Brencis rules through three vassals: Ambrus, Bakir and Xanthe. Court Activities are the pressure you apply to them, and every activity belongs to one of the three rather than to the knyaz. Knowing whose ledger you are writing in changes what a raid is worth.
Eighteen activities across three ledgers
Xanthe holds seven, Ambrus six and Bakir five. There is no fourth pile and nothing filed directly against Brencis, so every interference lands on a named vassal.
The lists are not interchangeable. Each one reads like a job description, and together they explain how the regime keeps working.
Ambrus runs the blood supply
His six are Blood Cellars, Blood Transports, Draining Dungeons, Leech Collectors, Prisoner Processing Camp and Prisoner Transports.
That is one process described in six steps: take people, move them, drain them, move the blood, store it. Hitting any of the six interrupts the same chain, which is why Ambrus is the vassal most runs open against. He is also the one the valley leaves reachable from the start.
Xanthe runs the cathedral and the digs
Her seven are Abducted Girls, Ancient Digsites, Artefact Transports, Blood Guard Mentors, Blood Guard Recruiters, Cathedral Ritual and Gargoyle Manufacture.
Two threads run through it. One is religious: the cathedral, the rituals, the gargoyles. The other is archaeological, digging for artefacts and shipping them. She also trains and recruits the Blood Guard, which makes her the vassal whose activities feed the regime's manpower rather than its logistics.
Bakir polices and collects
His five are Distilleries, Payoff Transports, Pillories, Rebel Hunters and Uriash Village.
Money and fear, plus one clan relationship. The Rebel Hunters and the pillories are the visible face of the occupation, the distilleries and the payoffs are what pays for it, and the uriash village is the arrangement that keeps the monsters in Svartrau working rather than hunting.
Some of these lists are short and finite
The pillories are a good example. There are five of them in the whole valley, so Bakir's pillory activity is a five item list rather than an endless stream. The same is true of Brencis's flags, which also number five.
That matters for planning. An activity with a fixed, small count can be cleared, and clearing one is a different proposition from chipping at one that regenerates.
The court answers back, and the ninth step is the last
Interference raises Infamy, and Infamy makes the regime issue Edicts against you. Nine of those are confirmed.
The court also tracks an alert level, and the achievement tied to the top of it triggers at nine. Two counts of nine is suggestive rather than proven, so read it as a likely match between the alert ladder and the Edicts rather than a settled fact.