> > >
> > > Indeed. It was a direct consequence of the germanic-barbarians' succession custom, which stated that the property of the father had to be equally divided to each son. Following this same usance in fact, The Holy Roman Empire shed into three different countries: The Germanic Empire, Northern Italy, and France.
> > > Thus, to avoid problems with succession which was ruled by similar laws, centuries later, most nobles preferred to send their youngest children in monasteries, where they were likely to achieve an important rank nonetheless.
> >
> > I do know about the Frankish dynasties constantly dividing lands among their offsprings but I didn't know they dealt with it like that. Learn something new every day, but that does make a lot of sense. Might have to change up my royal treeline a bit to fit in with this tradition :D speaking of that, I was thinking about limiting size of the noble house in the beginning because there won't be many positions to fulfill anyway. So say, 6-12 members per generation, males and females? If there are 5-6 RPers as it seems to be the case for the moment that puts us at a rough range of 30-72 nobles in the realm, or 51 on average. I think that's a decent pool to choose from. Also, there will be some other minor noble houses that won't be controlled by anyone and are meant to simply boost the amount of knights and possible royal marriages in the country.
>
> That's the nice part of life :D
> Anyway, it seems a decent amount of nobles to me.
> Now, forth to the next question! How will the economic system work?
Still figuring out how people will earn money. I mean besides mines, agriculture and taxes. What else works? All taxes would go to the duke and then other nobles would have monthly wages. Does that make sense? Besides that, nobles who control mines will get extra profit while those living in low lands where there are more villages and developed agriculture will have more manpower. I'm not yet sure how trade will work, quite possibly I will make a list of resources that are being traded (wine, grain, wood, stone, cloth etc.) and give each buying and selling prices. So when you are expanding your castle/town/village to increase population you will buy stone and wood etc. and on the other hand you can sell extra goods you are producing for profit.
Sources of income: mines, agriculture, taxes/wages, trade.
Expenses: wages of soldiers, house/manor/castle upkeep, construction of new buildings.
You can think of other means of gaining money and spending it as part of the roleplay, so if you want to craft a custom sword or armor for a noble you can make up numbers.