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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

LayerCountComposition & role
Outer kill zone8–14Orc pickets in pairs; 1 ogre “anchor” on call
Upper halls18–323–5 orc squads, 1–2 bugbear pairs roving, 1 horn post
Lower halls (command)20–30Krak + chosen bodyguard (6–8 orcs), Targ + 2 acolytes, 1–2 ogres, 1 hobgoblin file
Labor/salvage teams10–16Strip brass/tiles, haul spikes, manage barricades
Non-combatants near site0–5Usually 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.”

Blackthorn Orc Raiding Group by 3orcs

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.

Type
Geopolitical, Clan
Capital
Training Level
Semi-trained
Veterancy Level
Experienced
Leader
Government System
Dictatorship
Controlled Territories
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.

Horn first! Blood second!
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!



Cover image: 3orcs Banner by 3orcs
Character flag image: Blackthorn Clan Standard by 3orcs

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