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Hordes from the East

 Hordes from the East
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 Hordes from the East
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They're strange. They're foreign. They come from the East. And there's a lot of them. Maybe it's because they're Always Chaotic Evil, or maybe we're just next in a line of civilizations to be conquered, but they're out to get us.
This trope arose a long time ago from bad experiences and sometimes just general xenophobia. While the more bigoted aspect of the trope is no longer fashionable, it still survives thanks to Follow the Leader and the need for an easy source of danger and disposable enemies. Internal life of the hordes isn't usually depicted much, if at all. They are foreign, they are evil, and that's all that matters.
"The East" comes from the typical placement of the "others" in Real Life Western Europe. The usual candidates for the hordes include Muslims (take your pick from Turks, Arabs, or general "Moors"), Mongols, Huns, Hungarians, Scythians, Russians, or Fantasy Counterpart Cultures of them. Like several of these cultures, they're likely to have been Born in the Saddle. They'll sometimes look stereotypically Asian or "Turanid" (an obsolete term to indicate Central Asian populations with mixed Caucasian/East Asian traits), but they aren't criminal masterminds like the Yellow Peril - they're just a mass of Mooks born to be mooks.
A culture can even be on both sides of the trope. Russians are a source of Hordes for Western Europe, but they themselves endured Mongol control for some centuries - it's a popular trope in Russian folk tales.
The Hordes from the East will often act like The Horde, but they don't have to. Hordes from the East will always be presented as a feared foreign danger, but their behavior can vary. There's a chance that they don't pillage at all, or that they use clever strategies in battle instead of just brute force.note as real-life Mongols did
Some cultures have their own tropes involving attacks from a particular direction. For example, an attack would have always come from the North/West in China, from the North-West in India, and from the North in Rome. Another variant is to have hordes from up north, Vikings or Norse barbarians.
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Hordes from the East
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Downplayed in Heralds of Valdemar in regards to the Eastern Empire. Individual members can be good and honourable as much as bad and they have not fully attacked yet (mostly due to the Mage Storms). At the same time, they are home to a Decadent Court and will eventually be the last major enemy for Valdemar to deal with.
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The Qunari function like this to the human kingdoms in Dragon Age, though they're actually from the West. Also, their military is far more disciplined and organized than the militaries belonging to Fereldon or Orlais. They're the Fantasy Counterpart Culture to the Moors, albeit one with a religion that's closer to Confucianism than Islam.
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Nightrunner series: the invading Plenimar... of course from the east.
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In The Silmarillion, Morgoth's armies in the later years of the Wars of Beleriand include large numbers of Men from the lands east of Beleriand, who are generically called "Easterlings." Little is said about their cultures or methods of warfare, but there are a lot of them. One group of Easterlings is primarily responsible for the Elves' disastrous defeat in the Nirnaeth Arnoediad, or "Battle of Unnumbered Tears" — they allied wih the Elves but then went over to Morgoth during the battle, catching the Elven army between Orcs in front and Easterlings behind.
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TaleSpin: The pandas of Panda-la seem like peaceful and isolationist Chinese stereotypes until they decide to unleash their airships and heat-seeking rockets to conquer the world.
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Fire Emblem:
Fire Emblem: The Binding Blade and its prequel Fire Emblem: The Blazing Blade, despite being based in a Medieval European Fantasy setting, actually avert this. The Sacaeans are based on the Mongolians, with their mounted archers, Asian features, very pagan religion, and nomadic nature, but they are also a generally peaceful people who are perfectly happy minding their own business roaming across the plains of Sacae. Lyn, AKA Lyndis, one of the three who make up the protagonist Power Trio of Blazing Blade, is in fact from Sacae, and is very proud of her ethnicity. In fact, the militaristic empire of Bern actually invades them in Binding Blade.
Fire Emblem: Three Houses plays with this. Almyra is a vast realm to the east whose largely mounted armies are constantly trying to invade Fódlan. However, while the people of Fódlan regard them as barbarians, the Almyrans themselves seem to be at least as developed as their neighbors to the west, and a major subplot in the Golden Deer route is about the prospect of establishing peace and friendship with Almyra (in part because said route's main Lord is half-Almyran himself).
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Played straight with the Angarak nations in The Belgariad. Subverted in the Sequel Series, The Malloreon, which shows that once Torak's influence is removed they're not that different from everyone else.
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The Khergit Khanate from Mount & Blade are very Mongolian, with their love of horse archers and lamellar armour, and their position on the far eastern side of the map, and they are next to unstoppable on the field of battle (castle sieges are another matter entirely, however). Ironically, in the popular mod Phantasy Calradia, they are hit with their own horde from the east in the form of the Orcs, who start with one city on the very edge of the map and a lot of huge armies and seek to expand westward into Calradia...
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Michael Strogoff: The Tartars, helped by Ivan Ogareff and Gypsies, project to invade Russian Siberia, as a first step in the invasion of the European Russia.
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Vikings: In season 6 of Vikings, the Rus are portrayed this way, complete with completely ahistorical Mongol attire. Historically, the Mongol invasion of Kievan Rus' happened centuries after the end of The Viking Age, so their portrayal as pseudo-Mongols is highly inaccurate for the period of the show.
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Tolkien's Legendarium:
In The Silmarillion, Morgoth's armies in the later years of the Wars of Beleriand include large numbers of Men from the lands east of Beleriand, who are generically called "Easterlings." Little is said about their cultures or methods of warfare, but there are a lot of them. One group of Easterlings is primarily responsible for the Elves' disastrous defeat in the Nirnaeth Arnoediad, or "Battle of Unnumbered Tears" — they allied wih the Elves but then went over to Morgoth during the battle, catching the Elven army between Orcs in front and Easterlings behind.
The Lord of the Rings is probably the Trope Codifier for this trope in the fantasy genre. Sauron's armies include two distinct types of Hordes:
The Haradrim come from the realm of Harad, which is south and east of Sauron's land of Mordor. They resemble a fusion of Ottoman Turks and ancient Carthage: they are dark-skinned, have a lot of cavalry, wield short bows and SinisterScimitars, and field a number of War Elephants.
The Easterlings are a second type of barbarian Men who come from Rhûn, a vast sweep of lands east of the Anduin River that Tolkien never explored, so their organization is unknown. However, there were several tribes of Easterlings, such as the Balchoth and the Variags. One tribe that gets a lot of time in the history of Gondor is a nomadic people called the Wainriders, who waged war on Gondor for over a century starting perhaps twelve hundred years before the War of the Ring. They are horsemen and charioteers whose primitive dwellings are built onto carts - wains in archaic English. The Wainriders run rings around the infantry of Gondor before finally being defeated. Tolkien clearly seems to have based them on various Eurasian nomadic peoples; commonly, both their armies and the families following them had portable dwellings that could be loaded onto carts.
The Easterlings who fight for Sauron aren't treated as inherently evil the way the orcs are and it's pointed out they're merely Sauron's pawns, but as the story is told from the point of view of people fighting on the other side of a war, they're frequently treated as just a faceless swarm of foreign enemies. Interestingly, given that Direct Line to the Author is in effect, they're technically proto-Indo-Europeans or at least their ancestors. There are also Hordes from the North (Angmar, though that's Back Story) and West (Dunlendings, at least in relation to Rohan).
The Fall of Númenor:
At several points during the Second Age, Sauron headed Eastwards to trick people and fell creatures into joining him to invade Gil-Galad's Elven realm. It is said the Eastern Orcs were specially wild, unruly and hard to subjugate, since they had lived without a master for a long time (due to Morgoth being busy in Beleriand or banished into the Void).
Inverted with the Númenoreans, though they see themselves as the pinnacle of human civilization, gradually come to be seen as a faceless horde of oppressors by other humans as their culture became more tyrannical - particularly after their king becomes Sauron's puppet. Men from the East were even used as fodder for human sacrifice at Sauron's bidding. The corrupted Númenóreans thus leave a legacy of resentment and hatred among other human cultures that Sauron exploits against the descendants of the uncorrupted Númenoreans. Played straight at the end of their civilization when the Númenoreans build a massive war fleet to conquer the utmost Western lands.
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Caesar's Legion from Fallout: New Vegas is a post-apocalyptic North American variant. As the game takes place in Nevada, in this case, "The East" is Arizona.
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The Skorne in HORDES have gnarly spiky designs. They are mixed between Asian and Persian designs and aesthetics and are a typical warlike race.
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Nineteen Eighty-Four: We've always been at war with Eastasia. We've always been at war with Eurasia. Either way, they're at war with the east, and the telescreens depict the enemy forces as an endless procession of "row after row of solid-looking men with expressionless Asiatic faces."
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The Mongols is about the Mongol invasion of Poland in 1240. Genghis Khan's son Ögedei, who succeeds him at the head of the hordes, is depicted as cruel and having a perpetual lust for war.
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Fire Emblem: The Binding Blade and its prequel Fire Emblem: The Blazing Blade, despite being based in a Medieval European Fantasy setting, actually avert this. The Sacaeans are based on the Mongolians, with their mounted archers, Asian features, very pagan religion, and nomadic nature, but they are also a generally peaceful people who are perfectly happy minding their own business roaming across the plains of Sacae. Lyn, AKA Lyndis, one of the three who make up the protagonist Power Trio of Blazing Blade, is in fact from Sacae, and is very proud of her ethnicity. In fact, the militaristic empire of Bern actually invades them in Binding Blade.
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The World of Ice & Fire gives another example of this in the Jogos Nhai, who live on the other side of the mountains west of the Dothraki Sea. While similar to the Dothraki in many ways (nomadic lifestyle, cavalry-focused combat, and a predisposition to pillage and slaughter other nations), they do vary in many key ways: Dothraki only cut their hair if they lose in battle while the Jogos Nhai are bald; the Dothraki travel in great warbands, the Jogos Nhai travel in small bands closely connected by blood; the Dothraki often fight one another while the Jogos Nhai never make war upon each other; finally the Dothraki venerate horses, while the Jogos Nhai ride zorses.
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Age of Empires II has both the Huns and the Mongols. They both have campaigns that focus on their conquests. The Hun campaign features Attila the Hun's reign of terror over Europe. The Mongol campaign has the rise of Genghis Khan and his conquest of Eurasia. Their specialities include having bonuses for their cavalry. Their unique units are also cavalry units. The Huns have the Tarkan which excels as an anti-building cavalry unit. Mongols have the Mangudai which is a horse archer that is good against siege units.
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The Shadow of the Vulture: The Ottoman Empire would be portrayed as this, but the straightest example is the Crimean Tartars employed by the Sultan to hunt down and bring The Hero's head to him. This is Truth in Television since the Tatars were voluntary vassals of the Ottomans.
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Forgotten Realms had the Tuigans, a Fantasy Counterpart Culture to the Mongols (except they ultimately end up far less successful in actually conquering anything during their one Horde period). For the second half of their trilogy, they are this trope to the Faerûnians (for the first half, they were Hordes From The West to Shou Lung and Kara-tur in general — worth mentioning may be that Shou Lung is a Fantasy Counterpart Culture to China).
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The Lord of the Rings is probably the Trope Codifier for this trope in the fantasy genre. Sauron's armies include two distinct types of Hordes:
The Haradrim come from the realm of Harad, which is south and east of Sauron's land of Mordor. They resemble a fusion of Ottoman Turks and ancient Carthage: they are dark-skinned, have a lot of cavalry, wield short bows and SinisterScimitars, and field a number of War Elephants.
The Easterlings are a second type of barbarian Men who come from Rhûn, a vast sweep of lands east of the Anduin River that Tolkien never explored, so their organization is unknown. However, there were several tribes of Easterlings, such as the Balchoth and the Variags. One tribe that gets a lot of time in the history of Gondor is a nomadic people called the Wainriders, who waged war on Gondor for over a century starting perhaps twelve hundred years before the War of the Ring. They are horsemen and charioteers whose primitive dwellings are built onto carts - wains in archaic English. The Wainriders run rings around the infantry of Gondor before finally being defeated. Tolkien clearly seems to have based them on various Eurasian nomadic peoples; commonly, both their armies and the families following them had portable dwellings that could be loaded onto carts.
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The Dragonkin in Runescape are an example of this. Movario describes them as evil bird spirits of the East. When they ravaged the plane of Kethsi, a manuscript found thousands of years later by the player says they appeared in the East (which is odd since Kethsi is almost certainly a round planet in the same solar system as Armadyl's home planet). When they finally appear in-game, the player finds them ravaging a pirate island on the Eastern fringes of the world map.
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The Wheel of Time:
Deconstructed with the Aiel. As far as most of the Westland nations are concerned they're very much this trope, particularly in light of the fact that they fought a major war with them just a generation ago, but when they come into focus the Aiel are quickly established as a staunchly honorable people and allies of Rand (who is revealed to be of partial Aiel descent)- and as far as they're concerned, it's the Westlanders who are the incomprehensible barbarians.
More complicated examples occur as the series progresses. The Seanchan initially seem to be an alien horde (riding alien animals, to boot), but they come from the West, and their culture is quickly revealed to be very complex and less concerned with rape-and-pillage than actual productive imperialism. The Sharans invade in the last book, come from a land further East than the Aiel, and are definitely an alien horde for narrative purposes, but their means of invasion is giant portals, so they don't actually invade from the East.
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Averted with the Khanate in Sunless Sea. London would perhaps prefer if you believe this of their rival, who are directly descended from the survivors of Karakorum, but like everything else in the game, the reality is a lot more complicated. Rumors of them being a horde of uncultured, violent barbarians is just Victorian-era racism, and in reality, they have electricity, firearms, and a fully functioning navy just like London. In fact, when visiting them, your biggest problem isn't that they are barbarians with no formal society, but the complete opposite.
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Heroes of Might and Magic V addon Tribes of the East introduces a faction, Great Horde, that bears much resemblance to Huns/Mongols.
In VII they resemble desert nomads and raiders, fighting or fleeing from other factions who want to re-enslave them.
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The Scorpion King: The starting premise.
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A Song of Ice and Fire: The Dothraki serve this function for Westeros and the Free Cities. They're an equestrian culture in the east based very loosely on the steppe cultures in Asia such as the Mongols (albeit only representing their worst aspects). While the Dothraki never travel across the ocean, there's a fear at one point that they might invade Westeros, though generally, Westeros is more concerned with the wildlings from the grim north who more resemble classic western barbarians. To the Free Cities, who border them immediately to the west, the threat from the Dothraki is always present, hence why they spare no expenses servicing them whenever they visit. For example, Drogo has a manse in Pentos, where Daenerys meets him for the first time.
The World of Ice & Fire gives another example of this in the Jogos Nhai, who live on the other side of the mountains west of the Dothraki Sea. While similar to the Dothraki in many ways (nomadic lifestyle, cavalry-focused combat, and a predisposition to pillage and slaughter other nations), they do vary in many key ways: Dothraki only cut their hair if they lose in battle while the Jogos Nhai are bald; the Dothraki travel in great warbands, the Jogos Nhai travel in small bands closely connected by blood; the Dothraki often fight one another while the Jogos Nhai never make war upon each other; finally the Dothraki venerate horses, while the Jogos Nhai ride zorses.
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The Fall of Númenor:
At several points during the Second Age, Sauron headed Eastwards to trick people and fell creatures into joining him to invade Gil-Galad's Elven realm. It is said the Eastern Orcs were specially wild, unruly and hard to subjugate, since they had lived without a master for a long time (due to Morgoth being busy in Beleriand or banished into the Void).
Inverted with the Númenoreans, though they see themselves as the pinnacle of human civilization, gradually come to be seen as a faceless horde of oppressors by other humans as their culture became more tyrannical - particularly after their king becomes Sauron's puppet. Men from the East were even used as fodder for human sacrifice at Sauron's bidding. The corrupted Númenóreans thus leave a legacy of resentment and hatred among other human cultures that Sauron exploits against the descendants of the uncorrupted Númenoreans. Played straight at the end of their civilization when the Númenoreans build a massive war fleet to conquer the utmost Western lands.
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The Lord of the Rings: The Rings of Power: Hordes from the North in the case of the Southlanders. At some point before the start of the show, hordes of Orcs descended from Forodwaith unbeknown to both Men and Elves, and secretly prepared for the invasion of the Southlands. They successfully took the Southlands and started its terraforming.
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Magic: The Gathering: The Mardu Horde are a nomadic warlike horde made up of several different species/races of creatures. They inhabit the rocky wastes and steppes on the plane of Tarkir, which is influenced by central, east and southeast Asia.
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Game of Thrones: The Dothraki are an extremely numerous race of equestrian nomads (loosely based on the Mongols) who threaten the Free Cities of western Essos from time to time. Daenerys is initially married to the Dothraki chieftain Khal Drogo to win his support for her brother's bid to retake Westeros.
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The Sword Of Saint Ferdinand: The Arab conquerors were regarded by the Hispano-Romans as invaders from the South and East who spoke strange languages, wore strange clothes and practised a strange religion. Five centuries later, though, it is the Andalusian settlers who regard the Castilian army as a horde of infidel savages from the North overrunning their lands.
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Ghost of Tsushima features the real Mongols and their invasion of Tsushima Island as a primer for their proper invasion of Japan, led by Genghis Khan's fictional grandson, Khotun Khan. Interestingly, this one is technically an inversion as the geography makes it so that they are hordes from the west. Since the game's story is told in the style of old samurai movies, the Mongols are dehumanized to a degree where only a few of their faces are ever shown and their voices sound like inhuman, apelike grunting.
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Warhammer:
The Kurgans, a Fantasy Counterpart Culture to Turkic steppe nomads rather than of the Mongols. They worship the Chaos Gods and thus are Always Chaotic Evil. They actually resemble what ancient Turks would have looked like rather than Chinese people in furs, as they keep long hair and beards just as historical Turks did. Not yellow in the slightest either, they actually have brownish skin, like copper. They usually alternate between raiding and pillaging Kislev, the Fantasy Counterpart Culture to Russia to their west, and the Cathayans, the Fantasy Counterpart Culture to the Chinese to their east. They're also friends, raiding/trading partners and occasional adversaries with the Norscans, a Fantasy Counterpart Culture to the Vikings, who dwell to their west, in some ways mirroring the relationship between Volga Bulgars and the Russ, or the relationship between the Khazar Khanate and Sviatoslav's raiders. Whenever an Everchosen rises, he invades Kislev and the Empire (Fantasy Counterpart Culture to Germany) with armies of beastmen, daemons, Norscans, and Kurgan, with the latter being stated as the most common of his soldiers. There are also the Hung, another Chaos-worshipping steppe people, who mirror the Huns and Xiongnu in style and dress and mostly war against Cathay and the Dark Elves, being seen in the Old World only very rarely.
The Hobgoblins live apart from the rest of Orc and Goblinkind, roaming the easter steppes south of Hung and Kurgan territory proper in great hordes of wolf-riding warriors dressed in pseudo-Mongolian furs, alternating between clashing with the Cathayans and sallying west to raid the Old World nations.
The Ogre Kingdoms are hordes of Mongolian-like savages, infamous for spreading across the Old World terrorizing the other races. They used to live in the steppes of Cathay but were driven out when a comet decimated their lands, forcing them out of the steppes, and Ogres soon resorted to cannibalism and barbarism to survive.
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Total War series:
In the Medieval games and an expansion for the first Shogun game, the Mongols invade. They take the form of several huge stacks of elite units showing up in the Middle East/Russia/Kyushu. From there, they'll go on and attack whoever's nearby. An expansion pack for Rome, appropriately titled "Barbarian Invasion", also adds a whole lot of factions like this. Chief among them are the Huns.
Total War: Attila has the Huns, of course, and also the Great Migrators, Germanic and Sarmatian tribes displaced by the coming of the Huns and the cooling temperatures. There's even a mechanic for "horde" civilizations, where every army is also a city on the move.
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In the Medieval games and an expansion for the first Shogun game, the Mongols invade. They take the form of several huge stacks of elite units showing up in the Middle East/Russia/Kyushu. From there, they'll go on and attack whoever's nearby. An expansion pack for Rome, appropriately titled "Barbarian Invasion", also adds a whole lot of factions like this. Chief among them are the Huns.
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The earliest usage of this trope in recorded history belongs to the "Umman Manda," or "horde from the unknown," which was a catch-all term used by the Akkadian- and Old Persian-speaking nations of Ancient Mesopotamia (i.e. Akkad, Babylon, Assyria, Achaemenid Persia, etc) to describe the periodic invasions of nomadic Central Asian peoples from the east into the urbanized areas of Southwest Asia. The term was used for a number of different people groups, such as Gutians, Hurrians, Hyksos, and Cimmerians before ultimately being used to describe the Scythian peoples, whose ability to ride horses on horseback (previous Umman Manda invasions had relied on chariots) made them a major threat to the peoples they attacked. The term fell out of usage after the conquests of Cyrus the Great, whose Cyrus Cylinder states that he "made the land of Gutium and all the Umman Manda bow at his feet." That said, if one takes Herodotus at his word, Cyrus ultimately met his end at the hands of the Scythian warrior-queen Tomyris, so rumors of the demise of the Umman Manda may have been greatly exaggerated for political expediency.
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Monty Python's Flying Circus: Invoked (with humorous intentions) in the opening narration of episode "The Attila the Hun Show":
In Homage, Attila the Hun became a recurring character on the Python-influenced radio sketch show The Burkiss Way.
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Parodied in the South Park episode "Child Abduction is Not Funny." To keep their kids safe from child predators, the adults of South Park commission the owner of the City Wok restaurant to build a wall around the town, purely because he's Chinese. Despite his objections, he proves capable of single-handedly building a city wall incredibly quickly, but he soon attracts the attention of a tiny Mongol horde. In modern Colorado.
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The Chronicles of Narnia: While actually geographically to the South of Narnia, Calormen is based somewhat on this trope. But Lewis makes a concerted effort, especially in A Horse and His Boy to subvert it by showing that many individual Calormenes are good people and will go to Aslan's Country. And even the very patriotic Narnian Bree can show an amount of respect and admiration for an aspect of the Calormene culture, like their love of Arabian Nights style storytelling.
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Fire Emblem: Three Houses plays with this. Almyra is a vast realm to the east whose largely mounted armies are constantly trying to invade Fódlan. However, while the people of Fódlan regard them as barbarians, the Almyrans themselves seem to be at least as developed as their neighbors to the west, and a major subplot in the Golden Deer route is about the prospect of establishing peace and friendship with Almyra (in part because said route's main Lord is half-Almyran himself).
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The second season of King Arthur & the Knights of Justice saw the inclusion of a secondary group of antagonists called the Purple Horde that fit this trope. Interestingly, while aligned with Big Bad Morganna and fairly open about ransacking villages and conquering Camelot, they were portrayed as having their own code of honor unlike Lord Viper and his Warlords of Stone.
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Chronopia has the Blackbloods. The faction is composed of Orcs, Ogres, Goblins and Trolls, all wearing Mongolian armor and are a threat to the Firstborn humans and even to the demon-worshiping Devout with their vast horde of desert raiders.
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Total War: Attila has the Huns, of course, and also the Great Migrators, Germanic and Sarmatian tribes displaced by the coming of the Huns and the cooling temperatures. There's even a mechanic for "horde" civilizations, where every army is also a city on the move.
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Crusader Kings II has not one but three sets of Mongols (the Golden Horde, the Ilkhanate and the Timurids) who arrive in the late game and wreak havoc throughout the eastern half of the map.
The DLC pack The Old Gods, which pushes the timeline back a good two hundred years, adds the Seljuks to the mix. (They're also present in the base game, but by that point in time, they had already settled into their empire and were no longer a proper "horde" as such.)
Inverted with the Sunset Invasion DLC where the Aztecs invade Europe from across the Atlantic Ocean. In fact, inverting it was one of the points of the DLC — while usually, historicity was a greater concern than balance, going ahistorical for a while meant that (if the DLC is used, of course) western European lords no longer have the advantage over their eastern European counterparts that there isn't a rampaging horde a'coming for them.
The Horse Lords DLC adds a bunch of new mechanics specifically for Central Asian nomads like the Mongols.
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The following is a list of statements referring to the current page from other pages.

 Hordes from the East
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