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Overview

Three vassals carry out Brencis's rule: Ambrus, Bakir, and Xanthe. Court Activities are your leverage against them, with each one assigned to a single vassal, never to the knyaz himself. Knowing which ledger a strike lands in determines a raid's true value.

Eighteen activities across three ledgers

The split is seven for Xanthe, six for Ambrus, and five for Bakir. No fourth category exists, and Brencis himself is never the target — every interference names a vassal.

You can't swap one list for another. Each one reads as a job posting, and together they show what keeps the regime running.

Ambrus runs the blood supply

His six are Blood Cellars, Blood Transports, Draining Dungeons, Leech Collectors, Prisoner Processing Camp, and Prisoner Transports.

Underneath, it's a single operation in six stages: people are seized, moved, drained; the blood is moved and stored. Disrupting any one of the six breaks that same chain, making Ambrus the usual first target of most runs. The valley also keeps him accessible from the start.

Xanthe runs the cathedral and the digs

Seven activities sit under her name: Abducted Girls, Ancient Digsites, Artefact Transports, Blood Guard Mentors, Blood Guard Recruiters, Cathedral Ritual, and Gargoyle Manufacture.

Her portfolio holds two threads. One thread is faith: cathedral, rites, gargoyles. The second is digging: unearthing artefacts for transport elsewhere. Her people also staff the Blood Guard — training and recruiting it — making her the vassal who supplies the regime with manpower instead of logistics.

Bakir polices and collects

His five are Distilleries, Payoff Transports, Pillories, Rebel Hunters, and Uriash Village.

Cash, terror, and one clan arrangement. Rebel Hunters and pillories form the occupation's public face; distilleries and payoffs fund the whole thing, while a deal with the uriash village keeps Svartrau's monsters working instead of hunting.

Some of these lists are short and finite

Pillories make the point well. Only five exist anywhere in the valley, so that activity is a finite five-item list, not an open-ended stream. Brencis's flags work the same way — five in total.

That matters when you plan: a capped, modest total can be wiped out entirely, which differs from chipping away at something that regenerates.

The court answers back, and the ninth step is the last

Every act of interference lifts Infamy, and enough of it brings Edicts from the regime. Nine are confirmed.

The court keeps its own alert measure, whose top achievement activates at nine. Two nines lining up is suggestive, not proven — treat the alert ladder as probably the same scale as the Edicts, not certainly.

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