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19 years ago
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The Mongol race – “Eternal El”

After conquering China and Korea, an expedition of the Mongol army was launched against Japan. But during the voyage, a terrible hurricane struck the Mongol fleet. (fact) This hurricane was caused by the opening of a spatial portal, triggered by a cataclysm on Enroth. As a result, part of the Mongol fleet was transported to the world of Elgariol, located at the crossroads of Enroth, Axeoth, and other worlds. Having arrived in the new world, the Mongols tried to create their own empire, modeled after the ancient Turkic Khaganate, and named it after it – “Eternal El.” Ulagchi, a distant relative of Genghis Khan, who took the name Ulagchi-Khan, became the head of state. As befits a people chosen by heaven, the Mongols tried to bring the whole world into submission. They decided to start with some of the surrounding tribes, easily conquering them. Now that the grandson of Ulagchi-Khan, Subutai-Khan, has come to power, the Mongols are ready to spread “Eternal El” throughout the world.
Capital: New Kharakhorum
Ruler: Subutai-Khan
Symbol: A rider on a black horse with a bow.
Magic: Destruction, summoning
Religion: worship of the eternal Sky – Kok-Tengri and Mother Earth
Symbol of religion: blue sky and black earth.

Troops:
Level 1: prisoner - senior slave - overseer.
These are simply representatives of local tribes, used by the Mongols as auxiliary troops. They do not have powerful weapons, only knives for the prisoners, long knives for the senior slaves, and knives with whips for the overseers.
Abilities: wall of corpses, the ability to create an obstacle of dead warriors on the battlefield. Overseers – whip, the ability to capture and pull a unit standing at a distance of 3 cells towards them.
Appearance: people in loincloths
Level 2: mangudai-baghatur-noyon.
The main striking force of the Mongol army. Riders capable of long marches. No one knows when they will appear, as they are so fast. All free Mongols begin their service as nukers.
Ability: increases the hero's movement speed on the map.
Appearance: Riders in light armor with curved sabers.
Level 3: guard dog - wolf - wolf leader.
As befits people living in harmony with nature, the Mongols were able to tame wild animals – wolves. Wolves are the embodiment of the indomitable spirit of the Mongol warriors.
Ability: jump – can jump over obstacles and units, attacking from behind without retaliation.
Appearance: a wolf is a wolf.
Level 3 (b): falcon - hunting falcon - king of birds.
In addition to wolves, some Mongol tribes learned to tame birds. Free steppe falcons provide invaluable assistance in the assault on cities. Thanks to their friendship with the flying people, the Mongols are practically invincible.
Ability: with their wings, they can shield a nearby unit from arrows. Hunting falcons increase the hero's vision, and the king of birds throws feathers like spears.
Appearance: huge birds.
Level 4: apprentice shaman - shaman - kam.
People who can talk to spirits, capable of healing wounds and fighting with spells. They are able to inspire warriors and inform them of various signs from the gods.
Abilities: apprentice shaman – casts healing, magic arrow; shaman – the same + increases morale; kam – the same + summons a junior spirit.
Appearance: people in cloaks made of skins and amulets made of herbs. On their head is a hat with horns.
Level 4 (b): hungry spirit - abyss fury - unleashed spirit.
Demons from the lowest world always wanted to cause trouble for people. But, under the mastery of the shasans, they unleash their fury on the enemies of the Mongols.
Abilities: cast a curse upon hitting; earth spirits can cast an earthquake; demons can throw fireballs through walls.
Appearance: bodiless, semi-transparent substances, similar to demons.
Level 5: stone ispoin - statue of baghatur - khan's guard.
Stone statues decorated the graves of great warriors. But with the power of the magic of the great kams of the Mongols, they were brought back to life. And now they serve their people.
Abilities: reduces the opponent's attack by 20/40/60%, can cover a nearby unit with themselves.
Appearance: huge stone statues. Legs are not separated, arms are connected to the torso.
Level 5 (b): nomat / nomat-baghatur / tarkhan.
Riders on horned horses are loyal allies of the Mongols in the new world. They seem to be the embodiment of a furious wind that can break through any barriers.
Abilities: ramming attack - knocks the enemy back three cells. Increases the hero's movement speed. Tarkhans have torches, with which they can set fire to plant obstacles, turning them into a wall of fire. They can also set fire to towers and walls of the fort.
Appearance: red-haired, pale warriors. Their eyes glow with a bright red fire. They have fangs in their mouths. The horses are also snow-white and have two horns.
Level 6: keshik - centurion of keshiks - thousandth of keshiks.
Mongol horse archers are the terror of the whole world. No one can resist them. Thanks to the fact that they have been trained in riding and archery since childhood, their power is simply amazing. Few survivors told of fast-as-the-wind demons of the steppes.
Abilities: no penalty when shooting, centurions – the same + cavalry bonus, thousandths the same + increase the hero's movement speed.
Appearance: riders on snow-white horses with bows. On their head is a leather helmet (similar to the cap of Monomakh).
Level 7: junior tengri - son of heaven - tengri.
Spirits of the sky – tengri descend to earth to help their people. They are terrible in their anger, as fast as a hurricane, and their power is simply crushing. These are spirits capable of crushing entire armies.
Ability: instant teleportation, cast acceleration. Sons of heaven – the same + chain lightning strike. Tengri – the same + invulnerability to arrows.
Appearance: air vortices.
Level 8: messenger of Kok-Tengri.
In Mongol cities, where great temples are built to the Sky, a messenger of Kok-Tengri – the Blue Sky – can descend. Almost a god, capable of protecting his people and leading them to new victories. It is he who helps the Mongols fulfill the covenant of Kok-Tengri – to conquer the whole world.
Abilities: immunity to magic up to level 3, casts an air shield. Lightning strike with a probability of 75% after a normal hit, instant teleportation.
Appearance: A huge giant, almost transparent. Instead of legs – air vortices.

Protector: Embodiment of Temujin.
Very rarely, a boy was born in some Mongol family, so similar to the great Genghis Khan that he was considered his embodiment. He possesses such abilities that few doubt that this is true.
Abilities: +1 to the morale of all warriors, archer without penalty for shooting and penalty in melee.

Commanders:
Temnik (commander-warrior) – leader of ten thousand, the largest unit of the Mongol army. His experience of hundreds of battles provides invaluable assistance in every new battle.
Ability: has the skill of tactics, allowing him to arrange troops before the battle.
Old kam (commander-mage) – people who have left everything worldly, hiding in caves, have gained great magical power there. They are able to communicate with spirits and ask for their help.
Abilities: summons demons to help the army.
Administrator (commander-clerk) – people from conquered peoples, possessing administrative abilities, quickly made a career among the Mongols. In fact, they had unlimited power in economic affairs.
Abilities: increases growth in cities +1 unit (at level one – for level one creatures, etc.)

Heroes: great baghatur (warrior), talking to Tengri (mage), vazir (clerk).

Buildings:
Level 1. Prisoner camp.
Level 2. Yurts.
Level 3. Menagerie.
Level 3 (b). Bird cages.
Level 4. Shaman's yurt.
Level 4 (b). Spirit altar.
Level 5. Kurgan.
Level 5 (b). Watering hole.
Level 6. Stables of a thousand leagues.
Level 7. Altar of God.
Level 8. Sacred mountain.
Protector: Temujin's yurt.
Growth buildings:
Spring - +10 prisoners
Pasture - + 1 keshik.

Express yourself.
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19 years ago
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The idea isn't bad, but introducing real-world nations into "Heroes of Might and Magic" doesn't seem like a good fit, in my opinion. They already tried introducing a Slavic race, and it didn't work. This is because it's a fantasy world, and the nations should be fantastical. You could create a race whose culture is similar to the Mongolian one. For example, a race of centaurs. I know they originate from Greece, but elves also originated in England (they did, at least), and centaur customs can easily be compared to Mongolian ones. A nomadic lifestyle, an emphasis on ranged units, and so on. I could even help with unit names. The main thing is to use your imagination, and who knows, maybe they could become a great replacement for the Barbarians!
In reply to Nowizard
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19 years ago
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The Slavic faction was actually quite successful – due to its almost complete historical inaccuracy: all units were chosen from mythology, but not from history. And the mythology of the Tatars and Mongols is… rather poor. But they were indeed experts in siege warfare, that's for sure. The author definitely read Genghis Khan :)
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19 years ago
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The author has read a lot of things in general :). But I would like to hear more substantial criticism. And the Mongols don't have such a poor mythology after all. And if you combine them with the Turks, Huns, and other steppe peoples, it will turn out to be really great.
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19 years ago
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The Pechenegs used a wolf's ear as their symbol – maybe we could add a wolf unit here too?
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19 years ago
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Thank you, Alexey! My comments:
Too many simple soldiers and beasts, not enough mythical creatures.
Hora-Khorin is an unappealing name.
Perhaps you could make improved riders on horned horses – that would look better.
Spirit of the Earth = elemental.
Demon doesn't work because there are many demons, and each subspecies has its own name.
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19 years ago
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I was just thinking. The Eastern flavor is already present in the Arabic faction and, to some extent, in the Academy/Inferno faction. So, maybe we could simply make this faction truly nomadic – let them be able to survive without a castle for many weeks, and let only heroes with the ability to regenerate troops or receive them each week appear. In general, let's move away from the stereotype of a city as such.
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19 years ago
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She didn't impress me much... Many of the units seem to be made up, which is immediately noticeable. If the mythology of the nomads is so limited, they could "borrow" some units from other factions. The main thing is that it should look logical.
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19 years ago
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Here's a breakdown:
1. Khara-Khorin is the Mongolian version of Karakorum, the capital of Genghis Khan's empire. It makes sense that the capital in the new world would also bear that name. But if you don't like it, I can offer the following alternatives: Alat, Alan-Goa, Borjigin.
2. If there are too many units, the fifth level could be structured as follows:
5: Stone Ispin-Statue of a Baghatur-Khan's Guard
Stone statues adorned the tombs of great warriors. But through the power of magic, the great shamans of the Mongols managed to bring them to life. And now they serve their people.
Abilities: Reduces the opponent's attack by 20/40/60%, can shield a nearby unit.
Appearance: Huge stone statues. Legs are not separated, arms are connected to the torso.
5 (b): Swift Steed-Horned Horse-Millennial Horse.
Battle steeds are the striking force of the Mongol army. Even without riders, they are so well-trained that they can break through the most heavily fortified enemy defenses.
Abilities: Ramming attack - pushes the enemy back three squares. Increases the hero's movement speed.
Appearance: Beautiful horses, with horns like a bull on the upgraded versions.
Dwellings: 5 - Kurgan, 5 (b) - Watering Hole.
3. I'm changing the spirits: Hungry Spirit-Fury of the Abyss-Raging Spirit.
Demons from the lowest realms have always wanted to cause trouble for humans. But, under the control of the shamans, they unleash their fury on the enemies of the Mongols.
4. I've already suggested making a nomadic race without a city, only with external dwellings. At the time, this was considered absurd.
5. It's important to remember that the Mongols are nomads, archers. They are recognizable precisely because of this. It is not worth overloading them with mythological creatures.
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19 years ago
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Let's finalize the concept.
I had an idea. Remember Mortal Kombat? Remember Baraka? Let's introduce a race of such creatures (in the cartoon, they were called nomads) to assist the Mongols.
Regarding the horned horses, I was thinking of giving them to riders rather than as a separate unit.
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19 years ago
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Nomads are simply nomadic people (I think it's French). How would you implement them? It would sound silly. And horses, as a separate unit – why not? Speed is the main characteristic of the Mongols, so let there be many nomadic units. Any other comments/suggestions?
P.S. Today I consulted with my academic advisor about the mythology of the Mongols. Only worship of Heaven – and that's it. A rather limited choice :(
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19 years ago
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I know that nomads are wanderers, and it's not necessary to call the Barak race that, it's just that this character seems to fit that race.
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19 years ago
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I can rename a hundred Centaurs to Nomads. Or make the first level a Nomad. Would that work?
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19 years ago
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I meant Barak (their appearance should be like the Baraks in MK, make it a separate race, allies of the Mongols, and you can call them Nomads – just change one letter, and it works!). Put them on the fifth level instead of Engineers, or on the third level instead of Wolves.
Alexey, what about Mangudai and Tarkhan from AoE2? Maybe put them in place of some of the less well-known cavalry units?
It's better to replace Kok-Tengri himself with an emissary of Kok-Tengri, because there can't be several gods. It's better to lower the magic immunity to level 3.
The name of the capital – Karakorum – is perfect.
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19 years ago
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That's an interesting idea. Let's make the Nomads a Tier 5 faction. And let's call them: Nomad/Nomad-Bogatyr/Tarkan. And they could ride horned horses. Let's also have an emissary of Kok-Tengri. And Karakorum – that's the original capital of the Mongols, so maybe we should change the name to KharaKhorum in the new world?

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