dog’s puppy
Build a marker
Seek revenge
Canine Reputation
The player could develop a reputation among handlers and animal-focused settlements.
Possible titles:
Pack Friend
Dog Saver
Wasteland Handler
Kennel Builder
Hound General
Puppy Thief
Pit Master
Pack Butcher
The One Dogs Follow
Dogs may react to reputation even when humans do not.
A cruel player entering a kennel could cause dogs to bark, retreat, or growl.
A trusted player might be immediately surrounded by friendly animals.
Endgame Importance
By late game, the Kennelkeeper could influence the entire region.
Canine Patrol Network
Dogs patrol roads and reduce random ambushes.
Courier Network
Settlements exchange messages, medicine, and small supplies.
Rescue Corps
Dogs and handlers appear after major battles and disasters.
Regional Breeding Registry
Genetic defects and disease become less common.
Mutant Hound Sanctuary
Some Super Mutants become less hostile after seeing mutant hounds treated peacefully.
Military K-9 Program
A faction gains powerful tracking and guard units.
Independent Pack Territory
Wild dogs occupy protected areas where hunting is forbidden.
Settlement Happiness System
Children, veterans, and traumatized settlers gain morale from trained companion dogs.
Possible Endings
The Civilized Pack
The settler trainer standardizes breeding and establishes licensed kennels throughout the region.
Dogs become central to trade, security, and settlement life, but strict control reduces wild canine populations.
The Free Pack
The Super Mutant trainer creates protected territory for dogs and mutant hounds.
Humans must negotiate access to pack-controlled roads and hunting grounds.
The War Pack
A major faction takes control of the kennel system.
Armored dogs and mutant hounds appear throughout the region as military units.
The Merchant Pack
Dogs become expensive commodities.
Rare bloodlines create wealth, theft, smuggling, and exploitation.
The Mercy Pack
The player builds a regional rescue network focused on rehabilitation, medical care, and adoption.
The Broken Pack
The kennel is destroyed, the dogs scatter, and aggressive wild packs begin appearing across the map.
Best Story Arrangement
The strongest version would include both trainers.
Mara Venn represents structure, controlled breeding, discipline, and civilization.
Grumble represents freedom, rehabilitation, instinct, and earned trust.
Neither should be completely right or completely wrong.
Mara’s system may produce safer and more reliable working dogs, but it risks treating living creatures like equipment.
Grumble’s system is compassionate and respectful, but some of his rescued animals may remain dangerous.
The player’s final canine program could combine their strengths:
Ethical breeding
Open sanctuary areas
Professional handlers
Mutant hound rehabilitation
Medical treatment
Settlement patrols
Rescue corps
Adoption standards
Restrictions on military use
Individual choice for handlers and animals
That would turn the dog trainer into a major Fallout 5 world-building character rather than another person standing beside a cage selling Dogmeat replacements.
Further Expansion: The Dog Collector as a Regional Power
The dog trainer should gradually become more than an eccentric kennel owner. Depending on the player’s choices, they could develop into a respected breeder, rescue leader, intelligence broker, caravan protector, military contractor, or dangerous pack commander.
Their real importance is that dogs can go where human scouts, robots, and radio signals cannot. A well-trained canine network could quietly become one of the most powerful information systems in the wasteland.
Their Origin Story
Settler Version: Elian “Leash” Mercer
Elian grew up in a caravan family that used dogs to guard wagons and detect ambushes. During a major raid, the caravan guards panicked and fled, but the dogs remained beside the wounded.
Elian survived because an injured dog dragged him beneath an overturned wagon and kept raiders away until help arrived.
Afterward, Elian became obsessed with preserving every useful canine bloodline he encountered.
He does not merely collect dogs because he likes them. He believes humanity would have collapsed completely without them.
His personal saying could be:
“People rebuilt walls. Dogs rebuilt trust.”
Elian keeps detailed handwritten records of every dog:
Place of origin
Breed or mutation
Temperament
Known handlers
Injuries
Training history
Bloodline
Preferred food
Fears
Successful missions
Cause of death
His records eventually become the foundation of a regional canine registry.
Super Mutant Version: Hound-Father Moss
Moss was once part of a Super Mutant warband that used mutant hounds as disposable attack animals.
Unlike the others, Moss noticed that the hounds responded better when fed, spoken to calmly, and treated with patience. When his leader ordered the pack killed after a failed assault, Moss attacked the warband and escaped with the surviving hounds.
He now considers every abandoned animal part of his family.
Moss does not think of himself as a trainer. He calls himself a listener.
“Dog already knows how to be dog. Moss teaches humans how not to ruin dog.”
His sanctuary includes ordinary dogs, mutant hounds, wolf-like animals, ghoul dogs, and several creatures whose canine ancestry is questionable.
The Collection Ledger
The trainer could maintain a large illustrated book called The Great Wasteland Dog Ledger.
The player helps document different canine populations across the map.
Each entry contains:
Common name
Regional nickname
Physical description
Known mutations
Average temperament
Training potential
Natural habitat
Diet
Threat level
Preferred role
Historical origin
Known bloodlines
Current population status
Completing entries could unlock practical benefits rather than functioning only as collectible lore.
For example:
Studying tunnel dogs improves detection in underground locations.
Documenting snow hounds unlocks cold-weather harnesses.
Studying mutant hounds unlocks anti-FEV veterinary treatment.
Finding pre-war police records improves obedience training.
Discovering feral pack behavior improves settlement defenses.
Regional Canine Types
Dogs should look different depending on the environment in which they evolved.
Ash Hounds
Thin, dark-coated dogs found near burned cities and industrial ruins.
They have excellent heat tolerance and can detect smoke, fire, and unstable structures.
Possible uses:
Fire rescue
Furnace settlements
Volcanic areas
Burned-building searches
Detecting chemical leaks
Mire Dogs
Broad-pawed dogs adapted to swamps and flooded ruins.
They can:
Swim through contaminated water
Detect mirelurk nests
Retrieve objects from shallow water
Locate stable ground
Warn about submerged threats
Their oily coats protect them from moisture but make them smell terrible.
Dust Runners
Lean desert dogs with large ears and high endurance.
They excel at:
Long-distance courier work
Heat survival
Caravan scouting
Detecting sand-buried mines
Following trails across dry terrain
Ironjaw Mastiffs
Massive dogs descended from guard and military breeds.
They are powerful but require careful handling. A poorly trained Ironjaw can become a serious settlement threat.
Pipe Crawlers
Small dogs capable of entering vents, drainage systems, collapsed tunnels, and maintenance shafts.
They are valuable for:
Fetching keys
Activating switches
Scouting small passages
Finding trapped children
Carrying wires through inaccessible areas
Frostbacks
Thick-coated dogs from colder regions.
They can sleep outside during severe weather and carry light supplies through snow.
Glass-Eyed Hounds
Dogs affected by radiation that developed cloudy but highly reflective eyes.
They see poorly during daylight but function extremely well at night.
Thorn Dogs
Dogs with hardened, bristle-like fur along their backs. They can push through thorn fields, dense vegetation, and certain insect nests.
Echo Hounds
Nearly blind dogs with highly developed hearing.
They detect:
Movement behind walls
Underground creatures
Distant footsteps
Mechanical traps
Approaching aircraft
Changes in structural stability
Glow Pups
Small, mildly radioactive dogs whose fur produces a faint glow.
Some settlements treat them as lucky. Others consider them dangerous contamination sources.
Their glow can illuminate dark spaces, but it also makes stealth difficult.
Dog Collection Without Making It Feel Like Pokémon
The player should not simply capture every dog encountered.
Different acquisition methods could include:
Rescuing an injured animal
Earning the trust of a wild pack
Negotiating with an owner
Adopting an abandoned dog
Saving puppies after their mother dies
Trading medicine for a rare bloodline
Convincing a faction to release military dogs
Rehabilitating an aggressive animal
Following a dog back to its hidden den
Recovering a lost dog for a settlement
Finding frozen embryos in a pre-war facility
Some dogs should refuse to leave their original homes.
Others may prefer the trainer over the player.
The collection should therefore feel like a network of relationships rather than ownership.
The Adoption System
The trainer could operate a real adoption program.
Settlers looking for dogs would have preferences and limitations.
Examples:
A farmer needs a livestock guardian.
A widow wants a calm companion.
A caravan master wants two alert scouts.
A child wants a playful puppy.
A guard wants an aggressive war dog.
A doctor needs a quiet medical-support animal.
A ghoul settlement wants dogs that will not react negatively to ghouls.
A small settlement cannot afford to feed a large dog.
The player must decide whether each adoption is appropriate.
A bad placement may lead to:
Neglect
A dog running away
A settler being bitten
Livestock being killed
The dog being sold
The dog being forced into combat
Settlement conflict
A good placement can create long-term bonds and new world encounters.
Months later, the player might meet the same handler and dog traveling together.
Failed Adoptions
Not every adoption should succeed.
A dog might return to the kennel because:
It could not tolerate children
It repeatedly escaped
The owner died
It feared gunfire
It attacked brahmin
The settlement lacked food
The handler became abusive
The dog refused to leave another animal behind
These situations create emotional continuity and make the system feel alive.
Dog Retirement
Older dogs should eventually lose speed, stamina, eyesight, or hearing.
The player can assign retired dogs to lighter roles:
Nursery companion
Therapy dog
Kennel mentor
Settlement mascot
Puppy socializer
Indoor guard
Trainer’s companion
Memorial grounds caretaker
Older dogs may teach younger dogs certain behaviors more quickly.
This makes retired animals valuable rather than useless.
Canine Mentorship
Experienced dogs could help train younger animals.
A veteran rescue dog may pass on bonuses to:
Search discipline
Confidence
Handler responsiveness
Threat recognition
Route memory
A poorly behaved older dog could also teach bad habits:
Food theft
Chasing wildlife
Ignoring commands
Fence jumping
Aggression toward strangers
The player must decide which dogs are allowed to train together.
Pack Dynamics
Dogs should form relationships with one another.
Possible relationships include:
Bonded pair
Rivalry
Parent and offspring
Protective relationship
Fear
Dominance dispute
Playmate
Hunting partnership
Shared trauma
Separation anxiety
Breaking up bonded dogs could reduce morale.
Keeping rival dogs in the same enclosure could lead to injuries.
A brave dog may help a timid dog gain confidence.
An aggressive dog may corrupt a young pack if left unsupervised.
Pack Formation System
The trainer can organize dogs into teams.
Scout Pack
Fast and quiet dogs used to detect threats and map routes.
Rescue Pack
Calm dogs trained to locate survivors and retrieve medical help.
War Pack
Armored dogs with strict attack-and-release discipline.
Search Pack
Dogs trained to find objects, people, hidden entrances, or contraband.
Herding Pack
Protects brahmin, rad-goats, and other livestock.
Night Pack
Dogs with strong hearing and night vision used for perimeter patrols.
Feral Rehabilitation Pack
Stable adult dogs used to teach rescued wild dogs social behavior.
Mutant Pack
Mutant hounds and radiation-adapted dogs unsuitable for ordinary settlements.
Each pack could have a lead dog whose personality influences the group.
Lead Dog Traits
A lead dog might be:
Fearless
Cautious
Loyal
Territorial
Reckless
Patient
Protective
Dominant
Intelligent
Unpredictable
A reckless lead dog may pursue enemies too far.
A cautious lead dog may retreat too early.
A strong leader can keep frightened pack members organized during explosions or creature attacks.
The Dog Trainer’s Personal Companion
The trainer should have one famous dog known throughout the region.
Settler Companion: Ledger
Ledger is an old, scarred tracking dog that carries a harness containing maps, tags, and medical supplies.
Ledger is partially deaf and responds primarily to hand signals.
The player eventually learns that Ledger once belonged to a raider chief. The dog abandoned the raiders after being ordered to attack civilians.
Super Mutant Companion: Little Brother
Little Brother is an enormous mutant hound that Moss insists is “small.”
Despite his appearance, Little Brother is calm around children and wounded animals.
He becomes violent only when:
Someone threatens Moss
A dog is abused
A cage is opened aggressively
He smells certain members of Moss’s former warband
The player can temporarily travel with Little Brother during major quests.
A Dog-Based Intelligence Network
Dogs could transport information without relying on functioning radios.
Each dog can carry:
Written notes
Holotapes
Medicine
Keys
Small weapons
Blood samples
Scent cloths
Coded tags
The trainer eventually creates a hidden communication network called The Collar Line.
Different collar colors communicate basic messages:
Red: settlement under attack
White: medical emergency
Blue: missing person
Yellow: contamination warning
Black: hostile faction movement
Green: route safe
Silver: message for the player
This system becomes especially important if radio towers are destroyed or intercepted.
Canine Route Memory
Messenger and patrol dogs should memorize routes.
Routes could have statistics:
Distance
Radiation exposure
Hostile activity
Water availability
Shelter
Terrain difficulty
Familiar scent markers
Weather risk
The player can improve routes by:
Clearing enemies
Building dog shelters
Placing water stations
Marking safe crossings
Installing scent posts
Building tunnels
Negotiating passage through faction territory
Dogs may discover shortcuts that are unavailable to humans.
Scent Mapping
The Kennelmaster could teach the player to view the wasteland through scent.
Using a trained dog, the player can identify:
Recent human movement
Blood trails
Chem use
Hidden corpses
FEV contamination
Animal territory
Water
Fire
Explosives
Illness
Fear responses
Familiar individuals
Scent trails should weaken over time and be affected by:
Rain
Wind
Radiation storms
Water crossings
Fire
Chemicals
Crowded locations
Multiple overlapping tracks
This could create an entirely new style of investigation quest.
Canine Detective Missions
The Scent of the Killer
A settlement murder has no witnesses. The dog tracks several overlapping scents, but the suspected killer deliberately handled another settler’s clothing.
The player must determine whether the dog was deceived.
The Empty Caravan
A caravan is found abandoned with no bodies. The dogs refuse to follow the obvious footprints and instead react to a drainage tunnel.
The Wrong Child
A rescue dog locates a child matching a missing-person report, but the child claims to belong to another settlement.
The Chem Trail
A dog trained to detect chems uncovers a smuggling route running through supposedly respectable settlements.
The Scent That Should Not Exist
A dog reacts to someone officially declared dead years ago.
Dogs and Disguises
Dogs could weaken disguise systems.
A human wearing faction armor may fool guards, but a trained dog could recognize:
Unfamiliar scent
Hidden blood
Fear
Weapons residue
Chem use
Previous contact with enemies
However, dogs should not be perfect.
A disguised infiltrator may fool them using:
Stolen clothing
Scent-masking chemicals
Familiar food
Specialized repellents
Synthetic scent emitters
This creates a quiet arms race between infiltrators and handlers.
Synth Detection Controversy
A faction may claim dogs can identify Synths.
The trainer strongly disputes the claim, arguing that dogs detect stress, chemicals, or unfamiliar biology rather than “souls.”
Several innocent people may be accused after dogs react to them.
Possible reasons for the reaction include:
Hidden illness
Experimental medicine
Fear of dogs
Synthetic replacement
Radiation exposure
Contact with a Synth
Scent planted by another person
The player can support responsible investigation or allow canine reactions to become a tool of persecution.
Dog Sports and Competitions
Not every canine activity should involve combat.
Settlements could hold dog competitions that improve morale and attract traders.
Wasteland Agility Trials
Dogs run obstacle courses made from:
Pipes
Car wrecks
Collapsed walls
Tires
Scrap ramps
Narrow beams
Water trenches
Scent Trials
Dogs identify specific objects among decoys.
Retrieval Contests
Dogs recover objects from dangerous or difficult terrain.
Herding Trials
Dogs guide brahmin through gates without causing panic.
Guard Demonstrations
Handlers demonstrate restraint, positioning, and threat control.
Long-Route Race
Courier dogs race between settlements.
Best Companion Show
A humorous wasteland version of a dog show in which judges value strange categories such as:
Most useful mutation
Best improvised armor
Loudest bark
Most heroic scar
Strongest tail
Best raider detector
Ugliest beautiful dog
These events could become settlement festivals.
Underground Dog Racing
A morally questionable faction may operate dog races through abandoned subway tunnels.
The races are not necessarily lethal, but they involve:
Traps
Radiation
Aggressive wildlife
Gambling
Illegal chems
Stolen dogs
Sabotage
The player can expose corruption, compete ethically, rig races, or convert the tunnels into a courier-training course.
Dog-Related Settlement Laws
The player may help establish regional rules.
Possible laws include:
Mandatory collar registration
Ban on dog fighting
Limits on war-dog breeding
Handler licensing
Quarantine requirements
Protection of service dogs
Restrictions on mutant hounds
Compensation when a dog kills livestock
Penalties for abandonment
Required food reserves for kennel settlements
Different factions will support different policies.
A farming faction may demand strict liability for dog attacks.
A military faction may oppose restrictions on war dogs.
A freedom-oriented group may reject registration entirely.
Dog Economy
Dogs could affect trade and settlement production.
Economic Benefits
Safer caravan routes
Reduced livestock loss
Faster message delivery
Improved hunting
Better salvage discovery
Lower theft
Faster rescue response
Increased settlement morale
Economic Costs
Food
Veterinary medicine
Training labor
Kennel space
Handler wages
Disease control
Equipment
Replacement after casualties
A settlement with too many dogs and too little food may become unstable.
Dog Theft
Rare dogs should become valuable enough to attract criminals.
Thieves may target:
Puppies from famous bloodlines
Trained courier dogs
Mutant hounds
Military dogs
Scent specialists
Fertile breeding animals
Dogs bonded to wealthy people
The trainer can develop security measures:
Hidden kennel entrances
Identification tattoos
Coded collars
Scent-based tracking
Guard rotation
Decoy kennels
Puppy relocation plans
Counterfeit Breeders
Dishonest merchants could sell:
Sick puppies
Aggressive dogs labeled as trained
Ordinary dogs marketed as rare breeds
Drugged animals
Sterile breeding stock
Stolen dogs with altered collars
Dogs exposed to dangerous mutations
The trainer asks the player to investigate fraudulent breeders damaging the reputation of legitimate kennels.
Canine Medical Research
A scientific faction may want access to the kennel because dogs display unusual resistance to certain diseases.
The research could lead to:
Better vaccines
Radiation treatment
Anti-parasite medicine
FEV detection
Improved prosthetics
Safer animal food
Disease-resistant bloodlines
But unethical researchers may attempt:
Forced breeding
Lethal testing
Behavioral conditioning
FEV experimentation
Cybernetic control implants
Cloning
Cyber-Hounds
A pre-war or post-war laboratory may have created cybernetically enhanced dogs.
Possible modifications include:
Mechanical legs
Reinforced jaws
Optical targeting systems
Radio communication
Scent-analysis implants
Armor plating
Shock collars
Remote-control modules
The Kennelmaster considers remotely controlled cyber-hounds a form of slavery.
The player can remove the control systems, preserve the technology, or hand it to a faction.
Prosthetic Dog System
Severely injured dogs could receive improvised prosthetics.
Possible replacements:
Scrap-metal leg
Hydraulic rear limb
Reinforced jaw
Mechanical eye
Hearing amplifier
Protective spine brace
Wheeled hindquarter frame
Prosthetics should offer benefits and drawbacks.
A hydraulic leg improves jumping but requires maintenance.
A mechanical eye may detect heat but produce noise.
A heavy jaw replacement increases bite force but makes eating difficult.
Emotional Rehabilitation
Traumatized dogs should need more than medical treatment.
Trauma sources could include:
Fighting pits
Explosions
Abusive owners
Long-term caging
Starvation
Mutant experiments
Loss of handler
Pack destruction
Rehabilitation methods include:
Quiet housing
Consistent feeding
Stable companion dogs
Gentle handlers
Controlled exposure
Play
Scent familiarity
Time away from combat
Some animals may never become suitable companions, but they can still live safely in sanctuary areas.
Sanctuary Zones
The trainer could ask the player to establish protected wilderness areas.
These zones allow:
Wild dogs to live without being hunted
Mutant hounds to remain separated from settlements
Retired dogs to roam safely
Packs to reproduce naturally
Researchers to observe behavior
Rangers to prevent poaching
The player must decide how much land can be protected when nearby settlements want farmland or salvage access.
The Kennelkeeper’s Enemies
The Collar Men
A gang that steals dogs and sells them to military groups, raiders, and fighting pits.
They wear chains of stolen collars as trophies.
The Clean Blood Society
A breeder faction obsessed with preserving “pure” pre-war breeds.
They destroy mutated dogs and consider mixed breeds worthless.
The Meat Wardens
A famine-stricken settlement that raises dogs as livestock rather than companions.
The Howling Company
A mercenary force using heavily armored attack dogs and scent-tracking teams.
The Quiet Hand
An assassination network that uses poisoned bait, scent masks, and silent dog whistles.
The Shepherd
A charismatic cult leader who believes dogs are divine judges of human morality.
Followers allow trained dogs to determine guilt or innocence.
Major Antagonist: The Master of Collars
A former military animal-behavior scientist has developed control collars capable of overriding fear, pain, and independent behavior.
The controlled animals fight without retreating.
The scientist argues that free will is inefficient in war.
Their army could include:
Dogs
Mutant hounds
Wolves
Radstags
Yao guai
Experimental creatures
The Kennelmaster sees the collars as the ultimate corruption of the bond between humans and animals.
Major Questline: No Dog’s Master
Act One: Missing Animals
Several trained dogs disappear from settlements.
Their collars are found cut away, and scent trails end near military checkpoints.
Act Two: The Silent Pack
The player encounters attack dogs that do not bark, retreat, or respond to pain.
They wear prototype neural collars.
Act Three: The Kennel Below
An underground facility contains hundreds of caged animals subjected to behavioral conditioning.
Act Four: The Choice
The player can:
Destroy the collar technology
Reprogram it for nonviolent veterinary use
Give it to a faction
Use it to control dangerous mutant hounds
Free every animal immediately
Transfer the animals gradually to sanctuary
Allow the scientist to continue under restrictions
Final Consequences
Destroying the technology preserves animal independence but loses potentially useful medical research.
Using it creates safer military animals at the cost of autonomy.
Reprogramming it may help treat seizures, trauma, and pain, but factions could later weaponize it.
Super Mutant Pack Politics
Moss’s work could affect relations among Super Mutants.
Some Super Mutants respect him because he commands many hounds.
Others view compassion as weakness.
A rival Super Mutant called Jaw-King claims mutant hounds exist only for war.
The player may help Moss prove that hounds can perform:
Rescue work
Guard duty
Tracking
Hunting
Search operations
Nonlethal restraint
This could slowly change the behavior of a Super Mutant settlement.
Human Prejudice Against the Super Mutant Trainer
Many settlements initially refuse to work with Moss.
Rumors claim:
He eats dogs
He kidnaps children
He breeds monsters
He trains hounds to hunt humans
His sanctuary spreads FEV
He commands a hidden Super Mutant army
The player can investigate or challenge these rumors.
Some accusations may be completely false.
Others may contain uncomfortable truths, such as a few rehabilitated mutant hounds attacking livestock.
Moss should not be portrayed as perfect. His compassion sometimes makes him underestimate danger.
Settler Trainer’s Darker Side
The settler trainer may also have serious flaws.
Elian could become obsessed with preserving rare bloodlines.
He may justify:
Excessive breeding
Separating puppies from mothers
Rejecting mixed-breed dogs
Selling animals to questionable buyers
Hiding genetic defects
Keeping dogs alive through painful procedures
Treating failed working dogs as wasted resources
The player can push him toward compassion or efficiency.
A Three-Way Philosophy Conflict
The story could feature three major approaches.
Elian: Controlled Breeding
Dogs must be organized, documented, and selectively bred to serve civilization.
Moss: Earned Partnership
Dogs should retain choice and be trained through trust.
The Master of Collars: Total Control
Animals are tools, and obedience should be mechanically guaranteed.
The player’s final system can support one philosophy or create a compromise.
Companion Perks Connected to the Trainer
Nose Before Eyes
Your canine companion detects hidden enemies and traps sooner.
Old Trail
Scent tracks remain detectable for longer.
Pack Discipline
Dogs are less likely to chase fleeing enemies or break formation.
Mercy Command
Dogs can disable human enemies without killing them.
Find Home
A dismissed canine companion can independently return to the nearest allied kennel.
Second Bark
A trained dog automatically alerts allies when the player is incapacitated.
Handler’s Calm
Nearby animals are less likely to panic during explosions.
The Pack Remembers
Dogs previously encountered may recognize and help the player later.
Player-Controlled Dog Training Philosophy
The player could choose a training method.
Reward-Based
Produces loyal, social dogs that learn steadily.
Command-Based
Produces disciplined dogs that respond quickly but may depend heavily on handlers.
Survival-Based
Produces independent dogs with strong instincts but weaker obedience.
Military Conditioning
Produces combat-effective dogs with greater stress and aggression.
Pack Learning
Produces strong cooperation between dogs but may reduce individual responsiveness.
Chem-Assisted
Speeds training but risks dependency and health problems.
Dog AI Behaviors
Dogs should have richer autonomous behavior than standard companions.
They could:
Drink from water sources
Find shade
Shake off rain
Sniff unfamiliar characters
Avoid open flames
Bark at hidden enemies
Investigate corpses
Dig at buried objects
Follow children
Sleep beside heaters
React to food preparation
Growl at aggressive dialogue
Hide during artillery attacks
Comfort crying settlers
Play with other dogs
Mark patrol boundaries
Return dropped objects
Refuse contaminated food
Environmental Reactions
Dogs should react differently to world conditions.
Radstorm
Dogs seek shelter, whine, or refuse to continue without protective equipment.
Heavy Rain
Scent tracking becomes harder, but water-seeking behavior becomes less important.
Snow
Some dogs thrive while short-haired dogs lose stamina.
Heat Wave
Large and heavily armored dogs fatigue quickly.
Night
Nocturnal dogs become more alert.
Blood Moon or Strange Radiation Event
Mutated dogs may behave unpredictably or become temporarily aggressive.
Dog-Specific World Navigation
A canine companion could access routes unavailable to the player.
Examples:
Small vents
Broken fences
Drainage pipes
Collapsed gaps
Narrow ledges
Under vehicles
Through ruined walls
Across scent-marked paths
The player may send the dog to:
Unlock a door
Retrieve an item
Distract an enemy
Carry a wire
Find another entrance
Lead trapped survivors out
Dog-Triggered Discoveries
Some locations only become visible after a trained dog reacts.
Possible discoveries:
Hidden graves
Buried bunkers
Forgotten wells
Smuggler tunnels
Lost children
FEV disposal sites
Secret raider camps
Pre-war kennels
Mass casualty sites
Hidden caches
Underground creature nests
Canine Memorial System
The kennel should maintain a memorial for animals lost in service.
Each dog’s plaque could show:
Name
Handler
Role
Years active
Settlement served
Major rescue or battle
Cause of death
The player can place:
Collars
Toys
Photographs
Paw prints
Tags
Small statues
Some handlers may visit the memorial automatically.
Legendary Dogs
Legendary dogs should not merely have stronger statistics. Their reputations should shape the world.
The Bell Dog
A wandering dog with a bell around its neck appears before major disasters. Settlers debate whether it predicts danger or causes it.
General
An old war dog that still patrols a battlefield decades after its unit died.
Mother Ash
A female dog that repeatedly rescues orphaned puppies from burned settlements.
The White Tracker
A pale dog said to follow any scent across the entire region.
King Mange
A diseased-looking wild dog that leads an enormous feral pack.
Saint
A calm dog that remains beside the terminally ill and dying.
Red Mouth
A feared fighting dog that has never lost but refuses to attack children.
A Legendary Pack Hunt
A massive feral pack called The Hundred Tails migrates across the region.
The pack is blamed for:
Livestock deaths
Missing travelers
Settlement attacks
Spread of disease
However, investigation reveals that the pack is being displaced by a larger underground threat.
The player can:
Exterminate the pack
Redirect its migration
Remove the real threat
Capture key pack leaders
Establish protected territory
Use the pack against a hostile faction
Boss Encounter Without Killing the Dog
A legendary dog or mutant hound boss should allow alternatives to combat.
The player could:
Remove a control collar
Distract it with a familiar scent
Find its former handler
Use calming medicine
Defeat it nonlethally
Separate it from its aggressive pack
Treat an injury causing its rage
This would demonstrate the Kennelmaster’s philosophy through gameplay.
Dog Companion Creation
The player could eventually create a custom canine companion.
Choices include:
Body size
Coat type
Ear shape
Tail
Scars
Mutation
Temperament
Primary role
Secondary role
Training style
Armor
Name
Voice and bark type
The player should not freely maximize every trait.
A large armored dog may be slow.
A tiny scout may lack combat strength.
A highly independent tracker may ignore close-follow commands.
New Settlement Structures
Scent Beacon
Marks a safe path for messenger dogs.
Dog Gate
A small entrance allowing dogs to enter while keeping larger creatures out.
Wash Station
Removes radiation and parasites.
Cooling Shelter
Protects dogs during heat waves.
Heated Kennel
Protects against winter conditions.
Training Tunnel
Improves confidence in confined spaces.
Noise Yard
Conditions dogs to gunfire and explosions.
Adoption Office
Matches dogs with settlers and caravans.
Canine Archive
Stores bloodline, medical, and training records.
Recovery Garden
A quiet area for injured and traumatized animals.
Pack Watchtower
Allows dogs to detect threats farther away.
Settlement Attack Behavior
During an attack, trained dogs should not all charge blindly.
Their behavior depends on assignment.
Guard dogs hold gates.
Rescue dogs search for wounded settlers.
Messenger dogs run for reinforcements.
Medic dogs carry supplies.
Herding dogs move livestock to safety.
Child guardians escort children to shelters.
Scout dogs mark enemy flanking routes.
War dogs engage only on command.
Retired dogs bark warnings from protected areas.
This would make a kennel settlement feel fundamentally different from a normal settlement.
Regional Canine Emergency Service
At its highest level, the kennel can establish the Wasteland Canine Corps.
The Corps responds to:
Settlement attacks
Collapsed buildings
Missing caravans
Fires
Radstorms
Floods
Creature migrations
Disease outbreaks
Minefields
Lost children
Its units could appear dynamically throughout the world.
Final Importance to Fallout 5
The dog collector should embody several Fallout themes simultaneously:
Loyalty in a disloyal world
The difference between ownership and partnership
Whether dangerous beings can be rehabilitated
The exploitation of living creatures for war
The tension between freedom and safety
Prejudice against Super Mutants and mutations
The practical realities of rebuilding civilization
The emotional cost of survival
A well-designed Kennelmaster could affect exploration, settlement building, faction politics, companion development, investigations, communication, rescue operations, trade, and warfare.
They would not just be “the person with many dogs.”
They could become the founder of the first post-war canine institution, a Super Mutant protector proving monsters can show mercy, or the leader of a regional pack network powerful enough to change who controls the wasteland.