TEXT: What alignment is this dungeon?
   elfmaidsandoctopi.blogspot.com/2014/06/what-alignment-is-this-dungeon.html
  So for those anti alignment fans this wont bring you joy. This is quick way of exploring the otherworldly taint of every
  dungeon. It provides a quick way to differentiate dungeons or parts of them. Some dungeons are sentient or
  influenced by plains or at least have a leader with an alignment.
  A dungeon might be built for one purpose and be repurposed by another. This could have happened in past or be in
  middle of happening.
  I have detect alignment abilities pretty common. A good room in a monster hellhole is possible or remains of good,
  defiled by evil possible.
  Alignment on the law-chaos axis is a measure of how a dungeon is organised.
  1/6
  
  A lawful dungeon has:
  A sensible ecology
  Toilets and food supply
  Map makes sense
  Things have a function
  Follows principles of design and engineering
  Internally consistent and logical
  Things placed deliberately by reason
  Grows on principles of cause and effect
  Monsters restock over time from processes and cycles
  Intelligent deliberate design
  Well maintained and clean
  Inhabitants behave in logical manner
  Exploits and controls
  Homoeostatic systems, patterns or cycles
  Population tends to stabilise
  eg
  A fortified gatehouse at front of area
  A store room full of food
  Monster barracks 
  A faction calls other clan to repopulate area
  Traps built to defend area or goods
  Magical defence to defend treasure 
  A chest full of potions in a lab
  A vault full of tax records
  Sacred shrine of elaborate marriage rites
  A chaotic dungeon has:
  A random nonsense ecology
  Basic needs of inhabitants ignored
  Map might make no sense
  Strange bewildering or pointless contents
  Might break common laws of physics, geometry or engineering
  Random and inconsistent
  Things just appear and disappear at random
  Spontaneous random growth
  Restocks by magic
  Mad or insane design
  Run down with dug and graffiti
  Inhabitants are insane and irrational
  Confuses and mutates
  Chaotic, unstable and fluid  
  Population tends to boom and bust randomly
  eg
  A room randomly has a force of monsters with no idea why they are here
  Random goods scattered around dungeon
  A room full of orcs at end of corridor full of yellow mould
  Monsters just appear at random to repopulate
  Traps built randomly to be annoying more like pranks
  2/6
  
  Magical maze built by crazy wizard just because he could
  A magical pool with random effects
  A casino or gambling den with magic games
  A room full of eggs covering every surface
  A balanced dungeon might have: 
  Both lawful and chaotic features in harmony using best of both
  Law and chaos in a struggle between factions in a war zone
  Lawful beings trying to utilise a chaotic feature like guarding that magic pool
  Chaotic beings ruining orderly structures like destroying doors or water supply
  A ecology that includes chaotic features like monster jelly eating dung and corpses
  May unite using best of both to fight intruders then return to conflict
  Alignment on the good-evil axis is a measure of a dungeon ethical intention
  A evil dungeon has:
  Is equipped for sadism and cruelty
  Have innocent prisoners in cells or torture chambers
  Creating monsters from unwilling victims
  Evidence of victims like blood, skulls, blood
  Macabre trophies like pile of severed heads, bloody altars
  Traps with delayed effects or that imperil trapped victims
  Monsters bully each other in brutal manner
  Evidence of defiled goodness 
  Screams, moans, evil cackles of bosses
  Inhabitants are scarred, maimed and hungry
  Inhabitants are angry, violent and mean spirited even to own
  Dominates and abuses
  Expansive, selfish and warlike
  Population tends to aggressive
  eg
  A torture chamber with victims chained to a wall
  A altar where undead created with pile of stolen defiled bodies
  Monsters just torturing each other for fun
  Monsters or villagers in chains hanging on walls
  Trap that impales then drops scorpions onto face
  Curse that turns victim into a beserker
  Poisoned food or drink left out
  Graffiti chamber full of faction tags and threats and sadistic murals 
  Training chamber with fighting pits and pits of corpses
  A good dungeon has:
  Is equipped for healing and self defence
  Have evil creatures imprisoned and well cared for
  Evidence of reformed evil doers confessions and atonement
  Evidence of healing, good altars and noble self sacrifice for others
  Artworks depicting good deeds and heroes bringing benefits to people
  Traps which trap victim for later questioning
  Guardians act in self defence, warn enemies and use fair play 
  Evidence of purged evil
  3/6
  
  Singing, chanting and prayers
  Inhabitants are well cared for to best of leaders ability
  Inhabitants are kindly, helpful and care for own kind and sometimes others
  Helps and Protects
  Defencive, harmonious and compassionate
  Population tends to be peaceful
  eg
  A dispensary with quality food and drink
  A altar where locals prey and perform healing
  Locals discussing how to help each other with loving kindness
  Well fed monsters or criminals in cells well cared for 
  Trap that drops cage over victim and rings alarm
  Curse that turns victim into good
  Healing potion left out trustfully for emergencies
  A healers clinic helps anyone hurt no questions
  A pleasant grotto or grove for contemplation and rest with food and drink
  A middle dungeon might have: 
  Both good and evil features based on necessity
  Good and evil in a struggle between factions in a war zone
  Good beings trying to convert evil ones with kindness and love
  Evil beings trying to taunt and enrage good beings into anger
  A prison for possible reformed evil and a execution block for those deemed lost forever
  May unite using best of both to fight intruders then return to conflict
  Also consider...
  So by now your thinking a good dungeon sounds totally lame and deserves to have monsters over run it. Which is a
  credible point. A good dungeon might be a base for good defending itself from evil. Perhaps wicked adventurers
  have come to steal poorly guarded healing potions. Perhaps they hire other alignments to do what they wont like kill
  prisoners they cant afford to keep and will do evil if released. Much like many religions hire other faiths to be
  butchers to avoid bad karma. Of course when war over, mercenaries might need to be paid to leave.
  Lawful dungeons can be hacked by upsetting the systems or patterns or internal communications. A Chaotic one is
  more likely to depend on a relic or individual or magic to break it.
  Sample Alignments Dungeon Types
  Here are some tables to generate alignment features. Note the good ones are kind of struggling. A post on dungeon
  bosses and possible sentient dungeons will follow.
  Obviously the dungeon ones below are to create stories where adventurers invaders mostly.
  1d12 Random Elfmaids and Octopi Alignment
  For when all things kinda equal 
  name - language - what happens if i die? -  what i think
  1 Lawful Evil - Diabolic - Hell to be tormented - seek true power and harm others for profit
  2 Chaotic Evil - Demonic - Abyss - seek freedom to be selfish and cruel and use brute force
  3 Evil - Stygian - Underworld - seek immortality, mastery over others, gain dark knowledge 
  4 Good - Devaic - Paradise - help the prevent suffering of others and reduce all harm
  5 Lawful Good - Angelic - Heavens - seek to help others, protect the weak and bring order 
  4/6
  
  6 Chaotic Good - Arcadian - Arcadia - freedom and life for all, spontaneous altruism
  7 Lawful - Modronic - Nirvana - order for it's own sake, bring peace, quiet and certainty to world
  8 Chaotic - Slaadic - Limbo - randomness and inconsistency for the moment is true freedom
  9 True Neutral (Neutral) - Druidic - Reincarnated - everything part of natural world
  10 Middle (G vs E) (Neutral) - Sylvan - Reincarnated - moderation between pleasure and pain
  11 Balanced (L vs C) (Neutral) - Archonic - Reincarnated - moderation between control and freedom
  12 Non Aligned (Neutral) - none - Purgatory - uncommitted, selfish or just disinterested in politics
  1d10 Good Dungeons
  1 The dungeon was good long ago, spirits or hidden objects or secrets might still aid good
  2 Provides healing and growth to factions despite alignment difference
  3 Remnants of good are hidden within and can rescue any who could aid them
  4 Dungeon is a dummy and helps the forces of evil because it is deluded by lies or magic
  5 The dungeon is mad, none are pure enough or good enough for it so it kills all
  6 This place is cursed and crawling in horrors but actually they guard something for good
  7 This was a place of healing and peace from long ago now fouled by wicked occupants
  8 The dungeon has been tainted by curse or magic and can be cured
  9 This was a holy place for  religion like a temple or mausoleum
  10 This was a place of shelter from apocalypses, wars and monster swarms of olden yore
  1d10 Evil Dungeons
  1 Filled with works or torture and murder by sadists
  2 A cult is here to resurrect or free a ancient evil
  3 This complex is to torment and enslave locals
  4 Cursed to be filled with monsters and haunted by mean spirits
  5 Forces of death and the underworld boiled into here spreading undeath
  6 Evil high priests travel to this sacred evil place
  7 Elemental sects serve evil and compete
  8 A cult meet here to perform wicked rights and blasphemy away from locals
  9 A local criminal conspiracy is secretly run from within dungeon
  10 A leader or faction uses as a base to terrorise locals
  1d10 Chaos Dungeons
  1 Tainted with filth and disease, covered in sewerage and garbage
  2 A place of madness and despair where insanity influences all inhabitants 
  3 Shambling and decaying structures full of rotting old goods
  4 Flooded and dripping, hazard makes some places isolated and damaged
  5 Covered in fungus, slime mould and vermin
  6 A monster generator artifact is creating creatures that fight over lair space
  7 A gateway brings in additional support from other planes
  8 Caves connect this to creatures of the depths who constantly pour in
  9 Monsters are trying to create a boom with breeding program 
  10 Mutanagenic fields of chaos warp and change inhabitants
  1d10 Law Dungeons
  1 This was a prison where many were locked up and punished
  2 This is a base camp of a disciplined military faction from foreign power
  3 A fanatic cult of assassins live here in a life of obedience
  4 A balanced ecology of creatures is sustained here
  5 Inhabitants highly disciplined cult, order or faction with uniforms
  6 Built as storage and factory with remains of tools and workshops
  5/6
  
  7 Cosmic law built as bastion against disorder and chaos
  8 Complex had practitioners of exotic technology
  9 Complex was a machine or automaton in past or some kind of vehicle
  10 Originally a mine where workers dug in the hundreds before abandoning
  1d10 Neutral Dungeons
  1 A nature cult or druids made as a place to hide rites and breed creatures
  2 Selfish band of greedy adventurers built this to keep their treasure safe
  3 Cosmic balance agents worked from here to maintain the cosmic order
  4 Here elfland had a bastion into our world leaving many faerie relics and beings
  5 Elemental cult here kept harmony between the inner planes
  6 Spirits from the others side haunt here, once a great shaman place in megalithic era
  7 Was a buried settlement covered by disaster or age with different occupants
  8 A mass of drains and sewers from some lost city with no surface remains
  9 Ancient tunnels dug long ago or extended from caves
  10 Was once a market place and storehouse until over run or neglected
  6/6
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Dungeons & Exploration/What alignment is this dungeon.pdf