Avatar Isle
 
Summary
Rocky, mountainous terrain covered in thick jungles for the most part.  Dotted with caves, canyons, peaks and dangerous inhabitants.  It is a storm-prone environment.  The presence of the mainland and Salatia create a wind tunnel effect over the island.  It is the constant victim of hurricanes and rain.
This island was originally settled by the Orcs around 1492 OR.  It was used as a staging ground for the Sylvan Wars.  After the wars ended and the main body of the Orc army pulled out, a small outpost remained but rarely kept in contact with their Imperial masters.  Despite it's strategic value, the island has never garnered much attention from the Empire.  Over the generations, it has become a mixing place for humans, Orcs, half-breeds and even some Elves.  It is not completely lawless - just extremely lax.  For the most part, the local Orc Governor stays in his mansion, enjoying his bribe money and other luxuries.  The island people pretty much are left to their own devices.
 
Current Situation
 
Home of the dregs - that's Avatar Isle.  Outlaws, pirates, criminals, escaped slaves, smugglers and all the rest of the riff-raff call this island their roost.  Yeah, sure - the Orcs own the place and they got a Governor here with some men but they pay no nevermind.  Law and order?  Sure - whatever you can make of it.  We take care of our own.  We don't need anyone else comin in here and telling us to step-and-fetch.  The Orcs leave us to our own devices (for the most part).  A few coins here and there will get you by most of them.  And, if you pull off something that raises an eyebrow, that curiosity is just as well quelled - if the bribe is ripe enough.  Avatar is the one in this realm where you'll find a mix of all the races.  And, when I say mix - I mean it.  We got half-breeds galore.  What other nations cast out to sea eventually floats up on our shores.  It is also the one place where you can pretty much get your hands on just about anything - keeping it, now that's another story.
 
Things have been running right smooth up til a few months ago.  That's when all this hullabaloo on the mainland started.  The Orcs are really kicking in the teeth of the Humans in North and West Avalon.  Some here say that those are our bretheren and we should come to their aid.  Others say we owe them nothing.  There's a mixed feeling.  One thing all of us agree on - there are more Orcs here nowadays than we've had before.  They've laid up and made port here on the island with a small armada of ships.  We're getting along so far but it's tense.  Now, we've got some refugees from North Avalon here on the island.  Those sympathetic to their plight have taken them in and hid them among the populace.  The Orcs are furious. They're threatening house-to-house searches.  Whatever side our little island is going to be on, we better come together and make a decision cause a storm is brewing and we need to know which way to steer.
 
Isle History
The realm's current year is 5,660 O.R. (Orc Reckoning).
 

Pre-History: Island is wild and mostly uninhabited.  Bands of Gibberlings live in the caves but little else.

1492 O.R.: Orcs use Avatar Island as a staging point for their invasion of Salatia.
1867 O.R.: Sylvan Wars end - Orc empire abandons majority of island, leaving only a small castle outpost behind.
4558 O.R.: Humans land on the shores of the island, rebuild the abandoned Orc town and settle in.
4606 O.R.: Gibberling hordes overwhelm the human settlement and devour the inhabitants.
4700 O.R.: Orcs begin using the island as a prison.  They dump undesirables there for the Gibberlings.
5000 O.R.: Against the odds, castaways manage to reconstruct a small village and fend off Giberling attacks.
5099 O.R.: The Orcs cease dumping prisoners on the island.  Humans from the mainland begin the trade with the island villagers. 
5119 O.R.: Human traders have mixed with local castaway villagers.  First generations of half-orcs begin to emerge.
5130 O.R.: Shipping develops.  The Orcs remain distant landlords so in their absence, the islanders begin trading with the Elven village of Tengu.
5425 O.R.: Elven criminal elements emerge as a power on the island.  While they do give birth to crime (such as piracy), they also improve trade & defense.
5575 O.R.: Mixing continues.  The first half-elves begin to appear.  There are now a hodge-podge mix of all races on the island. 
5600 O.R.: Orcs and Humans begin having confrontations on the mainland - some clashes involve Avatar Isle mercenaries.
5613 O.R.: Orc navy and marine forces attack Avatar Isle, effectively breaking the back of the Elven Piracy Guild.  They install a governor.
5625 O.R.: Although the Orcs maintain a garrison on the island, the governors are easily corrupted - piracy and crime resume.
5650 O.R.: Small local guilds hold varying degrees of power within Avatar Freeport - they pay tributes to the Orcs to maintain their atonomy.
5660 O.R.: In an effort to curtail a "human plague", the Orc Empire declares war on the mainland.  The Isle remains uninvolved at this point though it is suspected that Avatar will be drawn in to some degree or another.  Feelings among the local guilds are split. 
 
 
Points of Interest
(coming soon)