Player's Handbook · Chapter 15
Edicts and Decrees
An edict is a law with a price. Decreeing one costs 1 Authority plus its cost, at the Act step. Repealing one is free at the Act step.
- How many: you may keep up to rank tier + 1 edicts active at once.
- Time: an edict lasts the listed duration, then expires (the GM marks the Edict file expired).
- Upkeep: paid at the Upkeep step while the edict is active.
- Drawbacks: apply as long as the edict is active, unless the drawback says otherwise.
- Rank: you must hold the listed rank or higher.
Each edict is an Edict file in the compendium; set its status to active when decreed.
| Edict | Rank | Cost | Upkeep | Lasts | Effect | Drawback |
|---|---|---|---|---|---|---|
| Martial Levy | Baron | 500 gp × rank tier | 50 gp × rank tier | 3 seasons | Manpower rises to 35%; militia muster for free; every settlement +1 Defense. | +5 unrest per season in every village. |
| Harvest Dole | Lord | Food equal to a tenth of the settlement's pop, each season | — | 2 seasons | −10 unrest in the settlement each season; starvation there is prevented. | The Food must come from your stores or imports. |
| Tax Amnesty | Lord | No gold: you give up a quarter of this season's class tax | — | 1 season | −15 unrest everywhere; +2 Legitimacy. | Can't be decreed again for 4 seasons. |
| Market Charter | Lord | 1,000 gp × rank tier | — | permanent | The settlement's trade gp +10% and +1 promotion charter. | A merchant or guild faction there gains a seat demand. |
| Road Tolls | Baron | 200 gp × rank tier | — | 4 seasons | +1,000 gp × rank tier per season. | Trade modifier −5%; merchant factions −1 loyalty. |
| Curfew | Lord | 100 gp × size rank | — | 1 season | −10 unrest in the settlement this season. | Its class tax −10% this season. |
| Land Grant | Baron | 500 gp per pop granted | — | one-time | Promote laborers to yeomen without a charter; a veterans faction +1 loyalty. | The elite there take +5 unrest (weighted). |
| Court Progress | Lord | 500 gp × rank tier | — | 1 season | +1 local Stability in up to three settlements; +1 Legitimacy. | The sovereign is away: −1 Authority next season. |
| Bounty on Bandits | Lord | 200 gp × rank tier | — | 1 season | Closing bandit, raider or pirate threads is DC −2 and half the gold. | — |
| Royal Survey | Baron | 500 gp × size rank | — | 1 season | Every deposit in the settlement is surveyed (grades revealed). | — |
| Sumptuary Laws | Viscount | — | — | until repealed | Luxury needs −25%. | Elite unrest +5 (weighted) when decreed; luxury sales to your own realm −25%. |
| Royal Monopoly | Count | 2,000 gp × rank tier | — | 4 seasons | Choose one luxury: its trade income ×1.5. | −1 relationship with every trade-route partner. |
| Debasement | Count | — (needs a Mint) | — | 2 seasons, then 4 seasons of penalty | +20% to the tax modifier for 2 seasons. | Then −10% to the tax modifier for 4 seasons; −2 realm Stability when decreed. |
| Commandeer Ships | Viscount | — | — | 1 season | +d6 cogs for transport this season. | Trade modifier −20% this season. |
| Vassal Summons | Duke | 1 Authority only | — | 1 season | Every vassal must answer muster with half its field Power this season. | A vassal that refuses is in breach (−3 relationship, a Happening); loyal vassals −1 loyalty unless paid 500 gp × their rank tier. |
| Edict of Toleration (Faith and Oaths) | Viscount | 1,000 gp × rank tier | — | until repealed | Tolerated faiths pay normal rite costs; heresy threads −1; integration of other-faith settlements +1 segment per season. | Established faith favor −5. |
| Edict of Persecution (Faith and Oaths) | Viscount | 1,000 gp × rank tier | — | until repealed | One faith is outlawed: established faith +5 favor per season; its holdings in your realm close. | +10 unrest (weighted to its followers) per season where it is strong; −2 relationship with realms of that faith. |
| Edict of the Tower (High Magic) | Duke | 5,000 gp × rank tier | — | until repealed | Arcanum masters bind to the crown: +1 vial per season; war-mage upkeep −20%. | A mages' faction forms at −1 loyalty. |
| Dragon Writ (Dragons) | Archduke | 10,000 gp | — | until repealed | All wild dragons in your land are crown property: they cost no Stability while a bonding attempt is under way. | −1 relationship with every neighbor that holds a Roost. |
| Great Muster | King | 2,000 gp × rank tier | 200 gp × rank tier | 2 seasons | Manpower rises to 40%; recruitment costs no Authority; armies +1 morale. | −1 realm Stability per season; +5 unrest in every settlement per season. |
Example: a Baron (rank tier 2) decrees the Martial Levy against a raid: 1 Authority + 1,000 gp, then 100 gp a season. For three seasons, levies muster free and every wall stands a little higher, while the villages grumble (+5 unrest each season).
Manual updated Nov 8, 2026.