Modan
A Safe Haven in a Dangerous Land
Modan is a settlement on the eastern coast of Udai, at the very tip of the Modan Peninsula, founded in 560 by the Half-Orc warrior and Marshal of the Revolution, Shatt Gunn.
Udai's Safest Land
The continent of Udai is known for the great danger posed by merely setting foot on it, which causes few to travel to it and even fewer to ever leave. This also creates cultures centered around the thrill of surviving and seeking out new dangers, particularly among the Orcs, who have taken the idea of dying and turned it into a challenge, to live a great life and die a great death, often in battle. However, this forces Orcs that otherwise would wish to live in peace to, instead, seek glory in battle, either dying or going down a dark path they could have otherwise avoided.Founding Myth
That was until the arrival of a Half-Orc who had been trained by the Guardian of Peace, Fepar Tilrak, to take over his position at the head of the Army of the Revolution to stop the tyranny of the World Court. Shatt was taught to seek out peace and fix the world as best he could. In a dream while living in Bortan with his brother Nalrik Tilrak, Shatt Gunn saw a distant beach in his homeland of Udai. A beach he had visited as a child before he and his mother fled in fear from their home. The shores of Modan. Shatt had feared the ocean after his father died in the sea, and so he never visited Udai again. It was only after conquering his fear after confronting the sea in dire circumstances that Shatt finally traveled to Udai, alongside Vodron Nutsk, the Hero of Hell Trickery, and Ha Kyung. Here, they discovered the Revolutionary Bunker, where three rebels had been hiding from the Korvian King Tyrant and the World Court, enemies that Shatt Gunn and his allies were also after. These revolutionaries were Morendyn Cobath, Bhukk the Studious, and Anarchy. Together, the group (alongside other allies) took down Tyrant, but as they did, they found that Udai was not only not safe, but that its danger perpetuated a violent culture that did not let people live how they wanted. They needed a safe haven, and Shatt Gunn promised that he would create such a place. Alongside Korvian refugees from Tyrant's kingdom, as well as some Orcs, Avians, and Mammen, Shatt's group met up with the citizens under the rule of President Enlightenment, Devils that had fled Hell. Together, this group decided it was time to settle, and Shatt's dream (as well as meeting his closest allies in that same land) solidified the location in his mind. Modan would be settled at the tip of the Modan Peninsula. To settle on what shape the city would take, how it would be run, etc, a council of the greatest minds gathered in the anti-Tyrant group was assembled. This group is the one commonly agreed to be the true "founders" of Modan, co-led by Shatt Gunn and President Enlightenment. It consisted of:- Shatt Gunn
- President Enlightenment
- Morendyn Cobath
- Bhukk Reed the Studious
- Vodron Nutsk
- Oraakil Mardaar
Government
The government of Modan is actually split in two, as there are two governing bodies that work side-by-side for the sake of their people.Landmarks
Modan, as a newer settlement, has very few landmarks of considerable note. This, however, does not mean it is devoid of notable locations, as a matter of fact multiple were made in its founding that have stuck around.The Modan Stage
Built for performances from bards and any other show that would necessitate a stage, the Modan Stage is a proscenium stage on the edge of Modan. It was the site of the first Battle of Modan, and for that it is also a memorial for the Hero of Modan, Ogonn Ha, who died in the battle.The Hero of Modan Statue
A statue was built in front of a home initially meant for Ogonn Ha. After his death, that home was no longer occupied by him, but to honor his sacrifice and so everyone could see what was lost for Modan to be what it was, his old armor was turned into a statue of him for all to see. He sacrificed himself to protect the people of Modan, and he therefore became a symbol of what Modan exists for: to protect those that cannot protect themselves.The Wall of Law
A wall built around the city of Modan for its protection, with places for warriors to perch and attack any invaders. It has only one exit that overlooks the city itself, as the founders did not want invaders perching on the wall and attacking the city itself.Invasion Pier
The most vulnerable part of Modan, the city has an open beach and docks that are easily available to any invasion. This was not a great fear, as the city is mainly defending from Orcs who fear the use of boats. However, the founders still made sure to keep the docks free of most residential buildings, so that invasions by sea wouldn't immediately lead to a slaughter and they'd have more of a chance to save their citizens. Despite this, they cheekily named the docks after the certain future of armies invading from them, as a way to call attention to it without fear, but instead as a joke.The Revolutionary Bunker
Built prior to Modan itself, the Revolutionary Bunker was made to house the Army of the Revolution's Udai branch, the Modan Revolutionaries. It was surrounded by rubber and metal to protect it from the abilities of the Korvian King Tyrant, who could control the planet itself. After Modan was settled, the bunker became a tourist destination, as the origins of the settlement itself and a remnant of its creation. There are distinct rooms within for the three Revolutionaries that lived in it right at the end, two of which were major founders of Modan: Morendyn Cobath, Bhukk the Studious, and Anarchy.Walkeigh Mill
Technically multiple structures, mostly used for the windmill at the center of the city, where the flag of Modan is hung from. It is named as such because everything originally was within walking distance of the mill, aka it only took a quick "walkeigh" (the Orcs that named it did not know how to spell the word). There are also other mills that some believe to be the Walkeigh, such as a water mill on the coast, a textile mill on the southern portion of the city, a sawmill at the western edge, and both a bark and cider mill to the north. Therefore, even when the original Walkeigh Mill is too far away, everything is still close enough to be within walking distance to a mill, and so they are all called the Walkeigh Mill.
Founding Date
560
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