Rise of the Orcs


Your questing band of orcs are starting to see their plans come together this week. They can now tentatively explore the South West portion of the world map, although much needs to be added. Here, as well as major locations, there will be minor locations in which you must make a choice as to the outcome of an event, for example, Spare it, Raidf it, Raze it, and get the appropriate reward and consequence.


We can also interact with the mischievous goblin settlement, the Warrens, an abandoned, never completed dwarven stronghold. You can see the upper halls, where mass orc units are about to engage mass goblin units, with traps scattered across the battlefield. The victory allows your orc band to enter the great halls, a more furnished part of the dwarven stronghold. Although, with certain choices, you may be able to find a secret entrance to avoid this larger battle. 



Inside the great halls, depending on your actions, you may be able to ally with goblin forces before we move on to the climax of the early game, the raid on the Shires. The dwarven hold is very square and blocky, which seems somewhat appropriate for dwarfs, but I'm still not entirely happy with the look.


There are lots of story threads to iron out here and everything is still a WIP and liable to change.

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