Editing Kingdoms: Creating the Court

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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.
 
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.
  
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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.
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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, whe 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.
 
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.
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Aim for variety - each Pawn is just a Pawn, but it still deserves its own unique identity, and a name that evokes strong imagery.
 
Aim for variety - each Pawn is just a Pawn, but it still deserves its own unique identity, and a name that evokes strong imagery.
 
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=Consolidating the Court - Adding the Stats=
 
=Consolidating the Court - Adding the Stats=
  

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