While lacking some polish, I like the concept, and with a little work, I'm confident that this will make an excellent adventure to take my players through.
It uses a neat "omens and superstions of tribes" bit, which will require study by the DM to figure out what those tribes are as well as what superstitions they know and follow. The synergy of the map and encounters feels off/pasted on in places, but I'm sure won't be too big a deal.
Designwise, I'm not sure how intentional it was, but it feels like it's allowed itself to be open to either a more comedic, "dumb orc" style of play, or a more serious, "deeper lore/smart orc" style of play. Lots of potential for creative play and DM'ing here, especially for anyone tired of the old, "virtuous and noble hero" storylines.
Overall, it lacks the polish I like to have in a premade adventure, but for a creative DM, plot holes are where you really get to add your flavour to a thing. If you don't mind a little grind, or have the time to fill over a few holes, it looks great, and I can't wait to get it to the table and see where it goes.