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Horsemen of the Apocalypse
From left to right: Fury, Strife, Death, War.

The Charred Council's most feared enforcers, the Four Horsemen of the Apocalypse are the central protagonists to the Darksiders series and are "Nephilim": half-angel, half-demon.

Long ago, the Nephilim were cast out of the Garden of Eden, which was then given to Mankind, the Third Kingdom. Outraged, Absalom led the Nephilim in a bloody war against Heaven and Hell in an attempt to retake their piece of paradise. Four Nephilim, fearing the war would greatly upset the balance, made a truce with the Council: they offered to serve them in exchange for untold power. The Council's first task for the four would be to annihilate their own race. All the Nephilim's souls were then placed in an amulet where they suffer eternal torment.


    In General 
  • Action Pet: Fittingly enough, each of the Horsemen's steeds.
    • Beast of Battle: In Darksiders and Darksiders II, players can use Ruin and Despair respectively to charge through enemies. Cruelly Averted in Darksiders III as Rampage is mortally wounded.
  • Born of Heaven and Hell: The Nephilim (and by extension, the Horsemen) were created from the essence of angels and demons.
  • Anthropomorphic Personification: Averted; the Horsemen's names are ultimately just names since they are not an interpretation of their Biblical counterparts.
  • Color-Coded for Your Convenience: In case players forget which color horse they have, here's a list.
    • Death: Pale (or green, according to the Greek translation of the Bible)
    • War: Red
    • Fury: Black
    • Strife: White
  • Contrasting Sequel Main Character: Each successive Horseman made playable is distinctly different from the last, both in terms of their personality and gameplay.
    • War is easily characterized as being a blunt but fairly quiet warrior eternally steeped in Tranquil Fury, who generally defeats his foes with brute force and sheer unrelenting tenacity. Death is an arrogant Deadpan Snarker who's not as heartless as he lets on, and uses his agility to dance his way around enemies and obstacles.
    • Death is the de-facto leader of the Horseman and could care less about it, opting to just do his job with utmost efficiency. Fury, meanwhile, covets his position and is motivated by her need to prove she's the greatest of the four. Also, Death sided with the Charred Council because the Nephilim needed to be stopped but holds regret over his role in their demise, while Fury is implied to have joined the winning side to save her own skin, though she neither confirms nor denies this.
    • Despite her arrogance, Fury has taken her job very seriously to pursue her ambition and believes wholeheartedly in the Council's mission of balance. Strife, from what has been seen of him, is much more laid-back about his duties and has intentionally gone against the Council's hidden agenda by aiding in the defense of humanity.
  • Defector from Decadence: From the Nephilim. The Nephilim Horde destroyed many civilizations and became a threat to the universe. The Four betrayed them in order to put an end to their conquest.
    • They've also become this to the Charred Council, due to certain revelations including how they knew who really started the Apocalypse and let War take the fall.
  • Displaced Origin: In the first game, lore stated that the Nephilim were beings older than angels and demons. Darksiders II, however, reiterates this by saying they were born from angels and demons, Retconning their origins. In fact, Lilith explicitly states in the Sequel she is responsible for their birth.
  • Dual Wielding: Both Death and Strife do this - Death with his scythes and Strife with his pistols.
  • Four Is Death: Or at least, death to those who would threaten the Balance. Played straight with the rest of the Nephilim, considering they died by their hand (with help from the Hellguard). Doubles as Punny Name since the oldest and leader of the Horsemen's name is Death.
  • Good Is Not Nice: One would think that as the series protagonists, they'd be a lot more heroic. Judging from their reputations and, at the very least, War, Death, and Fury's personalities, they are anything but that.
  • Good Is Not Soft: They're the protectors of the Balance Between Good and Evil and yet, they're feared and hated by many with good reason.
  • Hellish Horse: Standard for any portrayal of the Horsemen, but these are summoned to them once they are acquired.
  • Horsemen of the Apocalypse: Of note is the developers did away the traditional Horsemen of "famine" and "conquest" in place of Strife and Fury, due to being too archaic and unsuited for an Action Game with Strife replacing Conquest and Fury replacing Famine.
  • Last of Their Kind: Zigzagged - Absalom comes back in Darksiders II, but the trope is Enforced in the ending when Death kills him, then dooms the majority of the Nephilim eternally in exchange for reviving humanity with his Heroic Sacrifice.
  • Mysterious Past: Aside from having been part of the Nephilim Horde, breaking away from it, pledging themselves to the Charred Council, and wiping out their people, there isn't much information on each of the Horsemen's past at this time. Death, at least, seems to prefer it that way.
  • Names to Run Away from Really Fast: Death, Fury, Strife, War...truly, some comforting monikers.
  • Never Bareheaded: War, Death, and Strife are always wearing a hood, mask, or helmet, respectively, but Averted with Fury.
  • Nonhuman Humanoid Hybrid: The Four (and the Nephilim in general) are hybrids of angels and demons a la their "dust".
  • Oh, Crap!: A common reaction to seeing any of the Four when they enter the scene, due to One-Man Army (coupled with Good Is Not Soft).
  • One-Man Army: The Horsemen are considered an equal side to the forces of Heaven, Hell and the Kingdom of Man.
  • Proud Warrior Race Guy: The Nephilim apparently had this as a hat, if the behavior of War and Death are anything to go by. The lore (as told by the Crowfather in the second game) notes that the Nephilim also rampaged across entire worlds, slaughtering entire species before they were finally stopped at the Gates of Eden by the angels and the Horsemen.
  • Restraining Bolt: The Seven Seals act as this for them - as long as they are intact, the Horsemen are under the control of the Council. Averted in the ending of Darksiders as the Horsemen are no longer bound to their former masters.
  • Sibling Team: They call each other "brother/sister" and they've been known to team up when the situation calls for it.
  • Super Mode: Each of the playable Horsemen have a powered-up state that they can temporarily enter. These are in fact stated to be the true forms of Nephilim, at least in the descriptions for Death's abilities, so it is likely that all of them had something like this.
  • Vitriolic Best Buds: Death seems to have this with his younger siblings. Goes Up to Eleven when they actually start maiming each other (as in the case of War, whose left arm was lopped off by Death when he wouldn't listen and go back to the Charred Council). They still care for each other, in their own unique way.
  • Weapon of Choice: Also Named Weapons
  • Well-Intentioned Extremist: They resort to some pretty brutal methods when it comes to protecting the Balance, such as genocide.


War, Rider of the Red Horse

Voiced by: Liam O'Brien

"I choose what once... a coward did not."

The protagonist of the first game, War was tricked into starting the "End War" prematurely. For this, the Charred Council stripped him of his powers and sentenced him to death. However, he was able to convince them to give him the chance to prove his innocence. Under the eye of the Watcher, War is sent back to the desolated Earth a century later to uncover who was really responsible for starting the Apocalypse, killing anyone who stands in his or die in the attempt.

  • Artificial Limbs: Prior to Darksiders, his left arm was sliced off by Death and replaced by an over-sized prosthetic.
  • Back from the Dead: Doesn't have this happen to him once, but thrice. Chronologically, the first (known) time War died and came back was during the Abomination Crisis when he was killed by the Big Bad in an attempt to get the key to awakening the Grand Abominations to the Charred Council for safekeeping (although, it turned out that the key he had was a fake and Death had the real key all along, but nobody ever found that out). Death managed to bring him back to life when that happened. The second time was on Earth when he lost all of his power and was killed by Straga (only to be brought back to life by the Council so they could wrongly punish him for setting off the Apocalypse too early). The third, and most well-known, time was during the finale of the first game. He killed Abbadon/the Destroyer but was betrayed by the Watcher who told him of the Charred Council's betrayal which bought Uriel enough time to complete the Nex Sacramentum, stabbing War from behind and killing him. However, Uriel quickly turned on the Watcher and broke the seventh seal, which restored both War's life and his powers. ...The guy's been through some stuff.
  • Back-to-Back Badasses: With Death in The Abomination Vault novel. Could be counted with the rest of the Horsemen and Ruin too.
  • Badass Boast: Including, but not limited to.
  • Bash Brothers: With Ruin. Death also applies to this in the novel.
  • BFS, One-Handed Zweihänder: Chaoseater, which counting the handle is almost as long as he is tall. Later the Armageddon Blade.
  • Big Brother Instinct: Inverted since he's actually the youngest of the Four. In Abomination Vault, he ends up risking his life and standing up for Death on multiple occasions.
    • In the first cutscene of Darksiders III, he desperately tries to warn Fury that someone or something is conspiring against the Horsemen and that she needs to be careful.
  • Big Little Brother: He's actually the youngest of the Horsemen, but by far the biggest, and his siblings aren't small by any means.
  • Blood Knight: The book shows that War loves a good fight.
  • Brought Down to Badass: The Charred Council stripped War of his horseman powers, but that doesn't hinder him from curb-stomping his enemies into submission.
  • Clear My Name: His motivation for Darksiders. War is falsely accused of bringing about the Apocalypse and wants to prove his innocence by exposing and executing the true culprits.
  • Deadpan Snarker: Though not at Death's level, he does deliver several gems, including this one:
    Straga: "Straga is the mightiest of the Destroyer's chosen!"
    War: "And the last. Your master chose poorly."
  • Determinator: NOTHING will keep this guy from slaughtering those who framed him.
  • Foolish Sibling, Responsible Sibling: In Darksiders: Genesis, he is the responsible sibling to Strife's foolish sibling.
  • Genius Bruiser: While it may seem like he only uses brute force, War is actually confirmed to be more skilled in battlefield tactics than Death (something which the latter openly admits in the novel). His Thanatos Gambit in the first game definitely shows that just because he likes to tackle a situation head-on, it certainly doesn't mean he's careless.
  • Gratuitous Foreign Language: Briefly speaks demonic with the Phantom General guarding Samael's prison.
    Phantom General: "Drum heim gol straga bor." [You have killed many of my warriors.]
    War: "Non straga sindora." [I have yet to find a warrior among you.]
  • Hair-Trigger Temper: Has a nasty temper, and is quick to anger whenever someone provokes him.
  • Hand Cannon: Mercy, one of Strife's two revolvers, which in game is mostly good for killing weak stuff that can't be bothered to kill in melee, despite what one might guess from the gun being downright huge even compared to War.
  • Handicapped Badass: You see that absurdly large left arm of his? That's a prosthetic, courtesy of Death chopping off his arm for being insubordinate.
  • Honor Before Reason: War hates resorting to underhanded means to win a fight and prefers to go at it as honestly as possible. Death even calls him the most honor-bound of the Four Horsemen.
    • There are several instances where said honor does occur. One of these is when War is in the Ashlands and he is fighting against the Abyssal Gladiator. When the latter is knocked off of an enslaved Ruin, War actually kicks a sword towards him to make it a more even fight.
  • Hyperspace Arsenal: Chaoseater he keeps on his back when he's not using it. Everything else he more or less pulls out of thing air, including the optional scythe weapon, the handle of which is longer than he is tall.
  • The Juggernaut: Exemplified in his Chaos Form; also counts as a rare Player Character example.
  • Leitmotif: War's Theme.
  • Lightning Bruiser: Type 1; the big guy is faster than he looks. Especially in cutscenes.
    • Mighty Glacier: In his Chaos Form, War gives up his speed and most of his move list for raw power. Even the most durable enemies die a five hits at the most and he can't be damaged.
  • Master Swordsman: He is quite capable of surprisingly delicate moves with that metal surfboard he calls a sword.
  • No-Holds-Barred Beatdown: His killing of the Destroyer's Chosen is brutal by the nature of him tearing their hearts out. But with the Griever he goes an extra mile, killing her by bashing her face in with a flat bed train car. Observe.
  • Noodle Incident: In a flashback during Death's Door, there's a conversation between War, Fury and Strife about "the Legions of Anubis". We never do get the full story; all we know is that War provoked them somehow and he ended up killing all of them single-handedly.
  • One-Man Army: The Horsemen in general are this, but War gets a special mention for being Brought Down to Badass at the start of the game and going up against the Destroyer's warriors. Lampshaded by Samael.
    Samael: [to himself] "The Horseman is broken, but there is still much power in him. For a moment, I saw one who would stand against the Destroyer's army."
  • Perpetual Frowner: He stops frowning exactly once in the game, though it isn't a comforting change. He is a bit more expressive around his brethren in the Abomination Vault
  • Power Fist: Tremor Gauntlet. Also has one for his left hand after Death cut it off.
  • Prophet Eyes: A trait he shares with his sister, Fury. Though in certain lighting, it looks like they have a blue-ish tint to them around the edges.
  • Red Is Violent: War is primarily associated with the color red due to his trademark cloak and his horse. He's also proficient in creatively slaughtering people.
  • Revenge Before Reason: Everyone in the game expects his quest to turn into a bloodbath. They aren't wrong, but they aren't quite as right as they think.
  • Precision-Guided Boomerang: The Crossblade, which basically works as a Shout-Out to the boomerang in The Legend of Zelda.
  • Simple, yet Awesome: His Chaos Form has no attacks besides swinging his sword, and for the most part, that's all he needs.
  • Tiny-Headed Behemoth: War's head is almost comically tiny compared to his massive frame. His hands and feet alone are nearly twice the size of his head. This is of course due to the armor he's wearing, but still.
  • Super Mode: Chaos Form, turning him into a demon about the size of a trauma.
  • Super Strength: Mostly displayed by crushing heads and breaking open chests with his bare hands, but it really shines with feats as:
    • Punching Tiamat across the arena he fights her in and then ripping her wings off.
    • Beating The Griever to death with a train car.
  • The Big Guy: The biggest of the Four Horsemen and relies on brute strength the most.
  • Thanatos Gambit: The Tree of Knowledge reveals he will die with the Armageddon Blade pierced through him. Although War does not know who the perpetrator is, he deduces it is Uriel, when she challenges him to "Nex Sacramentum". When she fulfills the death oath after War kills Abaddon, she destroys the Seventh Seal, resurrecting War and freeing him from the Council's hold on him.
  • Undying Loyalty
    • Inverted with Ruin - after War dies in Abomination Vault, Ruin still remained by his side and would not let anyone, even Death, go near him.
    • Played straight with Death: insubordination aside, War would die for him if need be. It's very likely he would do the same for Fury and Strife, but at the moment, we've yet to see them interact.
  • Wings Do Nothing: His Chaos Form has wings, and they serve no purpose.
  • Would Hit a Girl: Especially if said girl is trying to kill him. And boy, does he not hold back on Uriel during their nex sacramentum duel.
  • Wouldn't Hurt a Child: Zigzagged in The Abomination Vault - while he's not above at least knocking them unconscious, this is what War says to a younger Uriel from the early days of her Hellguard career when he tries to get her to stand down as she stubbornly tries to defend a Weapon of Mass Destruction that only kills demons:
    War: "Well, Uriel, I've no interest in killing children, and you have to know you've no chance."


Death, Rider of the Pale Horse

Voiced by: Michael Wincott (Darksiders II), Jason Spisak (Darksiders III)

"My brother War stands falsely accused of unleashing Armageddon on the human race. His fate concerns me; yours, does not."

The protagonist of the second game, Death is the leader of the Four Horsemen. In contrast to War, Death is very level-handed and mature. Although he is harsh on his siblings, such as cutting off War's left arm in order to teach him a lesson, he cares deeply for them. As the Horseman of Death, he often appears somewhat morbid and ominous towards those who speak to him. He also possesses a dark sense of humor and sees killing as an art rather than a duty as War does.

After learning that War is imprisoned and awaiting his sentence for his part in the End War, Death acts to save his life. Knowing that he won't be able to prove War's innocence, he instead acts to absolve his brother by seeking a way to resurrect humanity.

  • Authority Equals Asskicking: The Leader of the Four, and the mightiest among them.
  • Anti-Hero: Death is described as an arrogant, sarcastic, cold and calculating individual, alongside being resourceful and opportunistic. Despite having done things that can be called "evil", ranging from genocide, destroying worlds and creating weapons of world-ending power, there is a bit of good in him. He bears much burden and guilt for some of his past actions, such as the creation of the Grand Abominations.
  • Arrogant Kung-Fu Guy: The in-story explanation developers have explained for his lack of a block maneuver relates to Death being too arrogant to believe someone could ever strike him. The only time he'll block in gameplay is he's using a buckler, and actual shield.
  • The Atoner: Feels guilt over his part in the genocide of the nephilim, the creation of the Grand Abominations and other crimes. This does not, however, mean he is willing to revive the nephilim if he needs to choose between them and humanity.
    • "The Abomination Vault" also shows he has guilt over creation of the Grand Abominations, especially since he played a part in it, and hid them away to cope with it. The same book hints that these aren't the only things he has guilt for. What they are exactly hasn't been made clear.
  • Back from the Dead: Dies to revive humanity, but comes back from the Seventh Seal being broken.
  • Badass Baritone: Michael Wincott provides his distinct low and gravelly voice.
  • Badass in Charge: Of the Horsemen. As a Firstborn, he was also in charge of the Nephilim in general.
  • Badass Boast: "All who live know my name. All who oppose me shall know death."
  • Bare Your Midriff: Or at least the pecs. See Walking Shirtless Scene.
  • Berserk Button: Apparently people referring to Lilith as his "mother" is not something he's fond of. Especially when the person referring to her as such is Lilith herself.
    • Bringing up War's "crime" strikes a nerve with him whenever anybody does it.
    • Let's just say that trying to harm his brothers in general is not a good idea... Unless, of course, you want him to hunt you down and rip you apart in the worst way possible.
  • Big Brother Instinct: Nothing will keep him from aiding his family in the second game. This includes dooming most of the rest of his race to oblivion if necessary
  • Blood Knight: Death is always eager for a fight.
    Thane: This blade is more ancient than you, rider. And taller to boot!
    Death: I shall break both it, and you, down to size.
    • There's even a counter in the game for tracking how much blood he spills.
  • The Berserker: Unstoppable is Death's take on this trope, especially when upgraded with higher chances of dealing critical hits, absorbing health/wrath and inflicting high counts of increasing damage from various abilities.
  • Combat Parkour: A vital combat mechanic in Darksiders II. Instead of blocking like War could do in the first game, Death dodges instead, which is crucial in surviving all of his battles.
  • Combat Pragmatist: Being the opportunist he is, Death will use any means necessary to gain the advantage in a fight. This is best displayed at the end of The Abomination Vault, where he convinced Azrael to use his illusions to disguise himself as Raciel to distract Hadrimon.
    Death: You two do realize that we won?
    Azrael: I dislike the deception you had me orchestrate. Masquerading as a demon is bad enough, but abetting the murder of an angel in the guise of his lost love? I feel... soiled. I understood the urgency when you came to me, but I wish I'd not agree to this.
    War: It may be a victory, brother, and a necessary one. But there is no honor in it.
    Death: Foolishness. It never matters how you win; only that you do.
  • Comically Serious: Thinking Death has been sent by the Dead King's Chancellor to kill him, Draven's first words to him are a Badass Boast that he's beaten death once before and can do so again. Death has the rather deadpan response of:
    Death: I have no idea what you are talking about.
  • Composite Character: The series combines the Biblical Pale Horseman and modern depictions of the Grim Reaper.
  • Cool Mask: He is never seen without his white executioner's mask. Averted with his Heroic Sacrifice in the finale of the sequel.
  • Dark Is Not Evil: He's the Grim Reaper with deathly pale skin, long black hair, a skeletal motif and a creepy white mask and personality-wise, he's not the most approachable person, to say the least. But he also went out of his way to help his brother, stood alongside his siblings and against the rest of his species to protect humanity, and ultimately proves to be much more noble then he wants you to believe.
  • Deadpan Snarker: No pun intended, of course. Although much more conspicuous in the novel, Death has a habit of making some sarcastic one-liners to... well, almost everyone. No one is safe from his sarcasm... not even his brothers and sister.
  • Determinator: In a similar vein to War, Death shows himself to be rather persistent.
  • The Dreaded: The most feared of the Four Horsemen.
  • Exposition Fairy: Dust serves as Death's familiar and guide. However, it only helps find paths and important things in the environment (including Notice This style glowing) and cannot speak.
  • The Faceless: Even when he takes off his mask in the ending of Darksiders II, his face is never shown. It's possible to maneuver the camera in such a way, only to reveal that his in-game model does not have a face under the mask, just an empty hole.
  • Flash Step: Teleport Slash sees him perform one, coupled with the aforementioned slash attack.
  • Gameplay and Story Segregation: In the novel, Death possesses a regenerative healing factor that enables him to heal even lethal wounds. However, this was not applied to Darksiders II, most likely for reasons involving that it would make the game too easy for players.
    • In several cutscenes, he displays the ability to use his Reaper Form regardless of whether or not the player has the energy for it, and in a number of times actually flies while transformed, something impossible during gameplay. It should also be noted that despite the creative team claiming that Death doesn't block because he's arrogant to the point where he believes nobody can hit him, he can still be seen blocking in the cutscenes.
  • Grim Reaper: Looks even more like the traditional version in his Reaper Form. Bonus points since he actually is the Grim Reaper.
  • Hand Cannon: Redemption, which unlike Mercy can actually deal some good damage to enemies. Subverted as it actually belongs to Strife.
  • Heroic Neutral: Has shades of this. All he really cares about is keeping his family safe and doing his job of maintaining the Balance. Then events get War involved, and the Balance part goes out the window. He then spends a good deal of his time doing whatever it takes to clear his brother's name and undoing the effect of the crime, even if it requires lending a helping hand to the various denizens of the five realms.
  • Honor Before Reason: Subverted. Death doesn't care for things like honor, but he seems to have some respect for those that follow this trope (or at least War). In fact, he's very opportunistic. Though his Jerk with a Heart of Gold tendencies sometimes place him as this on accident.
  • Howl of Sorrow: Occurred to him right after he was done slaughtering the nephilim, complete with Skyward Scream.
  • Hyperspace Arsenal: Not as much as War with the weapons he directly equips, but he's still capable of pulling out weapons bigger than he is mid-combo.
  • I Did What I Had to Do: His justification for wiping out his own people, since he believes they were too dangerous and too irredeemable to be kept among the living. There are some subtle hints, however, that he sometimes second-guesses that fateful decision.
  • I Have Many Names: People refer to him as the Reaper, Pale Rider, Kinslayer, and Executioner among others.
  • The Immune: No matter how much Corruption he wades into, sometimes grabbing corruption bombs with his bare hands, he never shows symptoms of infection throughout the whole game. Lampshaded by the Final Boss, who says he was the one who performed the act of Genocide from the Inside that created the Corruption in the first place, so it stands to reason that he's a Typhoid Mary. Alternatively, since the Corruption originated from mutating Nephilim corpses, the Nephilim Horsemen's genetics are similar to the disease's genetics and are unaffected as a result.
  • In the Hood: In his Reaper Form, his face is never seen.
  • Insult Backfire: Sometimes, his snarking doesn't always end in his favor, either when someone expresses thorough disapproval of his put-downs, or snark back harder (especially in the book).
  • I Regret Nothing: Or so he claims. Whenever confronted of his guilt over betraying and wiping out his people, those exact words are his response, but a lot of other characters can see that it's all Blatant Lies, sensing that he does have remorse over said betrayal. It's definitely more obvious in the novel The Abomination Vault, where the story is told from his point of view.
  • Irony: Despite saving the whole of creation from The Corruption along with most of the sane individuals he comes across, he ends up failing in his main goal of saving War, and in fact the opposite occurs, he dies, and War is the one who saves him.
    • Partially Subverted: The final sacrifice which kills him to save humanity is what allows the return of War and the rest of the Horsemen onto Earth, proving to the Council that War didn't start the Apocalypse.
  • Jerk with a Heart of Gold: Try as he might to deny it, he's actually this. While he's snide and willing to do morally questionable things, he's still an honorable warrior, shows concern for those under him and anyone he helps (his brothers and the Makers/Hellguard, respectively), offers his aid to the Makers in overcoming corruption almost unconditionally, and Uriel even acknowledges his noble nature when he does the same for her. Then there's the fact he stood up for all of mankind when his kinsmen wanted to slaughter us and take our world over. That was nice of him. As Karn puts it:
    Karn: You're a good man! Much more than your name would imply.
  • Lightning Bruiser: Subverted. In contrast to War, Death's more of a Glass Cannon. However, with the appropriate gear, he can be made very resilient.
  • Magikarp Power: His offensive Necromancer tree abilities, mainly Exhume and Murder, start off less powerful than his Harbinger tree abilities, but catch up later in the game once the upgrades for them start getting purchased, since the damage for them comes from inflicting repeated hits, therefore increasing their damage and effects which will start to pay off later.
  • Mad Artist: Unlike War, who sees killing as a duty, Death sees it as an art.
  • Magic Knight: Contrasting with War relying on brute strength, Death relies almost equally on his Wrath abilities and weapons.
  • Multi-Melee Master: Axes, hammers, bucklers, armblades, scythes... Could be related to the fact that those could be considered "instruments of death," which would tie-in with Death's view on killing.
  • My Master, Right or Wrong: Outside of his loyalty to his siblings coming before his loyalty to the Charred Council, "The Abomination Vault" showed that he decided the Grand Abominations, superweapons the Nephilim created that far exceed anything the Horsemen use, should not be used by anybody ever, and as such refused to tell anybody where he the titular Abomination Vault he hid them in was located, even the Charred Council. They didn't take well to this and only let him off because War vouched for him.
  • Necromancer: One of his abilities involves this.
  • Oh, Crap!: Several in the novel. Which makes sense, considering what the Grand Abominations his people made are capable of.
  • Omniglot: Played with in the Death's Door promotional comics and The Abomination Vault novel. He breaks into what is described as a "dead" language (no pun intended) at least twice in the book, and seems to have a pretty good understanding of Greek and French in the comics.
  • One-Man Army: Even without all his powers the Council granted him he still cuts quite the path of destruction across hordes of enemies of all sorts.
  • Opportunistic Bastard: Death doesn't wait for things to happen; rather, he causes them to happen.
  • Pet the Dog: See Big Brother Instinct and Jerk with a Heart of Gold. In fact, the entirety of the second game could be considered this to War.
    • The Hunter is also probably the only character that Death doesn't snark at. In fact, he's rather respectful towards him. Which is saying something.
    • The comics are this to humanity in general. Importance to the Balance aside, the only reason Death accepts Abaddon's requests for hunting down the "demon" that killed his followers is because of the human lives that are at stake. Furthermore, he comments on how far they've come and the look in his eyes when he realizes that they blame him for the Corruption that had plagued the village can be best described as sadness. He also declares that he will save them and he deliberately minimizes casualties when hunting down Makhala; he knocks most of them out of his way.
  • Put the "Laughter" in "Slaughter": A downplayed example, but if you use the instant kill on the undead scarabs, Death will let out a chuckle as he does so. However, it's played straight when he equips the Goldbringer scythes. If you listen closely, you can hear him letting out an occasional cackle.
  • Raven Hair, Ivory Skin: Emphasis on ivory skin. Death is insanely pale to the point where in certain lighting, it actually looks like his skin is changing color.
  • The Red Baron: "Kin-slayer," "the Reaper," and "Executioner."
  • The Stoic: Although nowhere near as much as War, as Death has a bit more humor in him, for the most part Death keeps his feelings well under control, even when The Crowfather refused his request to open a portal to the tree he sounded more 'annoyed' than angry. Although he DOES have his limits.
    • Not So Stoic: After the fight against The Scribe, when he demands to know where the angel key is he sounds very much pissed for the first time in the game, though considering this comes after a VERY long run around of not only the White Citadel but Earth as well, his anger is a bit justified.
      Death: Where...Is...The key!? WHERE IS IT!?
    • He also becomes absolutely livid when Lilith calls herself his "mother".
  • Summon Magic: The Necromancy tree is based of this, primarily.
    • The Minion Master: His most basic spell is to summon a pack of ghouls who attack the closest enemy they see.
    • An Ice Person: One of his other spells that summons crows can be upgraded with ice damage than can freeze enemies.
  • Super Strength: Doesn't display as much as War, but still present.
  • Super Toughness: Being stabbed in the chest by War barely made him blink.
  • Underestimating Badassery: More than a few characters he bumps into assume without his powers as Horsemen they can take him. He proves them wrong.
  • Walking Shirtless Scene: The equipment system allows the player to cover his chest, but with muscles that good, why would you?
  • Weapon of Choice: Typically the Sinister Scythe known as the Harvester, which can be split into two smaller scythes as a Morph Weapon, and becomes more sinister in Reaper Form, but he has other, secondary weapons he can add to his arsenal.
  • Worthy Opponent: To Samael, after Death kicks his ass. Bear in mind this is when Samael is at his full power, Death beat the absolute second most powerful demon of Hell in a fight. However, there are some hints that he was holding back in order to toy with/test Death.


Fury, Rider of the Black Horse

Voiced by: Cissy Jones

The only female Horseman and the protagonist of the third game.

  • Action Girl: She is the last living female Nephilim and the main protagonist of the third game in the series.
  • All There in the Manual: Prior to the release of Darksiders III, Fury had only appeared in the comics and the novel The Abomination Vault.
  • Aw, Look! They Really Do Love Each Other: She acts like she could care less about her brothers, but when Lust shows her a vision of her brothers bowing submissively to her, she is more outraged by the defilement of their dignity than being deceived by an illusion.
  • Berserk Button: For all her bad behavior and seeming aloofness, disrespecting her brothers enrages her. She erupts at Lust for her illusion, not just for trying to trap her with her brothers bowing before her, but "You should not have MADE THEM KNEEL!"
    • Mentioning Rampage or even that he's dead has become one for her as well.
  • Bifurcated Weapon: The Stasis Hollow causes Scorn to become a broadsword composed of two separable single-edged blades.
  • Big "NO!": When Rampage is killed, she lets out one of these.
  • Big Sister Instinct: At the end of the game, she asks Ulthane to help her youngest brother War should he ever end up on Earth.
  • Blade on a Stick: The Storm Hollow causes Scorn to assume the form of a short glaive.
  • Blood Knight: Just as much as her brothers, if not, moreso.
  • Blow You Away: Storm Hollow grants Fury the power to slow her decent with wind and ride updrafts, it also makes her Wrath attack release electrified tornados.
  • Break the Haughty: Dear Jesus. The last bit of her Character Development has her humbled by Envy, who leaves her to die. When she wakes up, Fury finally realizes how arrogant and selfish she has been, even sounding to be on the brink of tears.
  • Canon Foreigner: Compared to The Bible.
  • Character Development: Fury goes from an arrogant, hot-headed Jerkass to being much more humble and willing to protect humanity.
  • Chainmail Bikini: Downplayed - she's not any less armored than War was, and certainly more than Death, but her armor hugs her figure closely and her breastplate molds to her impressive bust size. Her comic book depiction definitely plays it straight.
  • Combat Parkour: Like her brother, Death, Fury dodges attacks as opposed to blocking them. Justified as a whip wouldn't be able to block much.
  • Combat Stilettos: She wears plated high heel boots.
  • Dominatrix: Her initial trailer evokes this from her. Her form fitting dark armor, high heels, cloth hanging from her waist between her thighs, use of a whip as a weapon, even her spoken words "With pleasure". That's without even going into how her interaction with the chained War are framed.
  • Drop the Hammer: The Force Hollow grants Scorn the form of a massive war hammer.
  • Dual Wielding: Fury does this with the Chains of Scorn flails of her Flame Hollow form, as well as with whips in her Havoc Form.
  • Dude, Where's My Respect?: According to an article, Fury wants the Horsemen as a whole to be respected. Considering their line of work involves destroying any threat to the Balance brutally and that their personalities are something to be desired, that's easier said than done.
  • Early Installment Character-Design Difference: Having never appeared in the games before the third installment, she had a radically different design in the prequel comics: for one, she had dark purple hair, bleach-white skin and golden eyes instead of light purple, fair-skin and white Prophet Eyes, her facial markings are slightly altered too and she had proportions and revealing dominatrix attire straight out of The Dark Age of Comic Books, rather than her more realistic figure and more practical full body armor suit from the actual game.
    • And then there's her personality. Fury was actually the most calm and collected of the Four in the comics and The Abomination Vault, but that was before the developers figured out who she was going to be as a character. Come the third game, Fury is just as ill-tempered and impatient as War, if not moreso.
  • Eye Color Change: In Flame Hollow form, her eyes go from white to yellow.
  • Expy: Of Ivy, specifically her pre-game concept art. They wear both a similar outfit and use a bladed whip.
    • Gunfire Games has also compared her to Catwoman in the Batman Arkham games.
    • Visually, she greatly resembles Starfire, especially in her Flame Hollow form.
  • Fantastic Racism: Combined with Humans Are Bastards and Humans Are Morons. Fury is actively contemptuous of humans to the point that she finds the idea of physically touching one beneath her. Her main reasoning behind this is that humans keep finding ways to fight amongst themselves and that they are fragile, physically and mentally. She changes her tune by the end of the game.
    Fury: [regarding humans] A tribe of useless, hairless simians whose greatest talent was inventing ingenious new ways to divide and destroy one another! They could suffer forever or die tomorrow, and I won't bat an eye either way.
  • Fatal Flaw: Fury has several. On top of her impatience, all seven deadly sins are her weakness. This is Lampshaded by her before the final confrontation with Envy.
    Fury: I have been jealous. I have been wrathful. I have been lazy. Worse and more. All the things the Seven Sins stand for and I have paid dearly for it.
  • Fiery Redhead: Her hair is more wine-colored, but in certain lighting, it almost looks like a vivid shade of red. She also has the temper to match it.
  • Fragile Speedster: Fury isn't as tough as War or necessarily as strong as War or Death, but she's easily as fast as Death is.
  • Heroic B So D: Fury is stunned when Ionos tells her that Vulgrim has tricked her into essentially genociding the Keepers. She's so shaken that she's unable to muster up any of her trademark bravado; her only response is "I... understand. Do your worst."
  • Huge Guy, Tiny Girl: She's very thin compared to both War and Death.
  • Humans Are Special: Fury eventually comes to this view, reasoning that Heaven and Hell's obsession with dominion of Earth is because they recognise the unique potential and contribution to the Balance that humans possess... and fear them for it.
    Fury: Heaven, Hell, the Charred Council, they all wish to see [Mankind] annihilated. You know this, but perhaps you don't know the reason...Even before the Apocalypse, why were your lives so hard? Because you were created for a great purpose...and left unprotected. So those who fear you have set out to destroy you with false promises and wars and "sin" that they blame on you! They all fear you. That fear can be used against them. Humanity can win this war!
  • An Ice Person: Stasis Hollow gives her ice-based powers that lets her walk on water and freeze certain objects.
  • It's All About Me: Fury is convinced that she is the best and most powerful of the Horsemen and wishes to unseat Death as their leader, with everything she accomplishes along the way being merely byproducts of her ambition. She's also insulted that the Council would assign her a Watcher to monitor her, until said Watcher begins to stroke her ego.
  • Jerkass: Fury is... not a nice person. She has no respect for the Charred Council, has a Hair-Trigger Temper, is blood thirsty, and seems to completely disregard Heaven, Hell and humanity. This is best demonstrated when she hears about War's supposed crimes. Whereas Death was outraged about the accusations, Fury comments that she fully believed that not only did War do it, but that he was going to bring the apocalypse for a long time.
  • Jerk with a Heart of Gold: Despite the above trope, there are moments where Fury is a little bit nice. Although she mentions she doesn't care about mankind and that they were beyond saving, she actually helps a bunch of humans reach Haven at Ulthane's request even though she could have left them to die. In one particular cutscene, she sees what she believes is a human child and actually tries to gently coax them into traveling to Haven. However, said child turned out to be one of Greed's minions, but it's the thought that counts.
    • Fury also tells her Watcher before her Character Development that she finds her useful.
    • In Keepers of the Void, Fury is guilt-ridden for having been tricked by Vulgrim into essentially wiping out an entire species.
  • Leitmotif: Fury's Theme.
  • Mind over Matter: When Fury interacts with certain puzzles and levers, she isn't touching them, but using some sort of telekinesis to move them.
  • Morality Pet: Rampage. Later on though, we see that it applies to her brothers as well.
  • Morph Weapon: Scorn can transform into various forms as Fury collects upgrades, though the default will always be the Barbs of Scorn.
  • Mysterious Woman: Her official bio describes her as enigmatic and unpredictable.
  • Never Bareheaded: Inverted - she's the only horseman who doesn't wear some kind of face concealing headdress.
  • Nonindicative Name: Played straight in the book, where she was much more level-headed. Averted in the actual game where, like War and Death, her name describes her pretty well.
  • Pet the Dog: She allows Jones to live when he stands up to her. Hilariously, Jones is actually Strife disguised as a human.
  • Playing with Fire: One of the forms Fury can take in combat is her Flame Hollow form, a fire elemental that gives her fire-based abilities and allows her to move in lava.
  • Power Dyes Your Hair: All of her Hollow forms change the color of her hair and eyes to match the specific element. Her Flame Hollow form not only turns her hair color from purple to an orange-yellow, it also gives the impression that it's on fire.
  • Prehensile Hair: While we don't see it "grab" anything, her hair in the trailer moves like this, turning and moving in violation of gravity and little concern to how she is moving.
  • Prophet Eyes: Her eyes are white, with the irises and pupil just barely visible, not unlike her brother War.
  • Shock and Awe: Storm Hollow gives Fury an electrical weapon in addition to the wind based powers it confers.
  • The Smurfette Principle: Not only the sole female Horseman, but is also the last Nephilim female.
  • The Spock: In the novel. While she doesn't necessarily approve of Death's decision to go stop the Big Bad on his own and have his brothers and sister stay behind (which the latter instantly accuses Death of his intentions being to "protect them"), she decides to obey him anyway, not letting her emotions get in the way and to respect her eldest brother's wishes. She's about as far as possible from this trope come her own game, with her characterization in the novel being a case of Early Installment Weirdness.
  • The Starscream: A rare heroic version. Fury wants to be the leader of the Horsemen, a position that none of her brothers seem to care about - even Death, who is the actual leader. Although, as Lust soon learns, that doesn't mean she wants them to be her slaves, with the illusion of them bowing to her only incurring her wrath.
  • Stripperiffic: In the comics and some concept art in the previous games. She wears more covering and practical armor in her own game.
  • Super Mode: Havoc Form, which makes her bigger (but not as huge as Chaos or Reaper Mode), invincible and has her use two whips to lash her enemies.
  • Took a Level in Kindness: Goes from a total Jerkass who follows the orders of the Charred Council to a Defector from Decadence who serves as the protector of the remnants of humanity and gives a Rousing Speech about how the other sides in the Apocalypse fear them.
  • Undying Loyalty: To the Charred Council, unlike War and Death. Ironically, she doesn't have much respect for them.
  • Whip Sword: Scorn's default form is a bladed whip.


Strife, Rider of the White Horse

Voiced by: Phil La Marr

A taciturn gunfighter and the Horseman most invested in saving humanity.

  • All There in the Manual: Prior to the release of Darksiders II and III, Strife has only appeared in the promotional comic book and the novel The Abomination Vault.
  • Attention Deficit... Ooh, Shiny!: As seen in the E3 boss demo for ''Darksiders Genesis'', Strife is momentarily distracted by a tiny rocking horse before he and War start fighting Mammon.
    Strife: [as Mammon is throwing things in a fit of panic] Come on, dude, we're the Council's enforcers. You really think you can buy us with this worthless—
    [catches the tiny rocking horse]
    Strife: Doll!!
  • Big Brother Bully: According to the E3 gameplay demo for Darksiders Genesis, he's this for War. The former tricks the latter into touching and object that hurts him; said former also states that he despises the latter.
    • However, the official website says that he and War are also close, so this is likely due to sibling bickering.
  • Black Sheep: Is described as this in the novel.
  • Blood Knight: In the comic book for the first game, Strife's answer to the possibility of him and the other Horsemen walking into a trap is "One can only hope".
  • Canon Foreigner: Compared to The Bible. In there, the Rider of the White Horse is either called Conquest or Pestilence depending on what version you're reading.
  • Deadpan Snarker: Darksiders Genesis defiantly has him shaping up to be one
  • The Faceless: He is yet to be seen without his helmet assuming you don't count his "Jones" disguise in III, and considering that it fooled even Fury it's safe to assume he doesn't look like that anyways. Although, the novel does describe him without it, specifically as a sort of Perpetual Frowner like his brother, War.
  • The Gunslinger: If his use of guns is anything to go by. Redemption ends up in Death's hands while Ulthane makes a replica of Mercy for War.
  • Hand Cannon: Uses two huge ones, named Mercy and Redemption.
  • The Heart: Darksiders III reveals this to be his role to the other Horseman, as he definitively sides with and endeavors to protect the last remnants of humanity. While the other Horsemen have to be coerced into doing the right thing, Strife seems to side with humanity of his own free will with a genuine respect towards them.
  • Jerkass: Is portrayed as this in the novel. He makes frequent rude remarks toward Death when the latter explains to the Charred Council and the rest of the Horsemen about the Abomination Vault (although, he shuts him up eventually).
    • But Darksiders III reveals him to be the nicest and most selfless of the Horsemen. Whether he was always this, he got some Character Development like Fury, Early Installment Weirdness on account of not getting his personality down yet like Fury, or if he just has a soft spot for humanity in particular has yet to be determined.
    • Seems to be played straight for Darksiders Genesis, though character development is certainly not out of the question.
  • Light Is Good: Is the Horseman called the Rider of the White Horse, and is thus associated with white, and is the Horseman most concerned for humanity. Many of his attacks in Darksiders Genesis also involve him shooting out bright laser beams.
  • Noodle Incident: The Makers had one of his guns by the time Death meets them. How this happened, they refused to say.
    • Finally revealed in 'Darksiders III. The reason they had one of his guns was because he was working with them the whole time.
  • Scary Black Man: Inverted. He, or at least his human disguise, is the only Horseman with dark skin yet Strife is by far the kindest and heroic of the four.
  • Stealth Mentor: Teaches Fury the importance of humanity, humility, and a great deal more about being a good person before revealing himself
  • Walking Spoiler: You can't talk about Darksiders III's story without revealing his surprise involvement.
  • You Shall Not Pass!: Holds the line alongside Ulthane and his fellow Makers so Fury and the humans can escape to another world.


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