Blackthorn Orc Clan
Identity & Origin
Blackthorn is a hard-line confederacy centered on a hidden under-realm beneath the Gnarley Forest (southeast of Dyvers). The lair houses several hundred orcs, ogres, and gnolls, with duergar deeper below. Blackthorn expands from below, keeping labor and refuse invisible; surface raids withdraw into tunnels no army has yet mapped. Captured Blackthorn troops die before revealing the caverns.
Current arc: Under Temple pressure, Blackthorn has occupied the Ancient Suel Temple of the Skull as a forward raiding/staging base for NA-12.
Order of Battle (typical)
- Core: orc squads (4–6) with javelins; bugbear skirmish pairs; hobgoblin files for drill; ogres as “anchors.”
- Patrols: 4–8 orcs; sometimes a bugbear pair at night; runners know horn posts by heart.
- Reserves: 1–2 ogres within a horn’s reach; reinforcements from woods/under-tunnels on a timer.
At the Skull-Temple (scale to party):
Outer kill-zone pickets, guard-den (drunk orcs), ogre bay inside; Krak/Targ deeper with bodyguard.
Doctrine
- Funnel & Crush. Herd foes into ogre reach at chokepoints; shove/drag across hazards.
- Layered Alarm. Door gongs → corridor horn → skull-mouth horn → signal fire.
- Night Edge. Bugbears own the darkness; orcs push with short lights; ogres rest and rotate.
- Counter-Pursuit. If PCs withdraw, a fast file shadows with javelins; they don’t overextend.
- Desecrate & Strip. Smash Suel icons, salvage brass/tiles for spikes and trade. (Their lair model prizes reusable material and hidden logistics.)
Culture & Discipline
Blackthorn respects results. Non-orcs are tools if they fight and obey. Watchwords, countersigns, and silent hand signals are common. Many squads carry rot-spirits (courage/discipline) but leaders discourage loud carousing near posts. Punishments are swift (fingers for theft; spectacle at the skull post for desertion).
Marks: black slash on helm brow; ogres wear thorn-wrapped armbands.
Logistics & Terrain
- Hidden entrances: masked by thicket and stone; primary movement is subterranean. Any humanoids met in this part of the Gnarley likely emerged from Blackthorn.
- Supply: fungi herds, rothe, and salvage; river skiff contacts via Imeryd’s Run; UnderOerth lanes for slaves and goods.
- Internal asset: a radiant Fountain of Pure Light deep below—hated by orcs for its glare but used for healing; a strategic reason they hold the caverns.
Signs & Forensics (what PCs can spot)
- Crate bands stamped with thorn marks; ledger slates using ogre-script initials (D = Deggum).
- Uniform boot-treads and crate-drag grooves (surface labor avoided—work happens below).
- Spider-steeder spoor or duergar picks near deep cuts (if PCs press under).
Morale & Breakpoints
- Steady while ogres stand and horns answer.
- Shaken when an ogre drops or a horn is silenced.
- Rout if Krak falls and Targ is missing or mocked (faith fear).
Running Blackthorn at the Skull-Temple (NA-12)
- Treat them as an organized occupation, not a mindless mob.
- Use response clocks: a noisy fight in one room brings probing orcs in 2 rounds; ogre commit in 3–4; reinforcement file in 1d6×2 minutes if horns/bonfire go up.
- Let evidence point back to Deggum and the caverns of Blackthorn—ledgers, thorn-sigiled orders, crates of Suel brass—building the larger arc.
Adventure Hooks out of NA-12
- Cut the UnderOerth lane. Track a ledger to a duergar exchange; sabotage spider-steeder runs.
- Expose Deggum. Prove he’s skimming temple loot to fracture Blackthorn-Temple trust.
- Ranger Raid. Gnarley Rangers prep a joint strike on an upper Blackthorn level; PCs serve as vanguard.
DM Cue: Blackthorn exists to feel coordinated, secretive, and mobile. When in doubt, have them
Expeditionary Garrison at the Skull-Temple (NA-12)
On-site strength (typical): 55–90 combatants, plus workers
| Layer | Count | Composition & role |
|---|---|---|
| Outer kill zone | 8–14 | Orc pickets in pairs; 1 ogre “anchor” on call |
| Upper halls | 18–32 | 3–5 orc squads, 1–2 bugbear pairs roving, 1 horn post |
| Lower halls (command) | 20–30 | Krak + chosen bodyguard (6–8 orcs), Targ + 2 acolytes, 1–2 ogres, 1 hobgoblin file |
| Labor/salvage teams | 10–16 | Strip brass/tiles, haul spikes, manage barricades |
| Non-combatants near site | 0–5 | Usually none; Blackthorn keeps families below, not at forward bases |
Reinforcement timers:
- Nearby patrol (6–10 orcs) in 10–20 min if horns/bonfire go up.
- Detachment with an ogre in 20–40 min if multiple horns sound.
- Night swaps bring bugbear pairs forward while orcs rest and rotate.
Role Composition (how many do what)
- Front-liners: ~55% of total; shield + javelin doctrine at chokepoints.
- Skirmish/stealth: ~15%; bugbears at night, gnolls for pursuit.
- Heavy shock (ogres): ~5% but decisive.
- Ranged: ~10% (shortbows/crossbows/javelin specialists).
- Command/clerical/specialists: ~5% (Krak, Targ, sergeants, horn-keepers, sappers).
- Logistics & craft: ~10% (smiths, fletchers, leatherers, cooks, haulers).
Social & Discipline Snapshot
- Cohesion: High while ogres stand and horns answer; dips sharply if Krak or Targ falls.
- Punishment: Swift and public (finger for theft; skull-post for desertion).
- Integration: Non-orcs valued as tools; duergar ties are transactional (gear and routes), not cultural.
- Doctrine in a line: “Horn first. Blood second. From below we come; to below we go.”
What this means at the table
- The Skull-Temple feels occupied by a real army, not a random mob.
- If the party wins fast, nearby squads probe before committing; if the party lingers loud, numbers swell on predictable clocks.
- Success can be measured: kill/drive off the ogre anchor, silence a horn, capture a ledger → morale shifts and the garrison thins as they fall back down instead of out.
“One tribe, one lash, one loot.”

Command & Allegiances
- Regional High Chief: Garghuk (not on-site). Maintains the confederacy and deep alliances.
- Temple Liaison/Overseer: Commander Deggum, the Temple’s fixer of ogres & guards—keeps Blackthorn compliant with gifts, threats, and “priority loot.”
- Site Captain (Skull-Temple): Krak, a scar-crowned brute who favors direct shock tactics and trophy terror.
- War-Priest: Targ (Gruumsh), disciplinarian and horn-caller; reads omens, enforces taboos.
External ties:
- Duergar in the depths (possible spider-steeder cavalry; covert, diplomatic with ogres).
- UnderOerth route links Blackthorn to wider slaving networks and Pomarj brokers.
Quick Stat Hints (5e plugs)
- Krak: Orc War Chief (beefed up; add bonus-action Bite 1d4+STR on a grappled target).
- Targ: Priest of Gruumsh; bane, bless, spiritual weapon (spear); uses Channel to make a horn call auto-succeed once.
- Blackthorn Orc: Orc with Pack Ambush (advantage on first attack if an ally is within 5 ft of the same target).
- Bugbears/Hobgoblins/Ogres: as MM; give bugbears advantage on Stealth in dim light.
Thorn bite! Skull beckon!
From below we come—stomp, stomp—
To the choke we crush—smash, smash—
Bleed! Bleed and die!
You are weak; we are stroooonng!
Break their icons, take their iron—HA!
Blackthorn! Blackthorn! RAID!

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