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The Horde

 The Horde
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Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_3'); })They come sweeping down from the mountains like an avalanche, or surging from the deep forest like a tide of vermin. They come from across the sea in their dragon-prowed ships, or storming from the forsaken wastes that no other men can dwell in. They come to Rape, Pillage, and Burn, howling like death itself, and leave only destruction and despair in their wake. They waylay travelers, ransack peasant villages, and even lay siege to the bastions of civilization. They take only what plunder and slaves they can carry, and torch and butcher the rest.
The third standard fantasy government alongside The Empire and The Good Kingdom, The Horde is a large group of barbaric or beastly warriors bound solely through either tribal ties (if disorganized) or the will of the Evil Overlord (if organized). Like the Proud Warrior Race Guy, they value strength above all else, but are usually nowhere near as honorable. Their leader is usually the strongest, toughest, and/or most vicious or cunning of the group, often because the fastest way to advance through the ranks is via killing your superiors.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_2'); })Human Hordes will resemble the Vikings, Mongols, Huns, and other so-called "Barbarian" tribes of history. The Horde is also the most common depiction of Orcs, regardless of any other differences. Any "sub-human" or monstrous race will do, though, be they Goblins, Lizard Folk, or Beastmen — a coalition is even possible since evil is an equal opportunity employer. In some settings The Legions of Hell or The Undead may serve as the Horde. In a pinch you could even have large bandit gangs filling this role.
A popular convention is for the horde to originate from the east, with the west portrayed as the civilized society that is being overrun.
Often part of the Fantasy Axis of Evil. Compare The Usual Adversaries and the Horde of Alien Locusts.
For the 1994 video game by the same name, click here.
Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_content_1'); })Examples:
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2018-10-12T02:14:39Z
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2020-06-25T17:29:42Z
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In Mulan, this is the portrayal of the Huns. They’re a mass of bloodthirsty barbarians with no redeeming qualities, invading and pillaging China for the sake of doing so, and those few that aren't faceless mooks are thoroughly evil monsters who engage in one dog-kicking after another. They're even drawn in a distinctly inhuman way, with eyes with black "whites" and yellow scleras, and claws on the tips of their gloves. Even their horses look evil!
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 Mulan / Disney
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The Darkspawn in Dragon Age come swooping down on the human kingdoms every few centuries. And swooping is bad.
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 Dragon Age (Franchise)
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There was a horde of monsters living out in the Gerudo Desert in Hyrule Warriors, largely content to mind their own business... until a freshly resurrected Ganondorf showed up, beat the everliving crap out of some to them and declared the survivors worked for him now.
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 Hyrule Warriors (Video Game)
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In Mount & Blade: Phantasy Calradia, the Orcs of the Bleeding Throat Clan have access to huge armies, thousands strong, and only one city. They usually steamroll across the eastern plains and the Khergits are overwhelmed trying to stop them. Ironically, the Khergits are an Expy of a real life example of this trope.
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The Charr of Guild Wars were originally depicted as this. Violent and pitiless, they swept down from the north, pillaging any city they found and sentencing any captured humans to be sacrificed or thrown into gladiator pits. Their onslaught destroyed two of three human Tyrian kingdoms and left Ascalon a barren wasteland for generations. Later installments gave more nuance to their history, revealing the Charr were the original inhabitants of Ascalon until humans drove them out and that their religion was created and controlled by a fallen human god seeking revenge. With the fall of the religion and the reclamation of their homeland, the Charr have modernized and formed into organized armies.
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 Guild Wars (Video Game)
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 The Horde / int_30d28009
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The Mongols in the Conqueror books, a rare case of The Horde being the protagonists. The Tartars in the first book might also qualify, making it a case of Horde vs Horde.
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 Conqueror
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 The Horde / int_35c6c0d2
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The Kargs of the Earthsea series come off as this, particularly in A Wizard of Earthsea, where they're essentially Vikings. They get some Character Development in the next book, The Tombs of Atuan, but it's pretty clear that most of Earthsea considers them to be exactly this trope.
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The Horde
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Somewhat subverted in Eberron, where two different Hordes (the monsters of Droaam and the goblinoids of Darguun) have settled down and are trying to become The Empire, with varying degrees of success. Darguun is actually a former Empire trying to get back on its feet after a demonic invasion — in a major departure from expectation, they were in no way responsible for said invasion, and went a long ways in preventing its recurrence. There is also Valenar, a nation created by Mongol-esque elven mercenaries, which plays things a bit more straight.
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 Eberron (Tabletop Game)
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The Horde
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In New Jedi Order, the Yuuzhan Vong start out as a space-faring version of The Horde. After taking Coruscant midway through the series and becoming the galaxy's dominant political power, they morph into The Empire.
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Outsiders from The Dresden Files bring this, Eldritch Horror, and Hive Mind together in one mindrending, magic-eating package.
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 The Dresden Files
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The Horde
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Troll civilisation in Homestuck is like this — all adult trolls, all of whom are conscripted into the military, have been banished from the troll homeworld in order to conquer planets for their Empress, which they do so with brutal efficiency. The troll homeworld is used exclusively for raising baby trolls to adulthood, and the children are encouraged to kill and deceive one another to survive. The kids' antics look pretty dark to us viewers, until we discover through Mindfang's diaries what kind of horrible lives adult trolls are expected to live, casting their actions in an altogether more innocent light.
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The Lost Regiment series has the Tugars, 10-foot-tall hairy man-eating Mongol Expys, who are engaged in an unending journey around their world (which lacks oceans), feasting on the various human peoples who have been brought there by a Negative Space Wedgie before moving on, expecting the population of the "cattle" to replenish before their next circle. They ride vicious horse-like beasts (with two rows of sharp teeth) and demand that the human nations pick a certain number of their people to sacrifice. Later books reveal other hordes (the Merki and the Bantag) making the same circle around the world but at different latitudes. They belong to the same species but are warring with one another over territory and food. The Bantag also have 20th-century-level technology.
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Though Caesar's Legion of Fallout: New Vegas styles itself as a post-apocalyptic Roman Empire, Caesar will privately admit that his forces are closer to the Gallic barbarians than true Legionnaires. Hence his interest in the titular city, a New Rome that will provide a proper capital for his empire.
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 Fallout: New Vegas (Video Game)
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The Horde
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The Minion Army of the Overlord games, commanded by You.
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The Horde
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Common perceptions on the infamous /b/ seem to veer into this territory, particularly when the Wretched Hive shuts down.
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Dungeons & Dragons:
There are two common varieties of the Horde in most settings: Goblinoids and Orcs. The former provide disciplined and brutal armies, the latter swarms of screaming savages.
Somewhat subverted in Eberron, where two different Hordes (the monsters of Droaam and the goblinoids of Darguun) have settled down and are trying to become The Empire, with varying degrees of success. Darguun is actually a former Empire trying to get back on its feet after a demonic invasion — in a major departure from expectation, they were in no way responsible for said invasion, and went a long ways in preventing its recurrence. There is also Valenar, a nation created by Mongol-esque elven mercenaries, which plays things a bit more straight.
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The Horde
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The Venek Horde from the Farscape episode "...Different Destinations." The officers, while the same race, struggle to keep their men's bloodlust under control.
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The Horde
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The Vargr in Traveller are stereotyped as this; though they're capable of building starships that requires a great deal of organization and can form city-states and nations, they're still prone to far more instability then humans.
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 Traveller (Tabletop Game)
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The Horde
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The Horde, in which you defend a little town from... well, the Horde.
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The Lord of the Rings:
Orcs are the Horde by nature and will form bandit gangs on their own, but Sauron is able to beat them into a more disciplined army. His Orcs are "officially" known by numbers rather than names, have rules for processing prisoners found sneaking into Mordor, and are forced to work along with Mordor's various client states as part of The Empire.
The Easterling nations, especially the Balchoth and the Wainriders.
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The Horde
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The Difference One Man Can Make: The Wildling alliance that attacks First Forge.
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A Brief History of Equestria:
The Mongrellian Horde, which would eventually collapse to in-fighting over which line of descent from the founder should rule. Just like the Real Life counterpart.
Talonhoof's army is composed of the remnants of the above merged with the resurgent Griffin empire.
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The Horde
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The Clans of BattleTech can seem like this at first glance, but unlike most examples they're more technologically advanced than the Kingdoms and Empires of the Inner Sphere. Largely because the Inner Sphere nuked themselves back to the 20th century after the Star League broke up while the Clans are descended from the Star League's self-exiled military and adopted a form of ritual warfare that minimized damage to their infrastructure and scientist and technician castes. Their objective when they invaded was actually to rebuild the Star League, under the rule of their Social Darwinist Warrior caste. As is, some of the Clans managed to carve out small empires, such as the Ghost Bear Dominion, Raven Alliance, Clan Protectorate (Sea Fox and Nova Cat remnants), and Wolf Empire.
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The Wheel of Time:
Trollocs are a race of bio-engineered horrors built by the forces of the Dark to fight the Light in the last cataclysmic war between light and dark in the world's cyclic history.
The Aiel tend to be viewed as this, particularly in Cairhein, though they're actually Proud Warrior Race Guys. And girls.
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The Elder Scrolls
This is a common depiction of the Nords by their enemies (especially the races of Mer (Elves), who have been at constant odds with the Nords since time immemorial), along with being a Barbarian Tribe. The truth is somewhere in the middle, however, as the Nords do love to battle and can be viewed as uncultured by the Crystal Spires and Togas Altmer or Ancient Rome-inspired Imperials, but they are also lovers of music and mead with a strong bardic tradition and a deeply spiritual and traditional people with a strong sense of honor (too strong, in some cases). The Nords themselves don't seem particularly offended by this image and are even known to play it up for intimidation.
The ancient Atmorans, ancestors to the Nords, also fit the trope. It is said that they had no knowledge of agriculture and survived off of hunting, a way of life which likely encouraged their ceaseless warfare. They also did not have a written language until they came to Tamriel (where they adopted one from the elves, blending it with Atmoran language principles). From the perspective of the Elves (who settled Tamriel long before the Atmorans cross the sea), the Atmorans really were illiterate, elf-hating barbarians who swept in from their frozen homeland hell bent to Rape, Pillage, and Burn everything the Elves had built.
While normally Gentle Giant Noble Savages who lead solitary (or small groups at most), nomadic lives herding their mammoths, the Giants have been known to form into clans numbering in the hundreds at different points throughout history. The ancient Giant Clan led by Sinmur the Terrible was one such example. Sinmur led an army of hundreds of Giants against the forces of the Atmoran Ysgramor and his 500 Companions. Both sides suffered massive casualties, but the war ended when Ysgramor personally slew Sinmur.
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In A Song of Ice and Fire:
The wildlings — a number of disparate barbarian cultures from the far north that regularly raid their southern neighbors for tools, wealth and women, and who periodically form large armies to try and conquer the south — are perceived thus by those in the Seven Kingdoms, though there might be something else they should be fearing more...
The series also has the Dothraki, generally well done Expys of the Mongols.
The Ironborn consider raiding and pillaging a way of life, and for generations were a bane to the rest of the Seven Kingdoms.
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In Magic: The Gathering, this is a common archetype for red decks and in-universe red armies, often involving creating or empowering a large amount of creatures with abilities meant to allow them to attack powerfully and often, or flooding your opponent with a swarm of cheap, weak creatures to overwhelm them with force, numbers or both.
A number of red cards exist for this kind of play, such as Lovisa Coldeyes, which gives a powerful boost to berserkers, warriors and barbarians you control, and Sunrise Sovereign, which does the same with giants.
Even among red cards, the Goblin creature subtype often plays like this. Notable cards for this strategy include Empty the Warrens, Ib Halfheart, Goblin Tactician and Krenko, Mob Boss, which provide various ways of quickly producing lots and lots of goblins.
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Victoria has a loose coalition of rampaging Apocalypse Punk gangs ravaging the After the End Midwest, who in turn are fought by the effectively neo-Nazi militiamen of the Landwehr. From the good guys' POV, this is strictly Evil vs. Evil—though they actually tend to favor the Nazis, the barbarians are that bad.
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In the Malazan Book of the Fallen, the Pannion Domin is an aggressive, theocratic empire that employs two main military forces. Their main army is composed of well-ordered legions. Their other force, the Tenescowri, fits here instead. The peasant conscripts of the Domin, the Tenescowri have minimal training and organization and are given no supplies at all from their superiors, including food. This leaves them starved into a state of near madness and they're perfectly happy to charge even the most well-defended enemy positions in the hopes of getting food by looting or other means. They're not very effective individually, but since the Domin can field hundreds of thousands of them from conquered territory, they don't have to be. They serve the main army well as cannon fodder... and emergency rations.
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The Horib and Korsars from Burrough's Pellucidar novels also fit this trope.
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The Sha'ahoul in Siege of Avalon, a nomadic race of human/orc hybrids who believe that any permanent structure or farming is harming the world of Eurale and must be destroyed. Imagine their surprise when one fine day they stumble on the seven kingdoms, who do all that and more. They gather a massive horde and attack. The kingdoms' only hope is the fortress of Avalon, the only thing that stands in the way of the Sha'ahoul. The horde's leader Mithras is determined to raze the offending structure and starts the titular siege.
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Game of Thrones: Mance Rayder's wilding army is bearing down on the Wall in an attempt to escape the White Walkers.
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The Reynard Cycle: One of the many reasons that Vulp Vora is so dangerous is due to it being inhabited by the Chimera, who breed to the point where they must expel a portion of their population in this fashion. Their "neighbors" the Calvarians build their fortresses near choke points in order to defend themselves against these.
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Warhammer 40,000:
The Orks, who are Warhammer'’s Greenskins IN SPACE!, just with more guns, stolen tanks, badly controlled psychics and crude approximations of starships and Humongous Mecha.
Certain Chaos Space Marine warbands, usually the ones that worship Khorne. The rest maintain the ordered, regimented structure of the Astartes too much to be this trope.
Most non-Traitor Marine Chaos armies — a.k.a. the Lost and the Damned — whether savage pirate fleets, hordes of twisted mutants, shambling tides of festering plague zombies, vast mobs of corrupted peasants, or whatever else, are very good matches for this trope, swamping their enemies through wave upon wave of expendable mutants and cultists backed by Chaos sorcerers, monstrous Eldritch Abominations and the occasional Traitor Marine warband.
The Tyranids, a seething mass of living weapons whose sole goal is to land on a planet, eat everything on it, use those resources to create more living weapons, and then repeat the process. Their favored tactic is to throw unending waves of small creatures at something until it proves that it requires a more powerful creature to kill.
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The Horde
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Drowtales has the Nidraa'chal, who actively employed demons to possess commoners for Cannon Fodder while fighting the Val'Sharen. There's also the Black Sun, a group of tribes that subsist by raiding cities and settlements, and operate similarly to Mongol hordes in the sense that they are heavily decentralized and will absorb captured enemies into their ranks, and several Black Sun tribes will band together for particularly tough fights.
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Warhammer:
The Greenskins (a.k.a. Orcs and Goblins) take to this trope more than any other race. They’re an entire species of vicious Blood Knights who live only to fight and are just barely advanced enough to fashion crude weapons and “tame” large, nasty animals for war. The closest to organized they get is when a particularly nasty warlord can force a bunch of tribes together into a giant Waaagh! and head on a bloodthirsty rampage towards the nearest civilization.
The Beastmen, savages who live to tear down every scrap of civilization they can find out of spiteful, semi-religious hatred, on those rare occasions they can organize from scattered, animalistic warbands into army-sized, animalistic mobs.
The Ogres are usually not this trope — they have their own kingdoms in the mountains — but they’re more than happy to form the Horde if they want food and weapons and their usual ways of getting it as payment for mercenary work are too slow.
The Marauders of Chaos, Daemon-worshipping mutant barbarians seeking to burn civilization to the ground in the name of their dark gods.
The Skaven, who pour from their sprawling underground warrens like a tide of vermin, overwhelming their enemies through sheer numbers of Battle Thralls, the brute force of twisted Rat Ogres, overwhelming gunfire, and foul sorcery-bred plagues.
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The Horde
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The Palaververse: The great and savage Corvid armies that overran much of Ungula at numerous points in the past, driven from their homelands by overpopulation and lack of food in much the same way as real life hordes often were.
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The more civilized states view the Plains nomads this way in the second section of A Canticle for Leibowitz. In the first section, we have references to earlier hordes and mass migrations.
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In Thera, a Medieval II: Total War mod, a number of factions qualify. The Uruk Dominion is made up of various bestial races once enslaved by the Romuli, including the titular Uruks, the canine Lykan, and fish/lizard-like Reptarri — the faction has limited access to cavalry and siege units, but their infantry are Lightning Bruisers with huge charge bonuses. The Kukulcan empire is a Mesoamerican themed version of this, consisting of many tribes united by their worship of the savage god Kukulcan and their hatred of everybody else, especially the white man who has turned up on Mesocalan shores, with plenty of Human Sacrifice to boot. The Gaelic Nations are again a human version centred around Scottish, Irish and general Celtic barbarian tribes, with hordes of screaming warriors with big swords and covered with woad... occasionally nothing but woad.
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The Horde
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In the Rome: Total War Expansion Pack Barbarian Invasion you can take command of a horde and Rape, Pillage, and Burn the civilized world, or try to repel and subjugate the hordes as the more civilized factions.
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The Green Men from the John Carter of Mars novels oscillate between Proud Warrior Race Guy and The Horde. This is because there are a huge number of diverse tribes of Green Men, some of whom have the Proud Warrior Race Guy code of honor and some whom are just rampaging maniacs.
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The Horde
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Stellaris added Marauders in its Apocalypse expansion, enclaves of Space People who never expand beyond their starter systems, but will regularly shake down neighbors for tribute, accept bribes from star nations to Rape, Pillage, and Burn their rivals, or hire themselves out as Private Military Contractors. They're more than a match for any early-game fleets, but become irrelevant by the midgame... unless a Great Khan emerges to unify them into a massive Horde that will proceed to aggressively expand as far as it can. Said Khan is a Visionary Villain who wants his people to become more than barbarians, and if the Horde is successful enough and weathers the inevitable Succession Crisis after his death, it may indeed become a stable star nation, or even a federation of nations, exactly as he envisioned.
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In The Gamer's Alliance, four demon hordes, led by their respective dukes and duchesses, settle into Yamato after the Cataclysm and scheme against one another.
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GURPS Mass Combat is designed to simulate hordes of fighters on both sides. The first example given in 4th edition rules is ninjas that jump off dragons and float to the ground on giant kites.
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The Horde
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The Sub-Demon race known as Brodkil often carry this role in Rifts North America, but there are also plenty of human bandits such as the Pecos Empire. The Southern half of South America is commonly beset by a race known as the Larhold, the Japanese Oni have made a comeback, and the Hourne Pirates ensure that the seas aren't safe, either. But in Soviet Russia, the Hordes civilize you! The ten Warlords and their armies of Cyborg soldiers hold most of the power.
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The Reavers in Firefly
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The Wandering Inn: When the Horns of Hammerad, and a few other adventurer groups, explore a recent discovered dungeon, they, accidentally, free an Eldritch Abomination that unleashes a small horde of undead on them, and afterwards on the nearby located city, resulting the the death of a few hundreds.
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The Drifalcand in Guts and Sass: An Anti-Epic are an unorganized, pantheistic, (heterosexually) orgiastic invading horde who conceive of conquer as an end, not a means. They're kind of like a human natural disaster: they destroy, they move on.
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The Horde
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The land of Dikay in Van Von Hunter
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The Infected in Left 4 Dead, and its sequel, Left 4 Dead 2.
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The following is a list of statements referring to the current page from other pages.

 The Horde
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Cosmic Entity
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Fictional Culture and Nation Tropes
 The Horde
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Villains
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
 TheHorde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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type
The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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The Horde
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type
The Horde
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The Horde