As mentioned last week in my Elevation/Acclimation rules, I'm being inspired by life to create additional sections and rules for my BXDMG. This week's inspiration comes from a recent visit to my mother's house to help get her packed up for a move (my father passed away last year without having finished a will, though he left my mother in great shape financially) and an appointment last week at our lawyer's for my wife and I to sign our wills (we have no children but do have 7 nieces). Add that to the campaign I'm currently running and the recent loss and subsequent looting of a party member, and here we are... Death, Estates, and Inheritance.
As a reminder, any page number references are placeholders for other sections of the book that already exist. (BTW, the forgery information referenced below was previously published in the In Alley & Shadow issue of my zine, and this new section is slated to appear directly after the "Crime & Punishment" section of the BXDMG which was also included in In Alley & Shadow.)
Death, Estates, and Inheritance
To adventurers, the possessions of the dead are often treated as fair prize, but ownership is not always so simple. Local laws, family claims, guild rights, and religious customs may all determine who has the rightful claim to the estate of a fallen PC or NPC. The DM may choo decide how such matters are handled in the campaign, using them to create roleplaying opportunities, spark moral dilemmas, or lead to new adventures.
Inheritance Customs
For the purposes of this section, an estate includes includes all land, titles, property, wealth, possessions, debts, and other interests left by the deceased (which may be as little as the belongings they carry on their person).
SINGLE-HEIR SUCCESSION: One person inherits the entire estate.
- Birthright: The estate passes to a designated heir, usually the eldest child. This is common among noble families seeking to preserve their lands and titles.
- Appointment: The owner names a single successor, regardless of family ties. This is often used by wealthy merchants, wizards, guildmasters, or those without children.
- Closest Kin: If no heir has been named, the nearest eligible relative inherits.
DIVIDED INHERITANCE: The estate is divided among two or more heirs.
- Equal Division: All eligible heirs receive equal shares. This is common in small farming communities and among free families.
- Major Share: One heir receives the principal estate, while the remaining heirs divide the rest. This preserves the family's main holding while providing for younger heirs.
CHOSEN SUCCESSION: A successor is selected by another individual or group.
- Family Council: Relatives or clan elders choose the heir. This is common among clans, tribes, and extended family groups.
- Liege's Decision: A lord, ruler, or other superior authority appoints the successor. This is often used for feudal lands held in service to the crown.
- Order's Choice: Members of a guild, temple, military order, or similar organization choose the next holder. This is common when offices, rather than bloodlines, control the estate.
INSTITUTIONAL OWNERSHIP: The estate belongs to an organization rather than an individual.
- Religious Order: A temple or monastery retains ownership and appoints new leadership.
- Guild Charter: A guild or company (e.g., a thieves' or adventurers' guild, or mercantile interest) owns the property and selects its officers.
- Corporate Estate: Property is jointly owned by partners or investors.
REVERSION: The estate does not pass to an heir.
- Escheat: The estate reverts to the crown or local ruler if no lawful heir exists. This prevents abandoned lands from remaining without an owner.
- Life Grant: Property was granted only for the owner's lifetime and returns to the grantor upon death. This is often used for lands granted in exchange for military or public service.
DEMI-HUMAN TRADITIONS: The following customs represent common traditions among demi-human cultures. Individual clans, realms, and communities may follow different practices.
- Dwarven inheritance is rooted in institutional continuity. Clans typically own halls, forges, and mines collectively, while individuals inherit only personal possessions, tools, and crafted works. Stewardship of family holdings usually passes to the eldest capable member of the bloodline, preserving ancestral traditions and craft secrets.
- Elven inheritance is guided by merit and legacy. Because elves live for centuries, inheritance is uncommon, usually occurring only when an elder departs the mortal world or voluntarily relinquishes an estate. Successors are often chosen for their wisdom, artistic achievement, or magical ability rather than birth, with many possessions gifted away long before death.
- Gnomish inheritance is driven by knowledge and innovation. Workshops, notes, inventions, and unfinished projects typically pass to the most capable apprentice rather than a blood relative. Families often share the income from successful workshops or mines instead of dividing the property itself.
- Halfling inheritance is centered on family stewardship. The family burrow is usually entrusted to the eldest capable member of the household, while farmland and orchards are commonly worked and shared by the extended family to ensure the prosperity of all.
The Estates of Fallen Adventurers
When a character dies, surviving companions often assume the deceased's possessions become theirs. In some lands this may be true, but elsewhere heirs, temples, guilds, creditors, or local rulers may have lawful claims to part or all of the estate. The referee should decide how such matters are handled in the campaign and use them as opportunities for further adventure.
COMMON CLAIMS: The estate of a deceased adventurer may be claimed by one or more interested parties.
- Family Heirs: Relatives claim property, coin, or titles according to local custom.
- The Church: A temple may require payment for burial rites or claim property donated by custom or testament.
- The Crown or Local Lord: If no lawful heir exists, some realms reclaim abandoned property through the Right of Escheat.
- Guilds and Orders: Equipment, spellbooks, badges of office, or other items issued by a guild, temple, military order, or wizard's college may remain the property of that organization.
- Creditors: Outstanding debts, unpaid taxes, or contractual obligations may be collected from the estate before any inheritance is distributed.
LEGAL COMPLICATIONS: In most cases, surviving companions are able to dispose of a fallen adventurer's possessions without interference. However, when the party enters a settled area carrying recognizable gear belonging to the deceased, there is (at the DM’s discretion) a 1-in-20 chance a legal complication arises. If a complication arises, the DM may roll 1d6 on the table below or choose the result that best suits the campaign.
FORGING A WILL: Characters attempting to forge a last will and testament should use the normal forgery rules (see p. 00). Success establishes the party as the deceased's lawful heirs or executors. Failure may result in confiscation of the estate, fines, imprisonment, or other penalties (at the DM's discretion).











