Critical Infrastructure

Engineering principles for better fantasy worlds, cities, and dungeons.

Dungeons That Make Structural Sense: Structural Integrity

Dec. 02, 2025
Tags: GameMaster, Dungeons

Part 1: Structural Integrity

Part 2: Design and Water

Part 3: Practical Game Master Advice


I. Introduction: Why Most Dungeons Would Collapse

Fantasy dungeons are incredible spaces for adventure, mystery, and danger—but structurally speaking, most of them are nightmares. Vast underground halls stretch for hundreds of feet with flat stone ceilings. Entire cities exist below ground with no visible supports. Corridors run endlessly at right angles, bone-dry and pristine centuries after being abandoned. In reality, almost every one of these spaces would have collapsed long before the first adventurer ever kicked in a door.

The problem isn’t a lack of imagination; it’s a lack of constraints. Underground space is fundamentally hostile to empty rooms. Gravity is relentless, rock is imperfect, and water is always looking for a way in. In the real world, every tunnel, chamber, and cavern that humans create below ground is the result of careful planning, constant maintenance, and respect for the forces trying to close that space again.

This matters for fantasy worldbuilding because players and readers—even if they don’t consciously know why—can feel when a space doesn’t make sense. A dungeon that ignores basic structural logic often feels artificial, like a theme park attraction built for encounters rather than a place that once served a purpose. On the other hand, a dungeon that follows a few real-world engineering principles feels heavier, older, and more dangerous. It suggests history. It implies failure. It tells a story before a single word of lore is spoken.

The good news is that you don’t need an engineering degree to fix this. You don’t need calculations, material tables, or stress diagrams. A handful of simple ideas—how weight moves, how stone behaves, how water ruins everything—can radically improve the believability of your dungeons. These principles don’t restrict creativity; they create productive boundaries that lead to more interesting layouts, better environmental storytelling, and more memorable exploration.

This article will focus on those ideas, starting from the most basic truth of underground construction: if something is empty below the surface, it had better have a very good reason to still be there.

II. The Underground Is Hostile by Default

The most important thing to understand about underground construction is this: the earth does not want empty space inside it. The moment you carve out a void, every force around it begins working to close it again. Gravity pulls downward, surrounding soil and rock push inward from the sides, and water seeps in to exploit even the smallest weakness. Stability underground is never the default—it is always temporary, negotiated, and maintained.

In real-world engineering, this is why tunnels and underground chambers are treated as inherently dangerous environments. Even solid rock is not truly solid. It fractures, shifts, weathers, and fails over time. Soil behaves even worse, flowing slowly under pressure like a very stubborn liquid. When fantasy dungeons ignore this hostility, they feel weightless and artificial, as if they were carved into air instead of stone.

Three major forces work against any dungeon’s survival.

First is gravity. Everything above a dungeon is pressing downward: layers of earth, stone, buildings, forests, and sometimes entire cities. That weight has to go somewhere. In stable underground spaces, it is redirected around openings through arches, thick ceilings, or massive surrounding rock. When a dungeon room has a thin, flat ceiling with nothing beneath it, there is no believable path for that load to travel. Eventually, something would give.

Second is lateral earth pressure. The walls of a tunnel or chamber are not just standing there politely; they are being squeezed from both sides by the surrounding ground. The deeper you go, the worse this gets. Long, straight corridors with thin walls are especially vulnerable, because there is nothing to break up or redirect that pressure. In reality, underground spaces tend to be compact, curved, or segmented for exactly this reason.

Third—and most often ignored—is water. Water infiltrates through cracks, joints, and porous stone. It adds weight, erodes material, freezes and expands, and carries away fine particles that once helped support the structure. Many underground failures are not dramatic collapses but slow, creeping destructions caused by decades or centuries of moisture. A dungeon that has existed for any length of time should show evidence of this struggle.

For fantasy worldbuilding, this hostility is a gift, not a problem. It explains why dungeons are narrow, why ceilings are low, why some areas have collapsed, and why others are sealed off. It justifies uneven floors, cracked masonry, and entire wings that are no longer accessible. Most importantly, it establishes that any underground space which still exists has survived because of deliberate design, favorable geology, constant upkeep—or sheer luck.

Once you accept that the underground is actively trying to destroy your dungeon, the question stops being “what cool rooms can I put here?” and becomes “how did this place manage to exist at all?” That shift alone leads to stronger, more believable dungeon design.

III. Load Paths: What Is Holding This Place Up?

Every stable structure, above ground or below it, answers one fundamental question: where does the weight go? In engineering terms, this is called the load path—the route that forces take as they move from a structure down into the ground. You don’t need equations to use this idea in fantasy design; you just need to be able to point at a dungeon room and say, “That weight goes there.”

When you carve a room underground, you interrupt the natural path that weight would normally follow. Instead of passing straight through solid rock, the load has to flow around the empty space. If there is no clear way for that to happen, the dungeon is living on borrowed time.

The simplest and most common mistake in dungeon design is the flat stone ceiling. Flat slabs work above ground because they can be reinforced, supported from below, or made of materials designed to span distances. Underground, a flat ceiling carved from stone has very limited reach. The wider the room, the thicker that ceiling must be to avoid cracking and collapse. A ten-foot-wide corridor might survive with a flat ceiling. A hundred-foot-wide throne room almost certainly would not.

This is why arches and vaults appear everywhere in real underground construction. An arched ceiling doesn’t fight gravity; it redirects it. Weight flows along the curve and down into the surrounding walls, which are already under compression from the earth around them. From an engineering perspective, arches are elegant, efficient, and extremely forgiving of imperfect materials—which makes them ideal for fantasy builders working with stone, brick, and primitive tools.

Natural caverns follow the same logic, even if they look chaotic. Large underground voids tend to exist where the surrounding rock is thick, strong, and continuous, or where geological processes created stable shapes over immense time. When you place a massive chamber in your dungeon, it helps to decide whether it is carved, partially carved, or largely natural—and what kind of rock makes that possible.

Multi-story underground spaces introduce another layer of complexity. Each level adds weight, and each floor becomes someone else’s ceiling. Without thick separating layers, heavy piers, or stepped layouts, these stacked voids quickly become implausible. In real underground design, vertical separation often coincides with changes in rock quality or construction technique, which can be mirrored easily in fantasy settings.

A useful rule of thumb for dungeon designers is this: the bigger the space, the more obvious the structure should be. Massive pillars, thick walls, heavy arches, or unbroken bedrock should dominate the architecture. If a room feels open and airy, it should also feel expensive, difficult, or dangerous to maintain.

When you think in terms of load paths, dungeon layout stops being arbitrary. Corridors curve to preserve wall strength. Chambers cluster around solid cores. Collapses appear where the load had nowhere left to go. Even without knowing why, players and readers will sense that the dungeon obeys rules—and that makes every cracked ceiling and sagging arch feel like a real threat rather than set dressing.

IV. Columns, Walls, and Pillars: More Than Just Decoration

In many fantasy dungeons, pillars exist purely for aesthetics or combat tactics—things to hide behind, things to knock over, things to make a room feel “important.” In structurally sensible dungeons, pillars exist for one reason first and foremost: they are holding the ceiling up. Everything else is secondary.

Whenever you see a pillar underground, it should be doing real work. That pillar is collecting weight from the ceiling above and delivering it safely into the floor and surrounding rock. This immediately answers several useful design questions. How many pillars are there? How thick are they? How far apart are they spaced? None of these choices are arbitrary if the dungeon is meant to survive.

Spacing is especially important. In real structures, supports are placed closer together when materials are weak, ceilings are thin, or loads are heavy. Stone-cut pillars in a carefully engineered dwarven hall might be widely spaced and elegant. Rough, hastily carved supports in an abandoned mine would be chunky, close together, and probably ugly. If your dungeon has long stretches with no supports at all, it implies either incredibly strong surrounding rock or a builder with access to techniques far beyond medieval norms.

Walls themselves are also structural elements, not just room dividers. Thick interior walls can act as load-bearing members, transferring weight vertically and resisting lateral pressure from surrounding earth. This is why realistic underground layouts often feel cellular: rooms grouped together, separated by thick partitions, rather than endless open plans. Each wall helps stiffen the whole complex.

Pillars and walls are also powerful tools for environmental storytelling. A row of intact columns suggests careful maintenance and ongoing use. Cracked or braced pillars hint at slow failure and desperate repairs. A collapsed pillar that has been left in place—rather than cleared—implies that the area was abandoned suddenly or became too dangerous to reclaim. Even subtle asymmetry can tell a story: newer supports shoved into older spaces, or wooden braces replacing stone after resources ran out.

It’s also important to recognize when pillars wouldn’t be needed. Small chambers carved entirely within solid bedrock may rely on the surrounding stone for support. Natural caverns often have irregular columns or buttresses formed by erosion, doing the same job in a less intentional way. Knowing when not to add supports helps avoid visual clutter and reinforces the idea that the dungeon responds to local conditions rather than following a single template.

As a general guideline, the presence of pillars should scale with ambition. The grander and more open the space, the more obvious and numerous the supports must be. When a dungeon room feels impressive, it should also feel burdened—heavy with stone, history, and the constant threat that if one key support fails, everything above it might come down with it.