This page details the species of humanoid space pirates that scavenge various planets in hopes for a place of their own.
Beware of unmarked spoilers.
A nomadic, insect-like race of four armed humanoids, the Fallen were once a noble hierarchical society blessed by the Traveler in a way similar to Golden Age humanity. In the aftermath of the Whirlwind (an event similar to the Collapse) they have become bandits and pirates, raiding settlements on Humanity's many colonies. Before they were called Fallen, they called themselves Eliksni, in their own tongue.
- Alas, Poor Villain: Some of the Grimoire cards from Variks's perspective present the Fallen as this. Look at it from their point of view. They used to have a powerful, noble civilization, every need granted by the Traveler, which they worshiped as the "Great Machine". Then the Whirlwind came (we're not sure what it entailed, but we have a good idea on who caused it), the Traveler left them, and their civilization fell, and ever since they've been forced to scavenge for scraps in the wilderness just to survive. The Battle of Twilight Gap happened because they wanted to reclaim the Traveler and avoid extinction, but they were denied by the Guardians, who they believe are hoarding the Traveler for themselves. Every subsequent attempt to claw out a place in the solar system has led to even worse disasters: Kells and Archons killed, Primes destroyed, Ether running out, the remnants of their civilization spiraling further into ruin... and all because they simply cannot bring themselves to cooperate with anyone else.
- Skolas indicates that the entire reason why the Fallen fight humanity and hate them so much is because humans denied them access to the Traveler, which they believed could save them. They scrounge in humanity's ruins, fighting Guardians and other alien life mostly just to stay alive.
- The entire Battle of Twilight Gap was a huge push by the many Fallen Houses to take the City and the Traveller. However, by the time of the games themselves, the animosity between humanity and the Fallen is so intense that the idea of cooperation and peace between the two species is so alien that a human and a Fallen Captain meeting and not fighting is treated as unheard-of.
- After the Red War, however, some Eliksni are shown to be willing to work with humans, and not out of pure desperation. The Spider works with Guardians and the Awoken because it's just better for business, and Mithrax is eventually turned into a full-on ally of the City and founds the "House of Light."
- Aristocrats Are Evil: Right below the Kells and Archons are Barons, Fallen Captains who have risen to command of a ship, whether it be a lowly Skiff to a mighty Ketch.
- Attack Drone: The Fallen make use of large numbers of combat drones, including the light and cheap Shanks, the hulking Walker tank, and the enormous Servitors.
- Badass Cape: Capes are how the Fallen signify rank, and Fallen society is structured on Asskicking Equals Authority, meaning that a bigger, more impressive cape literally means that you're more badass.
- Badass Normal: Compared with the other species, and actually lamented on by Skolas and Variks. They don't have the power of the Traveler like humans and their allies. They don't have the dark magics of the Hive, or the massive strength and Imperial military might of the Cabal, or the immense intellect, reality-warping powers, and time travel of the Vex. They just have dreg strength, anger, and desperation... and that's enough to make them one of the most powerful and omnipresent species in the system.
- Bad Boss: Fallen leaders are this. The Grimoire cards for Captains say that if another Fallen even hesitates in carrying out their orders, they have every right to kill them on the spot.
- Black Speech: The Fallen have a structured language, currently comprised of 87 distinct and recognizable words, mainly derived from Taniks and Skolas yelling at the top of their lungs.
- Blade on a Stick: Apart from their Shock Blades, the Fallen are sometimes seen wielding some impressive-looking spears.
- Blue and Orange Morality:
- While the Fallen have clear and identifiable goals and hierarchies, their entire outlook in life is focused on looting and pillaging, to the point that their documentation on looting has flowery language and religious overtones. Their measure of a worthy and respectable enemy is whether or not they can be stolen from, and that which is impossible to steal from is apparently worthy of devotion and reverence. It is unclear if this is how they've always viewed the world, or if it came about as a result of their long period of piracy and raiding in order to survive. Even the Spider, with his oddly human-like tendencies, still views the world in a lens of taking things and hoarding riches.
- Their hierarchical society is more deeply ingrained than it would be in humans. Kells, Archons, Servitors, and Captains are obeyed by their lessers without question, while those below them rise up with fanatical aggression to become more powerful and gain a greater ration of Ether. Ambition is not looked down upon, but obedience is expected. Members of particular Houses are not selected due to political affiliations, but because those houses are exemplars of ideas and concepts; Eliksni who are part of the House of Wolves have a natural inclination toward and expectation to hunt and kill, while Eliksni of the House of Kings are expected to and naturally tend to lead other Houses.
- Color-Coded Armies: Each color represents a House of the Fallen, and their color depends on what planet you're on. Devils are on Earth (red and bone-white), Exiles are on the Moon (green and black), Winter is on Venus (blue and silver). There's also the mysterious House of Kings (navy blue and gold), who work to coordinate the lesser Houses on behalf of the Fallen's shadowy leadership. The House of Wolves is dark blue and white.
- Cool Bike: The Fallen Pike is pretty cool in itself; and it's equipped with forward-fixed machine guns. Luckily, you can steal one and turn it against their makers.
- The Heavy Pike introduced in The House of Wolves sacrifices speed in exchange for better armor, gets the ability to fire shots that deal Splash Damage, and can also fire bouncing Shock Grenades. All in all, it's as close as you can get to a Fallen main battle tank.
- Cycle of Revenge: An inevitable result due to the centuries-long war between humanity and the Fallen. The Fallen, already hardened by their centuries of flight and desperate survival, were ruthless butchers to humanity when they invaded during the Collapse, and the humans were just as ruthless in turn to stay alive in the face of the Fallen's attacks. The continuous cycle of war and retaliation back and forth over the centuries since the Collapse means that virtually every human or Fallen alive in the modern day has only known war and hatred for one another, and peace is something that neither side contemplates very much.
- Dark Action Girl: Given that the Fallen believe in Equal-Opportunity Evil and Asskicking Equals Authority, there's good odds on any high-ranking officer you encounter being one of these. The Baron of the House of Exiles that Cayde-6 had an Enemy Mine moment with in 'Ghost Fragment: Fallen' is an excellent example.
- Drevis is one, and you fight her for a bounty in House of Wolves.
- Pirsis is one as well.
- Dying Race: If there is one species in Destiny worse off than humanity, it's the Fallen. Their race is dying, ether is running low, their Kells, Archons, and Prime Servitors are being killed, and they're too divided to do anything about it.
- Destiny 2 shows that things have only gotten more dire for the Fallen. The Fallen have united all remaining houses into the House of Dusk in a desperate attempt to reverse their declining fortunes, and are experiencing ether, material, and population shortages as their reserves run out. Their decline is showing in the front lines as well: Fallen forces are now even more hodgepodge and thrown-together than usual, and the less fortunate are even forced to resort to melee weapons due to resource shortfalls. And that was before the Red Legion showed up.
- Deus Est Machina: They worship the strange, robotic Servitors as gods, with the influential Archon caste serving as their priesthood. The House of Wolves Expansion reveals that they once worshiped the Traveler, which they called the "Great Machine", and still want to reclaim it so that it can restore their society - it's hinted that the Servitors are idols of the Traveler designed to partially relieve their dependency on its Light through the synthetic 'ether' they exude. They seem to be unaware of the Traveler's dormancy.
- Dual Wielding: Many of them carry a pair of knives or swords for slicing you up in close combat. Oddly enough for a Multi-Armed and Dangerous alien race, nobody ever tries quad-wielding (possibly to avoid losing them and being demoted back to Dreg status).
- Elite Mooks: Captains, who lead other Fallen units.
- Equal-Opportunity Evil: Every Fallen has a fair shot at rising the ranks, even the crippled, disgraced Dreg Slave Mooks, and just like with humanity, they don't appear to discriminate by gender - several of their highest-ranking officers are female.
- Everyone Has Standards: With as far as the Fallen have, well, fallen, there are standards that even they follow. For example, the Fallen utterly and completely refuse to hurt one another for personal gain. If a Fallen harms another Fallen, it is as punishment for a crime or failure, not for any benefit to themselves. Variks and his act of betrayal of Skolas is viewed with a strong degree of derision among many Fallen as a result. In Destiny 2, in one adventure on Nessus, you free Fallen imprisoned by Vex (and then have to kill them, because they try to kill you). It's revealed that the Vex tried to make the Fallen fight one another, promising freedom to the final sole victor. Not one Fallen attacked any of the others.
- Evil Counterpart Race: The Fallen are a reflection of what could have happened to mankind if the Traveler had not stood and fought for them. Much like humans, they had an incredibly advanced civilization thanks to the Traveler's technology, and were even more dependent on Light than humans, but when the Traveler moved on and the Darkness hit them, they were left a broken, shattered race forced to survive on synthetic Ether produced by pale copies of the Traveler. As Variks notes in the Elder Cypher bounty, the majority of Eliksni are stunted due to a lack of Ether, with the gigantic Archons and Kells being their species natural size due to a healthy supply of Ether. This is further reinforced by one of the Vault of Glass Ghost Fragments, which shows a possible future where humanity is overwhelmed by the Darkness, and are forced to flee in ramshackle ships much like the Fallen did from their homeworld.
- Evil Sounds Deep: It's pretty hard to find a named Fallen who doesn't have a deep, snarling voice.
- Expy: Their height, four arms, aggressiveness, and habitation of the ruined cities of others makes them one for the Green Barsoomians from Edgar Rice Burroughs John Carter of Mars series. This is likely part of Destiny's Genre Throwback to Planetary Romance.
- Extra Eyes: They have four apiece.
- Fallen Hero: A dramatic and tragic example - they have their name for a reason. They were the Traveler's agents before Humanity, complete with Guardians and Ghosts, before the Darkness crushed them and left them as the starving, desperate pirates and mercenaries we see today.
- Gadgeteer Genius: The Fallen pretty much have to be these to keep their equipment running. Not only are they able to maintain huge warships and advanced technologies while scavenging through humanity's ruins, but they're able to build a modified Shank that can take on Rasputin in raw electronic warfare.
- Gang of Hats: Each Fallen house exists as an autonomous society, led by a Kell, and each with its own set of traditions and priorities. According to Variks, each House's name reflected a role within their society, and that the name was not just a title, but an indication of what the House's members are. For example, House of Kings are so named because they are kings, with the ambition and power and cunning to rule over other Eliksni without question. The known Houses are:
- The House of Devils is mostly found around the Cosmodrome on Earth. They are one of the most ruthless and desperate houses, focused on looting what salvage they can by force, but are more numerous and dangerous than this description makes them sound - along with Winter and Kings, they almost destroyed the City in the notorious Battle of the Twilight Gap.
- The House of Exile is mostly found on Earth's Moon. They consist of Fallen driven off from other houses who band together to form their own society.
- The House of Winter is mostly found on Venus. They are some of the proudest Fallen, carefully maintaining the strict traditions of their old empire, even though that empire has long since fell to ruin.
- The House of Wolves is mostly found in the Reef. They have become vassals to the Awoken after the Queen killed their Kell and captured or killed his would be successors. They eventually ended up rebelling against the Reef.
- The House of Kings are effectively the "ruling House", sitting at the top of the hierarchy of an already extremely hierarchical society, and do not appear to be bound to any one location. They expect other Fallen to live up to their strict standards and are brutal to those found wanting. The Kell of the House of Kings actually manipulated the House of Devils and the House of Winter into serving on the front lines during the Battle of the Twilight Gap.
- The House of Judgement was a peacekeeping House in Fallen society, with a Scribe attached to each Kell. After the collapse of Fallen civilization, members of the House of Judgement were forced to rely on the other Houses for survival. Variks belongs to this House, and was Skolas' Scribe.
- The House of Rain became extinct during the Whirlwind; the cataclysmic event that brought the Fallen civilization to its end. They made the prophecies of the "Kell of Kells" who will rise and restore the Fallen to their former glory.
- The House of Scar is mentioned in a one-off sentence in Variks' Grimoire card.note It is unknown what their purpose was in Fallen society.
- The House of Stone is mentioned in the quote for the Doom of Chelchis, where the Kell of Stone, Chelchis, is bewildered at "The Great Machine"'s disappearance. Given the weapons' cryptic quotes revolve around Famous Last Words uttered during crushing defeats by Oryx, we can assume the House was annihilated during the Whirlwind.
- The House of Dusk is an alliance of the various Houses in Sol to survive after the steady stream of disastrous misfortunes they experiences over the events of the first Destiny game, with their core theme being desperation and determination to stay alive against all odds.
- Grenade Spam: Grenades are standard equipment for Dregs. Dregs are the Fallen's most common soldiers. You can see where this is going.
- A House Divided: The sheer number of Houses makes coming together for the species extremely difficult. By Destiny 2, however, the Houses have vanished, with the House of Devils outright burning their banners and fleeing. By the time the Red Legion arrive, only a single House remains: the House of Dusk, which uses the sigil of the House of Judgment, purple cloaks and heraldry, and uses technology and weapons from all of the other Houses.
- Healing Factor: Given that the Mark of Shame for a Dreg is having your lower arms lopped off, and that it's entirely possible to lose Dreg status by fighting with honour thus given the opportunity to regrow their lower limbs.
- Hoist by Their Own Petard: Quite a few examples of weapons that can also be used by Guardians.
- Dreg's Promise is an Exotic Sidearm that has burst-fire capabilities. They're Shock Pistols used by the Dregs.
- Queenbreaker's Bow is an Exotic Fusion Rifle that can also be used as a sniper rifle, as the Vandal Snipers have proven with their own Wire Rifles.
- The Lord of Wolves combines Shotguns Are Just Better with More Dakka, and are based on Shrapnel Launchers usually wielded by Captains, and Kells.
- The Scorch Cannon is a rocket launcher-type weapon wielded by Scorch Captains and certain Kells.
- Pikes are hover-bikes that are equipped with forward-facing machine guns. Now that power is under your command.
- The Heavy Pike would be a Mighty Glacier compared to normal Pikes, but they're still plenty fast, have better armor, and specialize quite a bit in dealing Splash Damage with their own machine guns and their bouncing Shock Grenade Launchers.
- Insectoid Aliens: Though downplayed by their humanoid appearance, the Eliksni have insect-like aesthetics, most notably in their armor and the curving shape of their equipment, much like the shells of beetles or wasps. The language, at least when speaking to humans, resembles the rubbing of exoskeletal parts together to produce vibrations in a way understandable to humans (though by contrast, their vocalizations in their languages tend to be sharp rasps and hisses or bestial roars). Their mouth-parts and eyes also resemble those of insects, and even their "hair" more closely resembles the olfactory sensory appendages on ants and other arthropods. The insect-like nature is more pronounced in Destiny 2, where various Fallen move on all six legs like roaches or ants while sprinting, as well as climbing walls with their bare hands. And even though they're no longer considered Fallen anymore, the Scorn give us a pretty good idea on how the Eliksni look under the armor; they're covered in an exoskeleton.
- Invisibility Cloak: A technology they're highly adept in - they fit them to everything from individual soldiers to their colossal Ketches.
- Killer Robot: They like to use robots to bolster their ranks on the battlefield, from the floating, boxy Shank 'hunting dogs' to the hulking Walker Spider Tanks. The position of Servitors in their society is a little more complex - they're heavily-armed robots that see extensive military use, but they're also objects of religious awe that look nothing like any other piece of Fallen technology.
- Knife Nut: Most Fallen carry electrified knives as melee weapons (unless they're fortunate enough to get big, fancy swords instead), but it's the desperate, fanatical Dregs who provide the 'nut' part. A small horde of Slave Mooks charging towards you trying to redeem their honour by stabbing your eyeballs out is not an uncommon thing to encounter when fighting Fallen.
- Large and in Charge: While Dregs and Vandals are roughly human sized, Fallen leaders are much larger than both. Fallen Captains are usually a head taller than Vandals and Dregs. Archons and Kells can be twice the size of Vandals and Dregs. This is justified in-universe as the result of distribution of Ether: Captains and Barons get higher shares of Ether compared to Dregs and Vandals, while Kells and Archons get the biggest shares, allowing them to grow to titanic sizes.
- Letter Motif: Many of the named Fallen and Servitors have a name ending in "S," and often with "Is" or "Ks." Riksis, Draksis, Sepkis, Tankis, Variks, Saviks, Kaliks... it's the ones that don't that stand out, such as Paskin, Ixori, and Askor.
- Machine Worship: The Fallen once worshipped the Traveler, referring to it as the "Great Machine." The Servitors, easpecially each House's High Servitor, fill in a similar role, with machines like Sepiks Prime being treated like living gods with Fallen bowing down around it and offering materials in supplication. The Devil Splicers take this even further with their fanatical religious worship of SIVA.
- Meaningful Name: At some point before the events of the game, the Fallen were once a race comprised of multiple noble houses before descending into their current state as nomads and pirates. The religious symbolism is significant, too - they're 'fallen angels', former servants of the godlike Traveler exiled from paradise by the Darkness and turned to sin and despair.
- Mile-Long Ship: Ketches, the Fallen Houses' mobile homes. They're the biggest spacecraft in the game, at roughly a kilometre long each, with the Wintership Simiks-Fel landed on Venus demonstrating their colossal bulk to particular effect. In theory each House should have one, with the Kell serving as the captain and the Archon serving as chief engineer and navigator, but in practice houses have multiple Ketches run by Barons.
- Multi-Armed and Dangerous: Most have an extra pair of arms. The Dregs, the lowest levels of their society, have the lower set of arms cut off until they can prove they're worthy of having them regrown.
- Not So Different: Discussed in Destiny 2, where various characters, particularly Ghost and Devrim Kay, comment that the Fallen are in many ways the same as humans: driven from their homes and desperately fighting to survive against overwhelming threats. It's even suggested that the humans and Eliksni could be allies... if it weren't for the centuries of endless war and hatred between the two species that makes it nearly impossible to reach any kind of common ground.
- O.O.C. Is Serious Business: The Fallen are a tenacious and predictable bunch, for the most part, and when they act in an unexpected manner, it sets off everyone's alarm bells.
- The Fallen generally avoid direct confrontation with superior forces, such as the Cabal. When the Wolves start attacking the Cabal's bases on Mars, Variks becomes extremely interested and worried about what they're up to. It's because the House of Wolves are reforming under a High Servitor which could whip the remnants up into a deadly, fanatical crusade.
- After the events of Rise of Iron, the Vanguard becomes deeply concerned when they make their usual patrols into Fallen territory around the Cosmodrome. While they do encounter the usual Fallen resistance that they've been fighting for decades, it quickly becomes apparent that these are only remnants. The Fallen are abandoning the Cosmodrome. They've broken ranks, given up positions they once held, and even went so far as to burn their own House banners and armor. And this fact has led those scouts to be deeply worried because that's something that the Fallen just don't do.
- In Destiny 2, at the conclusion of the Enemy of My Enemy quest line, Mithrax, the Forsaken, a Fallen captain, will give up the methane reactor you've both been chasing and leave if you help him kill the Hive leader and don't attack him. This is noted as strange by both the Ghost and Zavala.
- Our Giants Are Bigger: During the Elder Cypher bounty, Variks reveals that the towering Kells and Archons are actually a normal size for a healthy Eliksni - most of the race are stunted due to Ether shortages.
- Pride: Ultimately, their greatest flaw and most of the reason for their present sorry state, if Variks and Skolas' grimoires are anything to go on. The Fallen have no real reason to fight against the City: they don't serve the Darkness like the Hive, or want to empire-build like the Cabal, and don't want to terraform planets like the Vex. The Fallen's first and only priority is survival, and any rational view of their overall situation cries out for peace or at least a ceasefire with the humans. But they go on wasting lives and resources fighting an enemy they cannot defeat, because the Traveler chose humanity instead of them, and they would rather scavenge and die than ask for help.
- Rape, Pillage, and Burn: The Fallen's society revolves around stealing from others, and they'll do anything to steal from others. According to Lakshmi-2, they burned down London during the collapse.
- Running on All Fours: Or rather, running on all six. In Destiny 2, many Vandals and Captains will occasionally move away from your line of sight by using all of their limbs to quickly crawl around like spiders.
- Shadow Archetype: They're effectively one for humanity, and serve as a vision of what humanity might reduced to if the Guardians lose and the City falls. One of the visions from Ghosts trapped in the Vault of Glass shows a potential future where humanity has actually become something akin to the Fallen, reduced to wandering ships traveling the stars searching for scraps to survive off.
- Shotguns Are Just Better: They appear to be of this opinion - Shrapnel Launchers, their shotgun-equivalents, are primarily officers' weapons. According to the Grimoire, it's because they're so big and intimidating.
- Slave Mooks: Dregs, the disgraced Fallen undercaste, who have a pair of arms removed as a Mark of Shame and are allowed the chance to restore their honour on the battlefield by participating in suicidal human wave attacks.
- Sniper Rifle: Wire Rifles, the second-most-popular weapons for Vandals. As the name suggests, they fire electrified wire filaments at incredibly high velocities.
- Space Pirates: Their own fall has reduced many of their kin to this.
- Spell My Name with an "S": Fallen names apparently fall under misspelling from Vanguard, as Misraaks, otherwise known as Mithrax the Forsaken in-game, is bewildered as to why humans keep referring to Eliksni under vastly different spellings.
- Spider Tank: The Fallen Walker is an enormous walking tank with a myriad array of weapons, including a massive main gun that can kill a Guardian in a single shot, a rapid-fire minigun, close-range grenade launchers, and a Shank manufacturing bay. It is a purely robotic machine that the Fallen use to defend key points and attack high-value targets, and they were a common sight during the Battle of Twilight Gap. In-game, the Fallen use them as mid-level bosses on a couple of strikes, and they show up in several other missions as well.
- The Starscream: If the grimoire card on the Taken Captain is to be believed, then all Fallen Captains are likely surrounded by them.
- Third-Person Person: Both Fallen seen so far speaking English have a habit of referring to themselves in third person when being particularly prideful. At this point it may just be a common cultural thing.
- The Usual Adversaries: Fallen are encountered on every planet in the solar system, across all the games. They are a persistent and threatening enemy everywhere.
- Vestigial Empire: The Fallen went from being a powerful race of nobility to one shrouded in poverty and crime.
- Vicious Cycle: The war between humanity and the Fallen is essentially this. Their Blue and Orange Morality regarding conflict and stealing to survive led the Fallen to outright attack humanity to try to take their technology and recover the Traveler. The humans retaliated, and the Fallen retaliated in turn. After centuries of this back and forth conflict, there's so much hostile blood between them that even with how weakened and desperate both sides became, neither even remotely considered peace due to their mutual animosity.
- Worthy Opponent: Going by the second Ghost Fragment Grimoire card, the Fallen appear to respect opponents who cannot be stolen from, and actually love that which is impossible to steal from... and apparently, that includes the Darkness. Many Fallen also consider humans to be this, but that doesn't reduce their hatred and scorn for their enemies.
Among the most commonly-encountered Fallen, Dregs are the lowest of their society, serving as menial labor, slaves, and cannon fodder, and are often Vandals punished for failure or treachery. Dregs have their lower pair of arms docked as a sign of their servitude, but through service and distinguishing themselves, they can have their arms be restored and be promoted to the Vandals.
- Ambition Is Evil: Inverted. Ambition is what drives Dregs to fight with furious desperation, and keeps them hurling themselves at much stronger and tougher foes in the hopes of rising above their lowly station.
- Cannon Fodder: Their most common use in Fallen crews is as frontline troops, when they're not being used for menial work. Being lowly soldiers, Dregs typically only carry shock knives, grenades, and pistols, though rare ones may carry shrapnel launchers or shock rifles.
- Determinator: "Dreg strength" is a common term among the Fallen for the will to push on despite the entire world being against you, and it defines how the Dregs fight for their place in society.
- Throw Down the Bomblet: Dregs are the only ones who use Shock Grenades, since they're dangerous and unstable to use, while Dregs are highly expendable.
Soldiers, assassins, and guards, Vandals form the skilled, deadly core of any Fallen crew. They are healthier than Dregs, having access to more Ether, and have both pairs of arms, better weapons, and better armor.
- Badass Cape: The mark of a Fallen who has become a Vandal is they have a modest but still distinct cape to signify how more dangerous they are than mere Dregs.
- Blade on a Stick: We first see them using this during the first encounter with Queen Mara Sov as her guards.
- As of Destiny 2, there are Vandals that make use of this trope liberally. As a matter of fact, Zavala once took a spear off some Vandals.
- Cold Sniper: Vandals often carry the deadly Wire Rifle, and their calm viciousness and experience in combat makes these Fallen ruthless snipers.
- Dual Wielding: Close-combat specialists among the Fallen wield paired shock blades. Combined with their invisibility cloaks, they can be a deadly threat in close quarters in sufficient numbers.
- Gas Mask Mooks: While all Fallen wear masks, Vandals wear full face masks that pump their rations of Ether.
- Invisibility Cloak: Some of them wear these and use them to good effect in close combat, and particular ones use it in conjunction with a Wire Rifle to be deadly snipers.
- Multi-Armed and Dangerous: Having four arms marks them as being skilled and effective warriors, although they often only use the upper pair in combat. They carry much more dangerous weapons that Dregs, including the Line Rifle, the Shrapnel Launcher, the Shock Blade, and the Shock Rifle.
The unquestioned leader of any particular Fallen crew, Captains are the brutal commanders of Fallen forces in the battlefield. Their orders are unquestioned, they wear strong armor, wield powerful weapons, and have some downright impressive capes to boot.
- Asskicking Equals Authority: Captains only get to where they are by defeating rivals and earning their position as part of a crew. They're also the most dangerous part of a normal group of Fallen, typically carrying oversized Shrapnel Launchers or massive paired Shock Blades. Some of them may even carry Scorch Cannons.
- Badass Cape: They have huge capes, signifying their rank and how dangerous they are compared to their lesser kin.
- Bad Boss: By human standards. A Captain expects absolute obedience from his crew, and anyone who hesitates to obey his orders will, at best, get a swift beating. At worst, they'll lose their arms or be killed outright.
- Deflector Shield: as with other higher-end enemies, Captains come with glowing shields that deflect incoming damage. Most Captains have Arc-oriented shields, giving them a blue tinge and leaving them vulnerable to Arc weapons.
- Invisibility Cloak: Some Captains wear the same cloaks as their Vandal underlings. Their size makes them a bit easier to spot, though they can still sneak up on a distracted Guardian.
- Large and in Charge: A captain is easily recognized by his sheer size, towering over other Fallen and commanding them in battle.
Shanks are the bulldogs of the Fallen. Small and tough enough to go where Dregs won't fit, they scout, keep watch, and patrol. Fallen Walkers deploy Shanks from internal bays for tactical support and field repairs. Most commonly fitted with automatic Arc weapons, the House of Wolves expanded their arsenal with Wire Rifles, machine guns, and explosives. Though individually weaker than even Dregs, their flexibility and ability to deploy in large numbers can still make them a danger.
- Action Bomb: Exploder Shanks are fitted with bombs to rush down victims and blow themselves up. Unless vaporized, killing them will also cause them to explode, heavily damaging or even outright killing you.
- Cold Sniper: Tracer Shanks come with a Wire Rifle, and can be every bit as deadly as a Vandal wielding them.
- Fragile Speedster: Shanks are one of Destiny's weakest enemies, and can be taken out with one or two shot. However, thanks to their tiny size and flight, hitting them in the first place can prove to be a little annoying.
- Glass Cannon: Shanks can easily be considered the weakest of the Fallen forces, easily taken out with a couple shots. However, after the Wolves rearmed them for more specialized warfare, they can deal major damage despite their tiny frames and weak endurance.
- Mecha-Mooks: Shanks are the mechanical drones of the Fallen, filling in a variety of purposes for the pirates.
- More Dakka: Turret Shanks can put out a whole lot of firepower.
Servitors are mechanical support machines with highly-sophisticated technology which process matter and energy into the life-giving Ether that sustain the Fallen. In combat they use long-range weapons and defensive systems, while outside of battle they serve as powerful electronic support systems and communications. Most Servitors are connected to a massive Prime Servitor which is partof the leadership of a House, along with their Archons and Kells.
- The Cracker: Servitors can engage in electronic warfare, jamming, and hacking computer systems for the Fallen. Several missions involve killing the Servitors that are disrupting communications and accessing machines preventing you from progressing.
- Evil Counterpart: To the Ghosts used by the players, supplying synthetic Ether in place of Light.
- Keystone Army: The Servitors' importance to the Fallen, both religiously and logistically, make them prime targets for elimination. Destroying a House's Prime servitor can be devastating to both morale and sustainability.
- Machine Worship: The Servitors are revered by other Fallen because of their ability to create Ether, although not as greatly as Prime Servitors.
- The Navigator: Servitors also serve as the pilot systems on various Fallen ships.
- Nigh-Invulnerability: In Destiny 2, they have the ability to make nearby Fallen units temporarily invincible, strongly encouraging you to take out Servitors ASAP.
- Nonindicative Name: While they do have an important social role, Servitors are served by their disciples rather more than they serve Fallen.
Archon Priests, second only to Kells in the Fallen hierarchy, work as executive agents to exert a Kell's will by operating in tandem with the Prime Servitor and its subordinate machines.
- Asskicking Equals Authority: Archons are massive and typically extremely dangerous. Your first encounter with one has you running away before he shoot down your jumpship. Another forms the target of an entire Strike, and third serves as a major boss in the Wrath of the Machine raid.
- Genius Bruiser: While Archons are deadly opponents, they are also highly skilled engineers and work directly with the Servitors who keep a House alive. It was a team of Devil Archons that built the Fallen S.A.B.R.E. that nearly defeated Rasputin.
- Large and in Charge: The Archons have the same ration of Ether as Barons and Kells and are often just as big as them, meaning they tower over the battlefield.
- Number Two: The Archons are the seconds in command of any House, directly working with the Prime Servitor and carrying out the Kell's will. Some Houses, such as the Devils, have multiple Archons, while others, such as Winter, don't have any.
Introduced in Destiny 2. These Fallen Vandals specialize in the use of cloaking tech and close quarters combat, taking advantage of the chaos of combat in order to strike you down.
- Artificial Brilliance: Unlike previous Stealth Vandals and Dregs, which often came out in ironically visible packs, Marauders well make use of the chaos of a firefight to gang up on you from your blind spots.
- Blade Below the Shoulder: Marauders wear long elongated talons on their secondary arms, which they'll use to make pouncing attack on you along with the usual Fallen blades.
- Close-Range Combatant: Marauders most commonly wield Fallen Shock Blades or the shotgun-like Shrapnel Launchers to complement their stealth and talons.
- Fragile Speedster: Their preference for close-range makes them quick to drop... or "would". However, they have speed on their side, capable of dropping on all fours (er, sixes?), to rapidly skitter around on the battlefield.
- Invisibility Cloak: Marauders love to make use of the Fallen's cloaking tech.
- In the Hood: They seem to like stealing from the Hunters' wardrobe.
Introduced in Destiny 2. Wretches appear to be another type of Dreg that are relegated to melee combat, wielding spears instead of firearms.
- The Berserker: Wretches are extremely aggressive and will charge into close, brutal combat even against enemies like Guardians.
- Blade on a Stick: Wretches have a preference for spears, showing a least a little bit more intelligence than the knife-happy Dregs.
- The Goomba: Shape up to be even more so than Dregs and Shanks, the original kings of this in Destiny 1. Unlike either, all they have are spears, with no extra or alternative weapons.
- Meaningful Name: To be a Dreg in Fallen society is bad enough. Wretches are Dregs that weren't lucky enough to be issued a projectile weapon before being shoved into combat.
- Zerg Rush: Wretches can only rely on their numbers to be much of a threat. Unfortunately, they're smart enough to know that, and never work alone.
House of Devils
House of Winter
Draksis, Winter Kell
The Kell of the House of Winter on Venus. He has overseen numerous pirate raids against jumpship reclamation convoys, causing the Vanguard to raise the bounty on him.
- Evil Overlord: As Kell of the House of Winter, he qualifies.
- Evil Power Vacuum: The result of killing him in the Day 1 release. Sure, it sends the House of Winter into a Succession Crisis and turn against each other... but eventually leaves them easy pickings for Skolas to come and convince a lot of rank and file mooks to pledge themselves to the House of Wolves.
- Hit-and-Run Tactics: Uses these against the Vanguard, hitting convoys before going back into hiding. When they finally track down his location on Venus, they send guardians to kill Draksis before he can escape again.
- King Mook: He's an extra large Captain.
- Minor Major Character: Being the Kell of the House of Winter and one of the biggest threats to the Tower makes him a pretty important character. He is introduced and killed in the same mission with nary a mention of him before or after aside from a Grimoire card.
- Space Pirate: Spends his time raiding the Tower's convoys in space.
House of Kings
Craask, Kell of Kings
The mysterious Kell of the House of Kings on Earth. Craask was actually responsible for the Battle of the Twilight Gap, and all but rules the Fallen on Earth unopposed. In Desinty 2, a lore object found reveals that old Fallen communication packets used to have headers unique to their Houses, but since the Red Legion invaded, all headers point to the House of Kings.
- The Dreaded: Among the Fallen, to the point that Skolas decided that it would be better to negotiate with Craask rather than try and assassinate him like he did with the House of Devils.
- Evil Overlord: As Kell of the House of Kings. The House of Wolves expansion has the Queen's Brother confirm that the Kings all but rule the House of Devils already, and that he's planning to do the same to the other Houses. In the end, he eventually abdicates his throne to Prince Uldren without a fight. However, Uldren instead killed Craask after having Fikrul dock him of all his arms.
- Killed Offscreen: Lore tabs for Forsaken reveal that Uldren and Fikrul murdered him, with the latter brutally docking Craask.
- The Man Behind the Man: While the House of Devils lead the charge in the Battle of the Twilight Gap, Craask was responsible for organizing the alliance with the Houses of Devils, Wolves, and Winter, effectively having them serve as Eliksni Shields for its own forces.
- Villainous Breakdown: When he had Prince Uldren dragged before him, Craask launches into a lengthy, furious tirade about all of the failures and losses he's suffered.
House of Exiles
Formerly a captain in the House of Wolves, Skoriks refused to follow Skolas after his escape from the Prison of Elders and joined the House of Exiles on the Moon. He is targeted for elimination by the Reef during their campaign against Skolas.
- Evil vs. Evil: Killed one of Skolas' loyal Archons and fled to the Moon to escape the Kell's wrath. Why he did this is unknown, but he was still hostile to the Awoken and the Guardians so he was targeted for elimination by Petra despite his split from the Wolves.
- King Mook: He is a larger and taller version of a Fallen captain.
- Screw This, I'm Outta Here!: Flees with his followers to the Moon after Skolas escapes.
House of Wolves
Skolas, Kell of Kells
Originally a Captain within the House of Wolves, Skolas emerged as the new Kell of the House of Wolves after the Queen of the Reef killed Virixias, the former Kell. He led the House of Wolves for most of the war against the Awoken, but was captured and incarcerated in the Prison of Elders after the defection of Variks. Skolas was originally to be sent as a gift to the Nine, but the Nine apparently allowed him to escape, allowing him to organize the rebellion against the Queen, with the goal of taking over the rest of the Fallen Houses and reclaiming the Traveler from the City.
- Ambition Is Evil: Believing he is the prophetic Kell of Kells that would unite all Fallen Houses, Skolas holds ambitions way beyond his scope. By uniting the Houses, he meant to burn down all dissidents, and when comes the time to acquire greater power, he issues a massive gambit against the Vex on Venus to steal the twisted knowledge found in the Vault of Glass.
- Arc Villain: Instigates the House of Wolves expansion's conflict by killing the Reef Queen's Guard and planning a takeover of all Fallen Houses. Mara Sov calls upon you to stop him, and then execute him in the Prison of Elders during the same story arc.
- Attack! Attack! Attack!: Skolas' life philosophy is that the alternative to attacking an unknown is waiting for it to attack you. Variks even lampshades this when describing him in his own Grimoire card.
- Ax-Crazy: According to Variks, Skolas is pretty vicious, even for a Kell. It's partly why Variks defected from the House of Wolves over to the Reef.
- Bonus Boss: His final fight in Prison of Elders Level 35 makes him the highest level boss found in Destiny's Year One note , and given that Prison of Elders challenges count as a raid, is in the same category as Atheon and Crota.
- Boss Banter: He's actually quite talkative in his boss fights, even throwing out insults at the Guardians, comparing them to Dregs or telling them that if they're out of ammo, he'll gift them with some bullets himself.
- The Chosen One: The ancient House of Rain had a prophecy that said that a Fallen would reunite the Houses under a single Kell. Skolas believes that he is that Kell.
- Deal with the Devil: Appears to have sought power from humanity and the Fallen's ancient enemy, the Darkness, to destroy the ones who captured him after he's imprisoned again and crosses the Despair Event Horizon. He's far more powerful when faced in the Prison of Elders, is surrounded in a dark aura, and can drink your Light like a Hive Prince.
- Despair Event Horizon: Failing in his last, desperate attempt to reclaim the Traveler for the Fallen snapped his mind like a twig. It's implied to have resulted in the Deal with the Devil mentioned above. The lore book "Dust" in Destiny 2 reveals that his despair actually comes from his encounter with the Nine; after seeing the abominable true shape of the Nine, Skolas came to understand why Mara Sov gifted him to them and exactly how puny he is compared to larger scope players like the Queen and the Nine. He then exclaims that he'd be glad to die in the Prison of Elders, if it meant being free from forever being a pawn.
- Everything Trying to Kill You: He genuinely believes that everything in the universe wants to kill the Fallen. Given that they share just a single solar system with the Guardians, the Awoken, the Vex, the Hive, and the Cabal, this viewpoint is actually rather well founded.
- From Nobody to Nightmare: Originally a low level Captain in the House of Wolves, the Queen's killing of the Kell and the subsequent Succession Crisis/Enemy Civil War between the Wolves nobles opened up a lot of advancement opportunities for Skolas, allowing him to emerge as the new Kell.
- He Knows Too Much: Implied - he makes a string of cryptic comments after his capture that lead the Queen to send him to the Prison of Elders as Guardian target practice despite previously going out of her way to capture him alive to interrogate him about what he learned about the Vault of Glass.
- King Mook: Much like Riksis, Draksis, and Aksor, Skolas is an oversized Fallen Captain with a few extra aesthetics. His Prison of Elders appearance replaces the oversized Shrapnel Launcher with a Scorch Cannon, essentially making him a tougher, deadlier Taniks.
- Last Villain Stand: After being captured rather than being executed in chains the Queen sentences him to the Prison of Elders to die fighting. Skolas is not only given back his weapon but he also has the support of the prison's systems like the mines. A team of Guardians canonically kill him there.
- Pragmatic Villainy: Ax-Crazy as he is, even Skolas is not dumb enough to attempt an assassination on the unseen Kell of Kings.
- Puzzle Boss: Fighting him in the Prison of Elders is a bit of a doozy, because he takes greatly reduced damage until you destroy a near-invisible Servitor hidden around the arena (and it's a big arena). When he takes enough punishment and he can no longer call on those Servitors to cover him, he'll instead induce a venom on one member of your fireteam that also spells doom for them unless you pass the status effect on to another member, ensuring that you'll hardly have time to damage Skolas. If that wasn't enough, near the end of the fight, Variks will also task the Guardians with intercepting a highly-shielded Captain, or else the entire fight will reset.
- Rebel Leader: Before the conflict of the House of Wolves, he was locked up as one of the Reef Queen's "prizes", and got sold to the Nine in order to make up for intruding on their territory. Rather than keep him, though, the Nine set him free, and now he's leading the Fallen rebellion against the Reef.
- The Magnificent: He used to be known as "Skolas, the Rabid" before he became Kell, after which he became "Skolas, Wolf Kell".
- Unwitting Pawn: Skolas' escape was arranged by the Nine after he was sold to them by the Queen. Precisely why they wanted him to go free is unclear, and he didn't exactly care why they let him loose either.
- Well-Intentioned Extremist: Ultimately, Skolas' motives are sympathetic: he simply wants to reunite the Fallen Houses and reclaim the Traveler from the City, with the hopes that it will be able to share its power with the Fallen again and prevent their extinction. Just one problem: he seems unaware of the Traveler's dormancy.
- Wham Line: What he calls the Queen after being captured: "Light snuffer. Dark binder." See He Knows Too Much above.
Drevis, Wolf Baroness
A Baroness and leader of the Silent Fang, an elite infiltration team that more or less ensured Skolas became the new Kell of the House of Wolves. She is one of the random bounties available in the second Queen's Wrath introduced during the House of Wolves expansion, and could be found at the Forgotten Shore in the Cosmodrone.
- Back from the Dead: In the 1.2.3 update to Destiny 2, Xol resurrected her as Drevis, Aspect of Darkness. She is one of the three resurrected Destiny 1 bosses (the others being Urzok and Valus Ta'aurc) that the player may have to kill to open up the path to the Whisper of the Worm, and then at the end kill again with the the two to complete the mission.
- Boss in Mook Clothing: A regular Captain just by looking at her.
- Dark Action Girl: One of two female Fallen, along with Pirsis (see below) that appears in the game. Not that you could tell by looking at her, though.
- The Dragon: She served as this to Skolas during the struggle for the Kellship. Following the mass escape from the Prison of Elders, Drevis is Co-Dragons to Skolas with fellow Baron Yavek.
- Stealth Expert: The Silent Fang are a group of Fallen that specialize in special operations such as assassination. Drevis herself utilizes a cloaking field during her public event appearances.
A Baroness and one of Skolas's most ruthless lieutenants, she was responsible for the destruction of the Awoken settlement of Pallas. She is one of the random bounties available during the second Queen's Wrath during the House of Wolves expansion, and could be found at the Divide in the Cosmodrone.
- Boss in Mook Clothing: A regular Captain just by looking at her.
- The Brute: Blunt force is pretty much her approach. Appropriately, she's one of the strongest in a one-on-one fight.
- The Butcher: It may not be her exact title, but "Pallas Bane" is invoking the trope in spirit.
- Dark Action Girl: One of two female Fallen, along with Dreviss (see above) that appears in the game. Skolas has a thing for this, doesn't he?
- The Dreaded: In the bounty issued on Pirsis, Petra calls her Skolas' most dreaded commander among the Reef after her killing of Paladin Imogen Rife.
- Shotguns Are Just Better: Uses a Shrapnel Launcher in combat.
Yavek, Wolf Baron
A minor lieutenant of Skolas during the Reef Wars, Yavek was one of the few members of the House of Wolves who remained free of the Prison of Elders and avoided swearing loyalty to the Reef. His faith was well-rewarded after Skolas and many of his lieutenants escaped from the prison, with Yavek being elevated to Baron and sent to bring the House of Kings under Skolas' banner.
- Co-Dragons: To Skolas, alongside Drevis, after the mass escape from the Prison of Elders.
- Rank Up: In thanks for his loyalty, Skolas promoted Yavek to Baron and made him one of his top lieutenants and diplomats.
- Undying Loyalty: Remained loyal to Skolas after the Reef Wars ended and the Kell was imprisoned, refusing to join many other members of the House of Wolves in swearing loyalty to Queen Mara Sov.
Aksor, Archon Priest
The boss of the Winter's Run Strike, an Archon Priest of the House of Wolves who served Kaliks Prime before being captured and imprisoned by the Awoken. The Fallen on Venus helped him escape from the Prison Of Elders, which resulted in the Queen placing a bounty on his head that the Guardians decide to collect. He's bigger and badder than the Archon Priest on Earth, and has a fan following. A large fan following.
- Badass Preacher: He is one of the highest religious authorities of the Fallen, and also one of their toughest warriors.
- Evil Laugh: From the moment he climbs out of his chamber, he spends the entire fight alternating between Fallen Black Speech and bellowing laughter. Often right after smashing your face in.
- Flunky Boss: Oh boy... The one major thing that most Guardians can agree on, is that this guy summons way too many minions. The boss himself won't kill you, unless you're caught off guard, but the amount of enemies summoned is so great, that you'll either die due them attacking you at once or the Priest himself attacking you while you take out his minions.
- King Mook: A supersized Captain, complete with teleport and Shrapnel Launcher, though thankfully without the regenerating shield.
- Shockwave Stomp: Getting to close or letting him teleport to you, will have him do this and most likely killing you.
- Sinister Minister: Before being imprisoned, Aksor was responsible for leading crusades in the name of Kaliks Prime that resulted in the massacre of human settlements outside of the Last City and several Awoken settlements in the Reef.
- Teleport Spam: If you aren't careful, this guy will happily teleport as close to you as possible. And then proceed to show you why it's a Priest.
Beltrik, the Veiled
A skilled commander under Skolas during the Reef Wars, Beltrik won several victories against the Reef before being captured by Paladin Abra Zire. After the escape from the Prison of Elders, Beltrik was sent by Skolas to the Ember Caves on Venus.
In Forsaken, while Beltrik never makes an appearance (due to being, you know, dead), the list of runaway prisoners reveals that he left behind a student.
- Arch-Enemy: To Paladin Zire.
- The Dreaded: The Awoaken of the Reef are afraid of Beltrik, since he inflicted quite a few casualties upon them during the Reef Wars and was only stopped through extreme tactics.
- Mentor Occupational Hazard: Forsaken reveals that his death qualifies for this trope, as what happens to be his pupil can be found running around in the wild.
- Noodle Incident: For some reason, the Spider seems to have beef with either him or his student, as the former stresses the It's Personal nature of the bounty against the student.
- The Strategist: He is the House of Wolves best strategist, and his capture was a turning point in the Reef Wars.
A prime servitor built out of scraps and the parts of lesser servitors by the Fallen in the Prison of Elders, Kaliks is seen as the reincarnation of the long missing Kaliks Prime. It is the final boss of the Machine Wrath event in the Prison of Elders.
- Bad Boss: When his health starts to get low, Kaliks Reborn will suck the life out of its Archon Servants, killing them to restore itself to full health. Of course, the Archons do not mind, since they worship it as a god.
- Cult: The Fallen who worship Kaliks Reborn view it as a god and would do anything for it.
- King Mook: He is a prime servitor.
- Undying Loyalty: The Fallen who serve Kaliks Reborn are fanatics who are willing to give up their lives to protect it. Some even willingly give up their lives and let Kaliks Reborn drain ether from them so that it may heal any damage that it suffers.
The actual prime Servitor of the House of Wolves. It disappeared before the events of both games, and was last seen drifting around the Anankes, a group of Jovian moons under control of the Nine.
- And I Must Scream: Subverted. Though Variks assumes that Fikrul intentionally allowed Kaliks to become a Chimera, the latter denies it, saying that Kaliks left the Fallen by choice.
- The Ghost: Missing in action during both games. Destiny 2 reveals that it may have actually did this by choice.
- Screw This, I'm Outta Here!: Fikrul states that it simply got up one day and left the Fallen, likely because Fikrul rebelled against the Traveler. The Wolves joining the Reef only complicated things.
The long-missing progenitor of the Orbiks servitor line, Orbiks Prime revealed itself to the remaining members of the House of Wolves following Skolas' final defeat. It began to gather the Wolves on Mars, but was stopped by the Reef and their allied Guardians.
- Arc Villain: Of the Wolves of Mars questline in The Taken King.
- Back from the Dead: Upon seeing Orbiks Prime, Variks comments that the Wolves must have rebuilt him, indicating that at some point Orbiks was damaged enough to be deactivated.
- General Failure: Decides to set up the House of Wolves on Mars, which was at that point a four-way battleground between the Guardians, the Cabal, the Vex, and the Taken. This poor tactical choice for a homebase is how Varkis figures out that a High Servitor is leading the remnants of the House of Wolves, since a Fallen Kell would have never gotten involved in such a unwinnable mess and only a High Servitor could have commanded the faith necessary to commit to such a reckless action. When Variks tells the Guardian about the remaining House of Wolves fighting the Cabal, he uncharacteristically lets out mocking laughter at the sheer stupidity of trying to fight the militant Cabal on their home turf while outnumbered and outgunned.
- King Mook: It is a massive Prime Servitor.
- Teleport Spam: Can teleport short distances like most servitors, but it also likes to teleport the player around into terrible positions.
Initially serving Irxis during the Reef Wars, Mecher Orbiks-11 was recovered by Skolas' forces after Irxis defeat. Following the breakout from the Prison of Elders, Mecher Orbiks-11 was sent to the Ishtar Cliffs on Venus.
- Boss in Mook's Clothing: Appears as a regular high servitor.
- Last of Its Kind: At the time of the House of Wolves rebellion, Mecher Orbiks-11 was believed to be the last of servitor of the Orbiks line. The revelation of Orbiks Prime's survival reveals this belief was false.
- Turn Coat: Initially fought for Irxis but switched allegiance to Skolas.
A captain who was among the first of the House of Wolves to declare loyalty to Queen Mara Sov after the defeat of Skolas. Saviks served as one of her Fallen bodyguards for decades before betraying her after Skolas' escape. He is sent to the Anchor of Light on the Moon.
- Bodyguard Betrayal: He was one of the Wolves who guarded the Queen, holding a place of honor on her right. Saviks and his fellow guards immediately attempted to assassinate her after learning of Skolas and the House of Wolves escape from the Prison of Elders.
- Boss in Mook's Clothing: Appears as a regular captain.
- HeelFace Revolving Door: Went from serving Skolas to the Queen and then back to Skolas.
Weksis, the Meek
A Dreg who led an attack on Pallas without orders during the Reef Wars, which was defeated and helped break the stalemate over the base there. Following the House of Wolves escape from the Prison of Elders, Weksis was sent to Archer's Line on the Moon.
- Boss in Mook's Clothing: He is just a slightly tougher Dreg.
- Ironic Nickname: He is anything but meek, with Petra noting his brutal actions at the Siege of Pallas as proof enough of that.
- Leeroy Jenkins: His unapproved assault on Pallas, although initially taking the Awoken by surprise, failed and led to Weksis and his soldiers being captured and imprisoned with the other House of Winter captives there.
House of Dusk
Following the events of Rise of Iron, all the Fallen Houses present in the Sol System began to burn their banners and banded together under a new House: the House of Dusk. Driven by desperation and determination, they have abandoned many of their old rivalries and are now willing to do anything and fight anyone to survive.
- Bandit Clan: While the previous Fallen Houses evoked the image of noble yet ruthless Space Pirates who occupied land, maneuvered armies, and raided cities, the House of Dusk evoke the imagery of a bandit clan. They are savage and ruthless, clad in furs, desperate to survive, and hiding in caves and ruins while stealing anything they can get their hands on via underhanded and stealthy means. Even their naming systems and titles reflect a descent into more brutal and barbaric ways.
- Darkest Hour: That this House exists at all is a sure sign that the Fallen race has reached this point: nothing but the most desperate of circumstances would force the entirety of the Fallen race to work together.
- Determinator: Even moreso than their predecessors, the House of Dusk are pushing on against impossible odds through sheer force of will to stay alive in a system where everything wants to kill them.
- Enemy Mine: The Houses are normally hostile or suspicious of one another after the disaster of the Battle of Twilight Gap, but after the series of defeats and disasters suffered during the events of the first Destiny game, sheer desperation and lack of leadership have pushed the Houses to join forces to survive against enemies like the City and the Red Legion.
- Ermine Cape Effect: Unlike Captains in Destiny, Dusk Captains seem to have adopted the fur cloaks of the House of Wolves.
- Not So Different: The Dusk Fallen's current state is compared by multiple characters to the humans', with both having been driven out of their homes and being forced to survive in the wilds on the hope that they will retake their former glory.
- O.O.C. Is Serious Business: The first thing that tipped the City off that something was happening with the Fallen was when they noticed fewer and fewer raiding parties present in the Cosmodrome, as well as sightings of House of Devils Fallen burning their banners and fleeing. Whatever drove the Sol Fallen away has them abandoning rivalries spanning centuries, which has the City and Vanguard on high alert (or at least, it did before the Red Legion invasion).
- Close observation of the Dusk's Dregs shows that the docking caps that were used to keep their arms from regrowing have been removed, allowing short, incomplete arms to regrow, indicating that the House of Dusk have abandoned centuries-old practices regarding their lower castes.
- Purple Is Powerful: They've adopted purple heraldry and clothing, a color previously unseen in any Fallen House.
- The Red Baron: Many Fallen leaders of the House of Dusk bear titles like "The Depraved" or "the Enduring."
- Sigil Spam: They feature two prominent symbols; one is a circle with three small lines above and below it, while the other is the adopted symbol of the House of Judgement.
- The Usual Adversaries: The House of Dusk have become the single dominant Fallen faction and are active on almost every planet encountered in Destiny 2.
Skriviks, the Sharp-Eyed
A captain leading a band of scavengers in the European Dead Zone, near the corrupted Shard of the Traveler.
- Ascended Extra: She was briefly mentioned in the Maraid (the book detailing the history of the Reef Awoken under Mara Sov) as one of the Wolves who were imprisoned following Skolas's failed uprising. She was never fought in the first game, though the Servitor piloting her Ketch was available as a bounty during the House of Wolves expansion.
- The Baroness: She's a former noble of the House of Wolves, and given she commanded a Ketch piloted by the Servitor Kaliks-12, it's likely that she held the rank of Baron.
- Starter Villain: The first proper boss you encounter in Destiny 2 after gaining back your Light.
Mithrax, the Forsaken
A captain on Titan searching for a methane reactor that the Vanguard wants to claim for its own. Eventually, he would come to argue that humanity is befitting of the Traveller, and joins the Guardians on their adventures. The Praxic Order takes notice of his deeds and marks him as an outlier with the designation of VIP #3987. When the resurgent House of Devils surfaces to plunder the secrets of the Old Tower in the hopes of stealing Outbreak Prime for its SIVA, Mithrax signals for the Guardian's aid, ultimately helping them take the rifle they had created two years ago back from the City vaults before Eramis and her underlings could take it first.
- Anti-Villain: He is looking for the methane reactor to make ether production easier, which will feed his people and help them survive. Later, he comes to subvert all of this as he swears allegiance to the Last City and the Guardians.
- Arc Villain: Of Titan's post-game world quest, "Enemy of my Enemy". His efforts to locate the methane reactor accidently destabilized the Rig, which alerted the Vanguard to his efforts and the existence of the reactor. It then becomes a race between Mithrax's crew and the Guardians to claim the reactor from within Hive territory.
- "Blind Idiot" Translation: His name is Misraaks, not Mithrax. He has no idea why people that do not speak Eliksni keep calling him "Miff-racks". Oddly enough, one of Spider's Eliksni henchmen still calls him Mithrax. He likely keeps the name as it was Sjur Eido whom accidentally mistranslated the name, while still treating him with respect and making an effort to commune with him via Eliksni terms and customs.
- HeelFace Turn: In Forsaken, Mithrax makes an adamant argument that the City should keep the Traveller, and the lore tabs for Lord of Wolves and the Queenbreaker are about him joining a Guardian fireteam. In Joker's Wild, he has styled himself as the Kell of "House Light", and his deeds do not go unnoticed by the Praxic Order, with the intelligence agent doubting the veracity of his adventures with the Guardians. He later fully solidifies this alliance once he fights alongside the Young Wolf to stop Eramis and the resurgent House of Devils from taking Outbreak Prime, which could still produce SIVA."Wolves rebel. Now, Wolves extinct. This where-live mine-things scatter must end. I will Kell the mind-open Eliksni. No spider-tricks. No loyal-lies. Variisis truths. We fight for Great Machine together."
- I Owe You My Life: Should the player save him from Golthor, the Subtle without damaging Mithrax, he will allow the Guardians to have the methane reactor without a fight. In Forsaken, this act is implied to be what drives him to defect to the Last City.
- Saved by Canon: Whether or not you spared him in "Enemy of my Enemy" is irrelevant, as Forsaken lore tabs reveal he's turned away from the House of Dusk after that encounter and eventually joined a fireteam of Guardians. Variks does, however, count him along with Taniks and Fikrul as Eliksni who have come back from death, making it ambiguous as to which choice was actually canon.
- Unique Enemy: Unlike other Fallen Captains you encounter in Destiny 2, his armor is not only the purple of the House of Dusk, but also includes golden highlights, which are traditionally the color of the House of Kings. While this model eventually gets re-used for other major Captains in Forsaken, Joker's Wild grants him a new set of red threads that he uses to infiltrate the Devils' raid on the old Tower.
- White Sheep: As of Forsaken, he's just as much of a Guardian as Zavala sees Hawthorne to be.
- Worthy Opponent: Zavala, Sloane, and Ghost quickly grow impressed with Mithrax's tactics, which is giving the Hive a run for its money. Mithrax seems to have some respect for the Young Wolf as well, bowing to them after their second encounter and letting them have the methane reactor if the player does not attack him.
- You No Take Candle: His English, as written in the lore tabs, is fairly rudimentary, and he also mixes in Eliksni terms, making for confusing sentences. That said, his new fireteam has no problem understanding him.
Thaviks, the Depraved
A captain leading the assault on the Exodus Black in order to plunder its Golden Age technology. He is the boss of the "Exodus Crash" strike.
- Artificial Limbs: Both of his legs have been replaced with cybernetic prosthetics.
- Blade Below the Shoulder: Like Marauders, Thaviks wears a pair of long bladed talons on his lower arms, which he'll happily use to try and tear players apart with heavy hitting melee attacks.
- Easy Level Trick: His boss fight immediately ends if he's shot while crawling over the wall, making him fall into the Bottomless Pit.
- Flunky Boss: His boss battle makes heavy use of Shanks modified using Failsafe's own technology to cover the platforms of the arena with electrical fields to control the battlefield.
- Invisibility Cloak: He makes liberal use of it, briefly appearing to fight in close quarters before retreating and let his lesser Fallen and Shanks attack.
- Large and in Charge: He's one of the biggest and meanest of the Fallen left in the system after the deaths of numerous Kells, Barons, and Archons.
- Lightning Bruiser: Unlike the massive, slow-moving Kells and Barons of other, previous Houses, Thaviks is terrifyingly fast and agile, eschewing the heavy armor that other high-ranking Fallen favored for mobility.
- Names to Run Away from Really Fast: Someone who is called, "The Depraved," isn't exactly the kind of guy you'd invite for tea.
- Shock and Awe: makes heavy use of Arc-based weapons and technology, both of Fallen design and built from pieces of tech looted off Exodus Black.
- Stealth Expert: Even finding him proves a challenge despite the fact that the Fallen are tearing apart Exodus Black's interior, as he uses comms scrambling to hide his exact presence, forcing the Guardians to track his signals around the crash site to finally find where he's hiding.
- Walking Armory: During the fight Thaviks makes liberal use of a Scorch Cannon, a Shrapnel Launcher and a pair of sword-like talons mounted onto his lower arms.
A rising Fallen faction that goes against everything the Fallen Houses stand for. Having laid their hands on various wares and forges of the Black Armory, they start a contraband of stolen weapons on the Tangled Shore, much to the Spider's displeasure. They are a rogue faction that can be fought in the "Scourge of the Past" raid and through various missions from Black Armory's storyline.
- Arms Dealer: They make their presence known by starting a contraband of Black Armory weapons on the Tangled Shore. Ada-1 is infuriated by the idea that the Fallen got their hands on one of the three families' forges and are selling stolen goods, and the Spider takes her concern as his own, seeing how it disturbs the Shore's order.
- Power Nullifier: The Berserkers unique to this faction deploy a suppression field should a Guardian come too close to them, allowing the Berserker to charge up their weapon and inflict a One-Hit Kill in most circumstances. The field goes away if both weak spots on the Berserker's chest and back are shot down, whereupon the charged attack will be interrupted and they become vulnerable to damage.
Siviks, Lost to None
Once an escapee of the Prison of Elders, Siviks is the leader of Kell's Scourge and the one sponsoring various contraband operations involving stolen Black Armory products. He is also the Spider's brother, and neither hold each other dear judging from the latter's comments.
- Big Bad Wannabe: He's the primary antagonist of the Black Armory expansion and his influence looms over the lost forges. But between competition with the Cabal and the Vex for the control of those forges, he has a hard time doing anything particularly threatening to the Tower before the Player Character follows his trail and takes back the forges. He is also unceremoniously killed in the Bergusia forge without accomplishing much.
- Bomb-Throwing Anarchists: The aptly-named Exotic grenade launcher Anarchy recounts a conversation between Siviks and the Spider, showing that the former has absolutely no respect for anyone, hates the current disposition of the Fallen (a feeling that's shared by the Scorn, despite himself not being one), and would like to see all of humanity dead. His emergence in the Black Armory storyline even has him causing a ruckus on the Shore out of spite towards the Spider."Stick to wall, ground, human then FFFFFRRRRRYYYYY! Hehehehehehehe."
- Cain and Abel: He and the Spider utterly loathe each other, with Siviks shouting that the latter is beneath even the downthrodden Fallen for trying to ally himself with humans. The Spider sends you on a quest to teach him a rougher lesson than a cell in the Prison of Elders, adding that you shouldn't hold back against Siviks.
- Dirty Coward: Siviks doesn't seem to value his followers' loyalty, as he constantly flees from the player Guardian while leaving his subordinates to fight them, only making a final stand at Niobe Labs, heavily assisted by his forces and stolen Black Armory tech.
- Sibling Rivalry: Though a new arrival in the Tangled Shore, Kell's Scourge is still a syndicate, and a rapidly expanding one at that. The Spider, bemused at this sudden new competition, comments on how Siviks' time in the Prison of Elders didn't teach him the concept of consequences, and he urges you to apply a corrective measure to his impudent brother.
- Spiteful Spit: As recounted in the Anarchy's lore tab, Siviks holds nothing but contempt for the Spider, accusing him of being a friend to humans then spitting not only at the Spider's feet, but also his face. Naturally, the affable Spider simply orders his henchmen to take Siviks away to the Prison of Elders for his continued insolence.
Insurrection Prime, Kell's Scourge
A massive mech that guards the Ebisu Vault deep within the City's ruins, Insurrection Prime is the final boss of the "Scourge of the Past" raid. Piloted by a Servitor, it is armed with powerful weaponry capable of leveling cities, and coats itself with deflector shields.
- Humongous Mecha: While some raid bosses like Atheon and Aksis were mechanical in nature, Insurrection Prime is the first raid boss that's being piloted by another enemy. This Fallen-themed bipedal mech towers over the three-story buildings in its boss arena, and it's armed to the teeth. It can even fly for short periods of time to rain down fire upon its opponents.
- Mighty Glacier: It lumbers around the battlefield slowly as much as you'd expect from something this massive, but it's armed with some of the most devastating weapons ever (including a beam that literally nukes the arena), and it is equipped with Deflector Shields. It says something when the best you can do is take out the shield generators that are scattered around its frame, then stun it with a shot from a Drake, before attempting to take out its pilot Servitor.
- Nigh Invulnerable: The mech itself is so difficult to hurt that the boss is really about forcing its pilot out in to the open instead of fighting it straight on.
- Nuke 'em: You punched a wrong socket when the time comes to retrieve a phase charge? Turbulent Detonation! You took too long to cause significant damage to its stationary frame? Turbulent Detonation! You couldn't transmat a Drake and stun it in time while its shields are down? Turbulent Detonation!
- Puzzle Boss: While most of the fight is fairly straightforward, trying to increase your damage against the Servitor's colossal resistances requires you to stay away from fireteam members that aren't tagged with the same phase charge variant as you, whereupon you'll instead take damage until you die.
- Weapon of Mass Destruction: The damn thing is definitely packed for nuclear warfare, considering how it showers you with an endless array of missiles and cannon blasts, and can stomp you into oblivion at a moment's notice. Should you fail to stun it in time, it will even fire up a beam of destruction that nukes the entire area and causes a Total Party Wipe.
A six legged tank, with three cannons of varying degrees of death. It's the Fallen's heaviest combat vehicle, and shows up as a miniboss in the Sepiks Prime Strike and as a target in Public Events in Fallen territory.
- Bonus Boss: Elder Walkers are amongst the toughest enemies you can face in Public Events on Earth, Venus, and the Moon.
- Degraded Boss: Compared to its regular encounter, the Public Event is weaker than the boss itself. Justified, both due to the timer it has and to be on a regulated level so even low-level players won't be killed.
- Early-Bird Cameo: A destroyed Devil Walker can be seen during the Tutorial Mission, on your way to your first jumpship. It's likely a reference to the Fallen Devil Walker that was defeated in the same location in the earliest gameplay footage we saw.
- Flunky Boss: As with any enemy that powerful. The Devil Walker fought during the Cosmodrome Strike is particularly nasty since its flunkies like to spawn on what would otherwise be the best sniping positions in the boss arena.
- Giant Space Flea from Nowhere: If you encounter it in the Cosmodrome, as a Bonus Boss, which is probably where you'd least expect it. Or encounter it for the first time.
- Killer Robot: They're unmanned, with an AI similar to (but more sophisticated than) that of a Shank.
- One-Hit Kill: A direct hit from its main gun is a guarantee that you will not be going home in one piece. Fortunately, it telegraphs the attack heavily, complete with a laser sight showing the impact point, and it has pretty much zero tracking. Unfortunately, the blast radius is very large indeed.
Taniks, the Scarred
The boss of the Shadow Thief Strike, Taniks is a notorious Fallen mercenary with his own ketch. Holding no loyalty to any House beyond who pays him, Taniks sides with the Fallen House of Wolves after their rebellion against the Reef, attempting to rob the Temple of Crota. He is responsible for killing the previous Hunter Vanguard, Andal Brask, and for breaking Aksor out of the Prison of Elders.
- And Then John Was a Zombie: In the Dawning, the Splicers use SIVA to reanimate Taniks, turning him into Taniks, Perfected.
- Artificial Limbs: All four of his arms have been replaced with mechanical prosthetics, in what the description for the Strike calls "ritualistic surgeries". What this says about his place in Fallen society is unknown. Variks suspects it's to make himself more like a machine.
- BFG: Wields a scorch cannon, rather than the traditional shrapnel launcher. Doubles as Arm Cannon, since it replaces one of his arms entirely. After you kill him, you can yank it off his body and use it against his minions.
- Blood Knight: Variks describes him as fighting not only to fulfill his contract, but also for fun.
- Bring It: According to Variks, Taniks challenges the Guardian fireteam hunting him "in the ways of old".
- Famed In-Story: By the Fallen, who consider him a semi-mythical figure.
- Even the Subtitler Is Stumped: Taniks constantly shouts at the fireteam over the intercom on his Ketch. What he's saying is never directly translated, but the subtitles just say what it sounds like.
- "Get Back Here!" Boss: His mission mostly involves you chasing him further and further into his Ketch, whittling down a bit of his health each time.
- King Mook: He's a super Scorch Captain.
- Professional Killer: Variks goes to great lengths to describe him as an independent killer.
- Took a Level in Badass: Taniks did get a bit of rework for The Dawning. Taniks' Scorch Cannon now rotates between the three elemental cannons, he will teleport around the room more frequently and will enter phases where he becomes immune. Guardians will have to take out SIVA growths in order to weaken him.
Chelchis, Kell of Stone
A Kell whose name is still revered in Fallen songs, he is said have "faced the Maw", from which we can only assume he personally fought Oryx and died.
- Cool Crown: A Warlock artifact that describes his deeds is shaped after an ornate crown decorated with sapphires, although the crown itself is broken.
- Famous Last Words: He called out for the Traveler in desperation, but nothing answered him, after which it's implied Oryx crushed him.Doom of Chelchis quote: "Where is the Great Machine? Where is the Great Machine?"
Doom of Chelchis (Adept) quote: "All is silent. Nothing answers me. The hunger comes."
- Posthumous Character: He's a long-dead legend by the events of The Taken King, being among the many victims of the Hive's bloody crusade.