The Good, The Bad and the Orcly


Happy New Year. I hope you all had a lovely festive season.

Meanwhile, back in the world of a rising orc nation, the war with the Smallfolk Shires is reaching its conclusion. If the player has spread enough fear, ravaged or occupied enough land and enlisted enough orcs and goblins for their army, the path to the smallfolk capital, Great Rest, opens up.

Before you venture into the cowboy-style port town, you return to your newly weaponised tribe- literally weaponised; the shacks and trailers bolted together to form a mobile fortress and camp, befit with orcs in trash-forged armour. Here you will find representatives of all the forces you have gathered.


If the player manages to get to Great rest, they'll find a town trembling in fear. News of your actions has spread. A showdown awaits.


The town needs further development to bring it to life. All variables (horde size, Krog's opinion of your actions, wealth, reputation, and some secret variables), must be factored into the eventual outcome. Victory here will give the orcs their burgeoning nation, allowing your party to explore the wider world.

The whole first section of the game now has to be proofread. The story needs further development, the world will be populated with more side events, skills and classes will be expanded.  This will take some time. 

Since all early paths end in Great Rest, I'll be able to, hopefully, expand the scope into a more free-roaming, exploratory style of play, allowing the player to shape their orc's story.

Everything is liable to change as this is a WIP.

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