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Kingdoms: Creating the Court
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==The Eight Armies: The Pawns== Pawns are approached a little differently from the other pieces, in that they don't represent characters that you play directly, but armies who you can lead in battle. Because of the way Pawns come into being (from the King's dreamform) they don't have much in the way of independent personalities. A Pawn is not an army of individuals, but rather a single entity formed from the concept of an army. Pawns don't go to war unless led by a back-row piece. In fact, when they're not commanded Pawns don't really live independent lives at all. Once a King is victorious all this will change - the Pawns (and indeed the peasants of the kingdom) will benefit from the growing strength of the new High King's vision and will become people proper. For now though, they're just future echoes of what they will one day become. Conceptually, each army by default represents the strength of about one thousand human infantrymen, and you should aim to use this as your base. Don't worry too much about the details: all you really need for each of the eight armies is a name, and an idea of what they represent. For example: * '''The Grinning Skull Corsairs''' - Undisciplined piratical filth, hungry for gold. * '''The Templars of the Silver Moon''' - Religious warriors, dedicated to the Moon King. Its generally a good idea (and helps to avoid confusion) if you avoid piece names in descriptions of your armies. Don't, for example, call your Pawn army the ''Knights of the Ebon Dawn''. Aim for variety - each Pawn is just a Pawn, but it still deserves its own unique identity, and a name that evokes strong imagery. <br><br>
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