Why did Dan need an admin? Because eventually, he was going to have more dungeon floors and did not want to be bothered with having to maintain every single one. Some problems he would fix directly, but otherwise it was best to pass them on to someone else. And that someone was the admin, which was a way for Dan to keep a dungeon floor running smoothly without wasting more mana on enchantments or being annoyed by other details.
The biggest example of this was if a fight broke out in the town and a few buildings were destroyed. Could Dan pay for a constant enchantment to repair them? Sure, but that would be mana wasted every day on an enchantment that might not be used for a year. Instead, Dan would have the admin fix the building for a fraction of the cost. The same idea also applied to other menial things, like villager clothing. Could Dan give them magical self-repair clothing? Of course, he could. Would it make sense to waste so much mana on that? No. Just have the admin repair them when needed.
All in all, the admin would be in charge of the floor. They would have a bunch of powers, one of which included being able to communicate with every dungeon creature on the floor. This would allow them to deal with many problems without having to get Dan involved directly. At first, it might not seem like much since one floor wasn’t a problem, but when Dan had three floors, all doubling the size of the first or even five or ten floors, things would become problematic.
For the first floor, Dan’s admin was Merlin the Wizard. The admin’s stats did not do him justice because they didn’t show how much power an admin actually wielded. Admins were truly mini-versions of Dan, who would be running around fixing things.
?? Crystal Notice ??
?? Humanoid Statblock ??
Rank: Mid D Rank.
Name: Merlin.
Type: Humanoid - Human.
Choice: Wizard.
Size: Medium.
Hierarchy: Admin.
Arcane Mana: 1000/1000.
Arcane Mana Regen: +8 Per Minute.
Pure Arcane Mana: 500/500.
Pure Arcane Mana Conversion: +4 Per Minute.
Order Mana: Locked.
Innate Abilities: 6.
Unfulfilled. Adaptable. Prolific Breeder. Creative Curiosity. Presences. Dungeon Admin.
Proficiencies: Overridden. Dungeon Admin.
Spells: Overridden. Dungeon Admin.
Techniques: Overridden. Dungeon Admin.
Respawn Timer: Instant.
Respawn Cost: 207 Mana.
Creation Cost: 415 Mana.
??
Merlin was an old man with a great white beard. He wore deep blue robes with small crystal hearts on them instead of stars. However, despite his old appearance, his stat block told a story of power. Sure, he might be stuck to Mid D Rank, and his mana was still at normal levels, but his proficiencies, spells, techniques, and creation cost said everything. That wasn’t even mentioning his respawn timer and the ability to respawn anywhere he chose.
The old wizard was essentially good at everything via the system. He could cast any spells without issue at any point, though they would be at the appropriate strength. To that end, he didn’t need chants and was not bound by the concentration aspect that casters were bound to. This meant he could have a flying spell, body enhancement, and a lightning storm going simultaneously without needing to be B rank.
Then, if ultimate spell casting wasn’t enough, the old man could tap into the system and be aware of everything going on in the dungeon. In a way, admins were mini-avatars of Dan. Sadly, they were stuck within Dan’s lands, and Dan could only have one per floor. Further balancing them, they could only use their powers on adventurers, meaning they weren’t the ultimate defense force against another shard.
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Even then, Dan wasn’t complaining. The admin would be great at keeping his dungeon running smoothly.
After the admin was created, Dan saw him instantly get to work as he greeted the villagers and started spawning more clothing items, which was one thing Dan hadn’t done. Since each villager was relatively unique in size, and Dan had yet to make them during his town creation, he had not filled their drawers with clothes.
Furthermore, the admin would also be great at setting certain enchantments around town.
See, Dan needed food and other consumable items that the townspeople would use to respawn upon being used. However, outside of crops and a few other items, he wasn’t sure what exactly needed to be enchanted. Thus, the admin would, during the following few weeks when Dan created the dungeon move around placing respawning enchantments on various items.
These enchantments weren’t normal, and Dan didn’t need to pay a daily mana cost. Instead, the enchantments were self-contained and looped. Basically, once an apple was eaten, the mana cost could be paid, and the apple would be respawned in the same place.
It only worked because of its simplicity.
On the other hand, something like the future lumber mill enchantment would be much more complicated. This was because instead of a single enchantment, it was going to take the tree logs that were chopped down and revert the process, all without the adventurers noticing. Further adding to this and how the rest of the villagers were programmed, they would all work on things but never finish. An alchemist would always work on the same potion, a carpenter on the same chair, etc. It was great because it meant Dan didn’t need to have a thousand chairs burned monthly because each carpenter in the lumber mill was constantly making them.
With the admin finally set up to do a bunch of the busy work, Dan got back to work.
Typic Town was going to be the center place of the dungeon floor. To that extent, they were going to be involved with pretty much all other areas in the zone. This meant they would have villagers giving adventurers quests that would take them all over the place. These quests would be simple introductory things for the most part, with only a few scaling to much more important things.
An example of this involved quests dealing with the future areas of the gnolls, green camp, hills, and the druids. This was because the way Dan would set up the dungeon meant that if the quest lines in those specific areas went certain ways, they would bring said areas directly into conflict with the town.
An excellent example of this would be found in the gnolls area. For that area, Dan would have a whole thing set where adventurers could join the gnolls or the kobolds. Then, once questing was done and certain goals were reached, a war would break out between the gnolls and the kobolds. The adventurers would further assist in the war, and once more, when goals were reached, one side would ultimately win.
If the kobolds won, all would be good. However, if the gnolls won, they would look to keep expanding and possibly set their eyes on the town. Thus, it was at that point in time when various quests in the town would advance to the next stage and begin offering adventurers rewards to help the village defeat the gnolls. This time around, and to limit choices, the adventurers would only be able to help the town. Their help eventually escalating to the point where an adventurer raid on the gnolls would happen in order to wipe them out.
The whole system was rather complicated and would only work because Dan planned to reset the dungeon every month or so. This meant that all the scenarios would be playing out constantly, giving each adventurer the chance to ultimately participate in every single one of them.
Of course, that also meant Dan had some work to do. Luckily, the system was the best thing ever. Dan only had to set the “main” parameters for what he wanted to do. And for the town, that was easy.
Basically, he told the system to give villagers certain quests that they could give to adventurers. Some quests were simple, such as going to the forest and killing a few beasts for their pelts or collecting certain flowers for the alchemist. From there, the system took it in hand and assigned how many pelts or flowers an adventurer needed to collect. Then, since there wasn’t any true difficulty ranking for quests, any adventurer could get the quest and complete it.
From these basic quests, Dan derived other ones that extend further out in the map. These quests were things like, go kill five gnolls or eliminating a certain amount of D rank monsters. There were also quests like: spy on the goblins, kill goblins, visit the lake, escort so and so here and there. The village was the place where adventurers were sent out into the rest of the zone.
Naturally, they could leave by themselves and stumble into the other zones which would have specific quests regarding what was going in the area. For example, if an adventurer stumbled into the kobold and gnoll zone, the inhabitants might try to recruit them to their side.
Either way, since the town was the mixing pot, this also meant Dan had to make sure adventurers stumbled into a wide variety of monsters.
Not just variety but proper power scaling was important. After all, the town was going to be the starting spot for those wanting to reach D rank. So, the town area was where Dan would place all his common rank beasts, and adventurers would have to venture further out in order to find the D rank monsters. Even then, there wouldn’t be any Mid Rank monsters or bosses in the town area. If adventurers wanted to find those, they would have to visit other areas.
In that regard, Dan was going to follow the classic example of the closer someone got to the base of a faction the stronger the enemies would get. Well, it would be like that for everything except wandering beasts and bosses. See, in Dan's mind, he would have all sorts of beasts wandering about along with monstrosities. These dungeon monsters would be found all over the place at both Low and Mid D Rank. However, to that end, each area would have its own creatures confined to its own areas, well, unless a special event was happening at the time.
Aka, kobolds, and gnolls would stay in their respective areas, and so would goblins. Thus, an adventurer wouldn’t be able to stumble into a goblin all the way in the druid area. Of course, that didn’t mean there wouldn’t be some overlap, like goblins and kobolds fighting where their borders met.
Everything was meant to work as if each faction had its own small kingdom, and though they wouldn’t go outside of their lands unless a war was called, they would still fight with enemy troops near their borders.
Now, obviously, this meant that many different enemies would harass the town border since it shared a border with most of the other areas. However, Dan just saw that as an opportunity for more quests and introductions.