This page details the organic, zombie-like aliens that invade the Solar system in the name of their pantheon.
Beware of unmarked spoilers.
A mysterious race of chitinous, zombie-like aliens whose primary base is on the Moon and Oryx's Dreadnought at Saturn, but make regular attacks on Earth. Unlike the more technologically-oriented species encountered elsewhere, the Hive wield strange and esoteric magics and mystical rituals, which they gained through covenants with their "worm gods" and service to the Darkness.
- Appeal to Force: Their entire philosophy revolves around it. Heck, it's essentially their religion.
- Attack! Attack! Attack!: Hive Thralls, the most newborn of the Hive, know few other tactics, being too bestial and zealous to do very much other than Zerg Rush their opponents.
- BFS: Cleavers, giant swords of bone and metal used by Knights to carve through enemy lines.
- Bee People: Despite their relatively humanoid shape and some identifiable human-like mannerisms, they have an extremely eusocial structure with Wizards breeding thousands of other Hive creatures each. That's where it ends though, as the Hive are advanced enough to have religion and recognize the Osmium Pantheon as their masters instead of a local queen.
- Bizarre Alien Biology: The Hive are actually all born biologically female, but upon puberty, they collectively gain a Gender Bender ability, with those who identify as male quickly taking the opportunity to fit their self-image. There's not that many Hive who have undergone a gender change after they reach adulthood, Oryx being the most prominent exception. Male seems to be mandatory for the King and Prince morphs, but is apparently optional for the very similar Knight morph. Wizards are always female, and are the only females able to produce offspring.
- Blue-and-Orange Morality
- The Hive philosophers thrive on something called Sword Logic: If something dies, it had no right to exist in the first place. The universe, they believe, will end with all things broken but one, which will exist forever. They find this glorious. This idea extends all the way up to their gods, who spend eternity killing each other and learning from the attempt. For this gift, the Hive gods love each other.
- Truly reversing a "final" death in the form of resurrection and necromancy is considered abhorrent to the Hive, because it is reversing the "truth" of the Sword Logic. If something has died, it is too weak to survive in the face of the strength of something greater than it, and the death of the weaker entity pushes the universe toward greater perfection. Reversing death is therefore a blatant slap in the face of the Sword Logic that the Hive follows. It's acceptable to manipulate one's mortality so that they cannot die, as the Hive Gods do, but to invert the death of something that has truly been killed is the deepest heresy.
- Cannon Fodder: Thralls' Zerg Rush tendencies leave them as little more than Cannon Fodder for the Knights and Wizards.
- Chronic Backstabbing Disorder: Not only does it happen, and not only is it expected, but for the Hive's upper echelons treachery is considered a sign of love. Oryx even calls Alak-Hul a "beloved son" because he betrayed and tried to usurp the Taken King's throne.
- Church Militant: As much crusading devotees in their Religion of Evil as they are soldiers.
- Close-Range Combatant: The Hive are generally the most close-combat-oriented faction. The Thralls' overzealous demeanor leads them to attack foes with their bare claws. Knights also fall into this when using cleavers.
- Co-Dragons: The Vex come close in competition with the Hive when it comes to spreading the Darkness's influence in the solar system, but the latter have been serving the Traveler's archnemesis for aeons.
- The Corruption: The Hive have been so thoroughly corrupted by the Darkness that it's in their very DNA. Exposure to Hive artifacts, power, and even bones over a prolonged period can alter and change non-Hive, such as what happened to Eris Morn, Dredgen Yor/ Rezyl Azzir, and is now affecting the Shadows of Yor.
- Creepy Cathedral: A vague aesthetic for Hive interior decor, with lots of stone hewed into buttresses and alcoves, tattered ancient banners hung from walls, reliquary urns, and many little glowing crystals placed about that resemble clusters of candles. Given that they are a Religion of Evil, their fortresses are as much shrines of worship as cities.
- Death Is a Slap on the Wrist: For the higher-level Hive, both Exalted and Ascendant, death is an inconvenience, and killing them simply sends them back to their own pocket dimension. The only way to permanently end them is to follow them to their "throne world" and kill them there.
- The Dragon: The Hive as we know them are the oldest most direct servants of the Darkness. The Vex are the other race to serve the Darkness, but only after an encounter with the Hive reshaped their thinking into worshipping the Darkness.
- Elaborate Underground Base: The Hellmouth isn't just their only underground lair on the Moon. It's just where they started digging. By the time of the game, they've filled the entire moon with subterranean caverns and tunnel networks.
- Elite Mooks: Hive Knights, the Hive's most zealous servants, are also the Hive's military leadership, their armor grown and shaped and hardened over centuries while their minds are honed to a tactical keenness and given some of the Hive's most powerful weapons.
- Equal-Opportunity Evil: A very weird example. Male and female Hivebeasts have very rigid, specific gender roles... but they can also switch genders at will if they want to try something else.
- Everything's Deader with Zombies: A strong aesthetic with the Hive. In particular, the Thralls, savage, animalistic Hive newborns, function, look, and act much like (fast and surprisingly cunning) zombies.
- Everything Trying to Kill You: The mortal race they were before they became the Hive evolved on islands of solid ground floating in a middle layer of a gas giant. Although intelligent, in relative size and ecological niche they're referred to several times as "krill".
- Evil Evolves: Osiris claims that the Hive constantly adapt and develop mutations as easily as we breathe, which is one of the reasons the Vex have an interest in them.
- Evil Sounds Raspy: From what little we hear of their language, it sounds like someone dragging a pumice stone over their tongues. The wizards in particular are strong examples.
- Evil Is Visceral: In contrast to the coldly mechanical Vex, the Darkness's other principal agents in the solar system, the Hive dive straight into this trope. They're big fans of Organic Technology, and even their (mostly) inorganic architecture has an uncomfortable biomechanical-gothic H. R. Giger vibe to it. They are also big fans of causing Guardians to die slow painful deaths by torture, as seen in a Grimoire card.
- Evil Makes You Ugly: They used to be a fairly normal alien species, at least until they struck a deal with the mysterious Worm Gods, turning them into the present day omnicidal Hive. The most calling example of this is Aurash, who became horrified at her future self, Oryx. They look and are decayed from birth.
- A lot of Hive units seem to draw inspiration from the enemies from Marathon. This is especially apparent with Acolytes and Wizards, who are dead ringers for Pfhor Fighters and S'pht Compilers, respectively.
- The Cursed Thralls bare more than a passing resemblance to the often-hated Wights of Bungie's earlier Myth series.
- The Knights bear a strong resemblance to the Elite Zealots from Halo, being religiously fanatical, sword-bearing military commanders.
- If the Vex are the Geth, then the Hive are Husks- The primary, but not only, servants of a dark alien force, made up of Zerg Rush cybernetic zombies (with an exploding variant), slightly-tougher gun-wielding cybernetic zombies, giant, monstrous cybernetic zombies, and female, screaming Mind over Matter cybernetic Elite Mook zombies.
- Extra Eyes: Most of them have three glowing eyes. The Thralls have none and Ogres have one, though others sometimes also have none or have what may be helmets or carapace covering them.
- Faction Calculus: According to the Book of Sorrows entries there are three separate Hive factions that split up millions of years ago. Oryx's faction is the only one encountered so far,note and his focus on many different avenues of attack probably makes him Balance. Xivu Arath is more specifically a war god, and is probably Powerhouse. His sister Savathûn's fleet is explicitly the Subversion faction.
- Fantastic Caste System: Established by Oryx himself, in which tithes (read: violence and destruction) are passed up the line from Thrall to Acolyte to Knight, Wizard, and Prince, eventually reaching Oryx and his sisters.
- Friendly Enemy: The Hive doesn't have any other kinds of friends. They actively wage war against and betray everyone, and even those they love are valid targets. Indeed, betraying and attacking each other is how they express their love for one another. When Toland the Shattered met Ir Yut, and he was able to communicate with her, the two had a genuinely "pleasant conversation"... which ended with Ir Yut killing Toland and casting his soul adrift in the Ascendant Realms.
- From Nobody to Nightmare: The Krill were a short-lived race, near the bottom of the food chain, that were facing an imminent extinction event. In order to save their species and to avenge their murdered king, the three heirs made a pact with the Darkness. Millennia later, the Hive are an unstoppable Horde of Alien Locusts that routinely exterminates whole civilizations as proof of the Darkness's universal supremacy.
- Gender Bender: One of the key elements of the Hive's Bizarre Alien Biology - provided they have a functioning mind (i.e., they aren't Thralls or Ogres), their gender is completely voluntary and optional.
- Gender-Blender Name: Contrary to the name, Wizards are in fact female. Not that it matters for the Hive, but it's worth noting.
- Giant Mook: Knights are easily brought down by a few headshots, but Ogres are another matter — very large, very durable, normally in the company of smaller mooks, and they constantly shoot lasers from their face.
- Great Big Library of Everything: The World's Grave, a massive library containing the names of every planet the Hive have seen the Darkness (them) destroy. An exact number is not given, but Ghost's dialogue indicates that it's very large.
- Grenade Launcher: Boomers, the standard weapons for Knights, are energy weapons that function very similarly to conventional grenade launchers. The similarity in design to Vex Torch Hammers may not be a coincidence.
- Guys Smash, Girls Shoot: Male and female Hivebeasts are mutated from the basic Thralls and Acolytes in different ways after proving their worth. Males become Knights and Ogres, who smash stuff with swords, short-ranged grenade launchers, and their own bare hands. Females become Wizards, who hang back from the main battle line and disrupt the enemy with long-ranged energy blasts and poisoned clouds.
- The High Middle Ages: Oryx's Hive is based on Medieval Kingdoms of old; Oryx being the King and his Hive the court. Oryx's raid initially begins as an open challenge towards him by using tomb husks to open a portal; Bungie's developers compare this to the way knights challenged each other by banging on a shield. The Knights are the most visible part of this; from their name to wearing heavy armor and often carrying hefty sword-like cleavers. Even Oryx's method of taxing of death and destruction for his own nourishment through the blood tithe system. Bungie described them as being reminiscent of undead royalty.
- Hypocrite: Calus outright pities the Hive's belief in the Sword Logic, thinking that they use it as an excuse to hide their own fear of death; if they truly believed said Sword Logic, they would kill themselves at the mere sight of the Player Character, given the constant defeats by the latter's hand.
- I Don't Like the Sound of That Place: The Hellmouth, their base on the Moon.
- Kill It with Fire: Solar damage is generally most effective against the Hive, particularly their Wizards.
- Knight of Cerebus: Destiny may be Lovecraft Lite, but that requires that it have some Cosmic Horror elements to start with, and that's what the Hive first introduce to the storyline. Every time they play a greater role in events, things get that much darker and scarier - your first meeting with them on Earth features a Genre Shift from Planetary Romance to horror as a tide of screeching Thralls ambush you in a pitch-black room, and the first mission on the Moon shows you your first permanently dead Guardian, and then reveals that he's permanently dead because the Hive have kidnapped his Ghost and slowly tortured the poor little robot to death. Yeesh.
- Leitmotif: Many of their associated tracks are punctuated with sinister Scare Chords and frantic, rave-like beats that hammer home the feeling of an incoming Zerg Rush (because that's what the droves of Thralls are best at). Oryx's motif is an oddity since it's a grandiose and bombastic brass movement.
- Magitek: The most prevalent users in the game, blending mechanical devices and Organic Technology with the power of the Darkness to create their tools of war. It's noted in the Grimoire that many Hive guns actually lack a mechanism that would allow them to shoot anything, but can spew baleful energy when held by one of their soldiers anyway. Their magitek nature is particularly notable as of Destiny 2, where the Cabal have been able to replicate Hive technology to steal and contain Light, minus the magical and religious trappings of Hive rituals.
- Mook Promotion: Hivebeasts begin as Thralls and work their way up. Having proven themselves, they are mutated by a Wizard into an Acolyte, the next higher form in the Hive caste system. After an Acolyte proves itself, it be mutated into one of three forms: a Wizard, a Knight, or (if a Wizard is feeling particularly cruel) an Ogre.
- Mother of a Thousand Young: Wizards are responsible for birthing the Hive's armies, though the Hive's sociobiology is so weird that it's unclear whether they physically give birth or just oversee an artificial process.
- Nice Job Fixing It, Villain!: In Shadowkeep, Omar's weekly memory mission reveals that, after his physical body's death, the Hive proceeded to experiment on Omar's soul by "flaying" his Light and transplanting his soul into a Hive insect. The end result is a sentient and very pissed off insect who is all too willing to help the Young Wolf take revenge on his tormentors by acting as the power core for the Xenophage machine gun.
- Ninja Pirate Zombie Robot: They're essentially Zombie Alien Wizards that came from the Moon.
- No Body Left Behind: When Hive are killed, their bodies disintegrate into ash. And yes, you should be concerned by the implications.
- Omnicidal Maniac: The end goal of the Hive is quite literally the destruction of all life in the universe in the name of the Darkness. They operate under what is called "sword logic" - that only the strongest and most ruthless life forms have the right to exist, and anything not strong enough to withstand the Hive is quite literally not worthy of existing.
- O.O.C. Is Serious Business: When the player encounters the Hive in Old Russia, their Ghost notes that the Hive hasn't even set foot on Earth in centuries, and becomes terrified that the Darkness is coming back.
- Organic Technology: They make heavy, though not exclusive, use of it. Their soldiers are created through genetic manipulation, their body armour is actually grown from their hides, and several of their most powerful weapons, like the Ogre's Eye Beams, are part of their bodies rather than tools that they carry.
- Our Zombies Are Different: The Grimoire card "Ghost Fragment: Hive" asks whether the Hive are even alive as we understand the term."Are they alive? They move, they shriek, they fall upon us in ravenous waves. But I see death, decay, and corruption, not life."
- Out of Focus: While the Hive were central to the plots of two of the first game's expansions and a major part of the early half of the first game's plot, in Destiny 2 they are less important, only operating on the moon of Titan in the main plotline of the sequel and having little direct influence on the story compared to the Cabal. They become significantly more important in the Warmind expansion, complete with the player fighting and slaying both Nokris and Xol, a Worm God.
- Pistol Whip: Knights can do this with their boomers when enraged.
- Portal Pool: Hive enemies occasionally spawn by climbing out of pre-existing pools of water. The confusing thing is that things like Ogres will literally claw their way out of them and tower over you, while you are standing in the same innocuous looking puddle that only go up to your shin.
- Reality Warper: Their Sword Logic essentially allows them - to a greater or lesser extent, depending upon their mastery of it - to give the middle finger to physics and decide what they want to be true. It's so powerful that the Vex, whose precognitive simulations are otherwise almost perfect, cannot reliably predict their actions.
- Reduced to Dust: All Hive member disintegrate like this upon death, as part of their zombie/mummy aesthetic. Lethal headshots will cause them to burst into flame instead.
- Religion Is Magic: Their power comes from worship and invocation of the Darkness. For example, Oryx's Total Party Kill attack in King's Fall is called doxology.
- Religion of Evil: While the Cabal and Fallen see humanity is a pest that needs to be destroyed for them to be able to take their possessions, the Hive worship the Darkness and see their war with humanity as a Crusade. They have a full pantheon of gods.
- Scary Dogmatic Aliens: Their dogma is as scary as it gets - they worship the Darkness as a universal force of destruction, and obliterate planet after planet to show their devotion to it. Fundamentally, they believe that laws and rules make a species weak, and that weakness must be eradicated. Their omnicidal crusade is one long proof that the very concept of civilization is a restricting lie, and that only ruthlessness endures. The Worlds' Grave is a massive archive of every planet they have destroyed in service of the Darkness.
- Screaming Warrior: Thralls tend to screech at opponents when charging them. Other Hive tend to just roar at opponents.
- And then there is Omnighul, whose unique screech is a warning that angry reinforcements are coming to support her.
- Sickly Green Glow: Much of their technology emanates it, in case they weren't Obviously Evil enough already.
- Smoke Out: Hive wizards can conjurer a cloud of darkness that obscures vision and slows and saps any non-Hive that pass through it. They will either project it around themselves to cover displacing their position, or project it onto an enemy to keep them pinned down.
- The Social Darwinist: The reasoning behind their Omnicidal Maniac behavior.
- The Starscream: Actually encouraged.
- Turns Red: A literal example. If a Knight or Ogre takes too much damage in too sort a space of time, they'll start glowing red, regenerate a little health, and charge towards you in a frenzied rage. Knights in particular will start to Pistol Whip you with their boomers when angered.
- Unholy Matrimony: Their Wizards may have something like this going on, if the Boss Subtitles of Xyor being "the Unwed" is anything to go by.
- The Unfettered: The Hive is committed to perpetuating its own existence, which in their minds necessitates killing everything else that exists. They refer to themselves as "lawless", "ruthless", and "truly free", and claim that any civilization that thinks it can survive by being nice is deluding itself.
- Victor Gains Loser's Powers: They have this ability, though they speak of it like a philosophy. Operating under the "sword logic", individual Hive become more powerful by killing dangerous enemies, because by doing so, they prove that they were stronger than that enemy. They also literally gain the strength of the defeated through these "proofs". This can apply to other traits, such as cunning and even certain types of knowledge. Part of why the Hive gods are so dangerous is that they're empowered by billions of years of these proofs.
- Wizards from Outer Space: Their leadership caste (explicitly called Wizards, no less), who can directly employ the power of the Darkness to obliterate their foes and mutate their minions towards whatever purpose is necessary.
The youngest and least of the Hive, the endless legions of Thralls are spawned in vast numbers and hurl themselves at the Hive's enemies in a tide of screaming claws and snapping teeth.
- Action Bomb: Some Thralls are "cursed" with a volatility and a mission: to terminate themselves in a torrent of pain near their enemies, taking them with them if possible.
- Child Soldiers: As they are the youngest of their kind, they can be seen as this.
- It Can Think: The Thralls are amongst the most animalistic and (apparently) mindless foes in the game, which makes it even more surprising when they sneak up behind you or lure you into an ambush. They do that a lot.
- Mook Promotion: Thrall who live long or prove themselves in battle are eventually mutated into Acolytes.
- Weaponized Offspring: The Thralls are the youngest of the Hive beasts, being the closest thing the Hive have to children. They are nearly mindless, sent almost like Attack Animals to Zerg Rush the Hive's enemies under the supervision of more senior Hive beasts.
- We Have Reserves: There is no shortage of Thralls under the Hive's control, and they are liberal in their use.
- Zerg Rush: Thralls generally attack in vast numbers, and while individually they can be easily slain, even an experienced and powerful Guardian can be overwhelmed by their sheer numbers.
The next stage in Hive ascension after the Thrall, the Acolytes are humanoid soldiers, but also a force of belief and power, hungry to commit atrocities to further grow in strength.
- The Fundamentalist: While Thrall are vicious and mostly animalistic, Acolytes are intelligent, and devote themselves to their Ascendant Hive master and their Hive gods.
- Grenade Launcher: Sometimes you'll run into Acolytes that wield Boomers...they won't Pistol Whip you with it however.
- Mage Marksman: In the sequel, some Acolytes will actually try to throw fireballs at you.
- Mook Promotion: The Acolytes are promoted from Thralls, and seek to advance to the status of either Knight or Wizard.
- More Dakka: Normally, they're equipped with Shredders, which are effectively semi-automatic pistols that are capable of some mean firepower. They don't do much damage, but they have the highest rate of fire among Hive weapons, barring the Ogre's Eye Beams, especially since they attempt Death by a Thousand Cuts on you.
- Zerg Rush: Not to the extent that Thralls do it, but Acolytes are numerous and all too willing to hurl themselves in great numbers at their enemies.
A variant of the Acolyte only encountered on the Hellas Basin, Mars. Specializes in long-range combat.
Massive, elite Hive warriors, Knights are the heavily-armored, frontline champions and commanders of Hive forces in the field, bent on destruction and offering of tribute to ascend further into the upper ranks of the Hive's hierarchy.
- Ambition Is Evil: Which is encouraged within their society. Knights are notably more ambitious to accrue power and tribute compared with Wizards, and want to rise up to become Ascendant Hive. Few ever get that far, but not for a lack of effort.
- Automatic Crossbows: Destiny 2 has some Knights wield Splinters, large crossbows that fire constant bursts of Solar energy that spread out instead of their usual Arc Boomers, giving them a more medieval theme.
- Barrier Warrior: Knights can conjure up barriers of pure darkness that absorb incoming fire.
- Guys Smash, Girls Shoot: Being "male" Hive, the Knights are also the most powerful and dangerous of their melee combatants, and many wield enormous swords and prefer to wade into melee combat.
- Machete Mayhem: Their massive cleavers are enormous weapons forged of bone and metal that look like a falchion.
- Pistol Whip: If they're equipped with Boomers, they can do this; especially when they get mad.
- Really 700 Years Old: Knights are effectively immortal, and often spend centuries collecting tribute and proving their skill and viciousness in order to advance themselves up the ranks of the various levels of Hive Knights.
- Stuff Blowing Up: They're the only Hive that regularly carries the Boomer, a cannon that fires bolts of rotting stellar mass.
A variant of Knight that is larger, has a face covering helmet, and wield large axes.
- An Axe to Grind: Rather than the Cleavers or Boomers of traditional Knights, Darkblades wield enormous axes, and they will slam it down on you hard.
- Degraded Boss: The first Darkblade you canonically fight is Alak-Hul, who is a Strike boss. From then on, you meet several more in Destiny 2, though they're mostly relegated to Public Events, Ascendant Challenges or bodyguarding a stronger Hive boss.
- Mighty Glacier: Darkblades are very strong, but also very slow. However, once they take enough damage to knock their helmet off, they start moving as fast as Cleaver Knights.
- Giant Mook: All Darkblades have shown to about the same size as Crota.
A variant of Knight that is encountered exclusively on the Hellas Basin, Mars.
- Close-Range Combatant: They're exclusively specialized for CQB engagements.
- Luckily, My Shield Will Protect Me: Whenever they take a hit, they'll raise their shields and keep coming after you. Luckily, they don't see a need to Shield Bash you.
- That being said, their shields will be destroyed after sustaining enough damage.
- One-Handed Zweihänder: They wield a Hive Cleaver in one hand, and a shield in the other. Once they lose their shields, they will use their Cleavers the way most Knights would.
- Shield-Bearing Mook: They walk around with a shield and a cleaver.
The only examples of "female" Hive, Wizards are the scholars, scientists, and leaders of hive nexts, and serve to nurture and strengthen Hive broods and develop new sorceries and technologies.
- Guys Smash, Girls Shoot: Wizards tend to stand off at a safe distance and fire magical blasts and deadly rituals to attack their enemies.
- Kill It with Fire: Most Wizards use shields which are vulnerable to Solar damage.
- Mad Scientist: They serve this role in the Hive, often capturing and vicisecting victims to learn of their biological nature... or just because they enjoy it. They also engage in studies of death and how to manipulate it, going so far as to be able to "hide their deaths" in some cases, making them virtually immortal.
- Mother of a Thousand Young: Wizards are the ones who give birth to Hive Thralls in vast numbers, seeding their brooding complexes and nurturing the eggs and newly-born Hive to adulthood.
- Non-Mammal Mammaries: While it is not seen in regular Wizards, models for elite Wizards like Omnigul and In Anânh show that they do possess breasts, even having armor moulded to fit them. Which doesn't make much sense since the Hive reproduce through laying eggs and cocoons, being more akin to insects in this regard, as well as having rather sharp teeth that would make it impractical to breast-feed and especially with their numbers.
- Poisonous Person: If attacked in close, Wizards will often create clouds of an inky, toxic darkness to shield themselves and inflict steady damage to anyone within the cloud, regardless of their armor.
- Torture Technician: One of the ways that they worship the darkness is by "flaying the light" from their victims, which, according to Eris Morn, involves using Hive sorcery to strip away the light from captured Guardians bit by bit, and is considered one of the most horrible things that can happen to a Guardian.
- Truly Single Parent: Apparently an option; according to the Books of Sorrow, "A mother Wizard gets fertility from a mate, or from herself."
- Women Are Delicate: Wizards are much more physically fragile than male morphs like Ogres and Knights, though their dark magic makes up for it, and they are a lot harder to pin down and finish off due to their mobility.
- Women Are Wiser: Whilst older Knights can have impressive tactical smarts, it's the all-female Wizards who serve as the Hive's scientists and leadership caste.
Monstrosities of pure rage and violence, Ogres are formed from Hive sorceries through terrible rituals. They serve as massive siege and support weapons who fire deadly beams from their eyes and can crush anyone foolish enough to get too close.
- The Berserker: The rituals that make an Ogre fills it with an unceasing hatred and urge to commit violence, to the point that they are difficult to control. Not even Oryx can directly command an Ogre without having to Take it first, such is their unthinking fury and destructive nature.
- Dumb Muscle: Compared with Knights, Ogres are not terribly smart and rely on pure brute force to destroy their enemies. Their unending hatred and rage precludes tactical thinking in favor of raw violence.
- Eye Beams: They can fire a devastating beam from their eyes that will obliterate any Guardian who doesn't clear out immediately.
- Threshold Guardian: They often serve this role, standing watch over high-value Hive sites, and brutally testing anyone who approaches, Hive or otherwise.
- Unstoppable Rage: Ogres only feel rage and fury, and unleash it on whatever violates the areas they've been placed to guard.
Not a Hive morph, but a combination of a sentry gun and security camera used by the Hive to both attack intruders and keep an eye on their minions.
- Go for the Eye: In Destiny 2, they gain a weak spot: the dead center of the "eye". Unfortunately, with their barrage of bullets, you won't be hitting it without taking a beating.
- More Dakka: In Destiny 2, Shriekers traded their Void volley pulses instead for a near endless deluge of bullets. The helical pattern of this attack makes it very hard to fully protect yourself from it.
- Nigh-Invulnerability: So long as the Shrieker's "shell" is closed, you won't be scratching it.
- Sentry Gun: Shriekers are generally stationary, never moving from their spot. The only exception so far is Savathûn's Song.
- Sinister Surveillance: Some believe Shriekers to be some form of remote viewing construct. Though for a zombie security camera, they're heavily armed. This is further enforced in Destiny 2, where they appear to have an eye-like structure in them.
- Taking You with Me: In Destiny 1, Shriekers would release a volley of Void energy blasts upon death that would slowly home in on their killers with surprising tenacity. It was so dangerous that even killing a single Shrieker could potentially kill a Fireteam.
The Hive GodsOryx, Savathûn, and Xivu Arath. The lords of the Hive are the oldest and strongest of their race — paracausal entities of incredible power who have overseen the extermination of countless advanced civilizations.
- The Ageless: They all border on immortal and Oryx and his sisters have existed for literally billions of years.
- Big Bad Ensemble: The three sibling Gods appear to work independently from each other, and lesser deities like Crota are a means to convey tithe to their superior (Oryx in Crota's case). After Oryx's true demise, Savathûn and Xivu Arath seem to have entered into a power struggle to take up his mantle, continuing well into Destiny 2 as they both send their minions into the Dreaming City.
- Dimension Lord: Each Hive God actually dwells in Another Dimension known as a "throne world" or "ascendant realm", which they can remake at their will. If you successfully kill them in the material realm they simply retreat back to their throne world, regaining their strength and acting through their "Ascendant Hive", those who have earned the right to enter their throne world. They can only permanently die if they are killed within their throne world, but that's no easy feat, as they're at their strongest in their realms.
- Eldritch Abomination: Not on the level of the Darkness or the Worm Gods, but each one is a walking, talking crime against creation.
- Evil Is One Big, Happy Family: They literally ARE family and they all genuinely love each other. Their family values are pretty unusual, though.For twenty thousand years they fought across the moons and they fought in the abyssal plains and lightning palaces of each other's sword spaces. And they killed each other again and again, so that they could practice death.Such was their love.
- Freudian Trio: Xivu Arath is the Id (as the Goddess of War), Oryx is the Ego (as the God-King), and Savathûn is the Superego (as the Goddess of Wisdom).
- God of Evil: Basically, if the Hive worship you as a god, you qualify as a God of Evil. Though the Hive also view this trope as a good thing.
- Horror Hunger: As part of their pact with the Darkness, they're each parasitized by a worm that grants them power as long as it remains fed. Like the rest of the Hive, their worms feed on bloodshed and devastation. Unlike the rest of the Hive, their worms also feed on the essential aspects of their natures. Oryx must always inquire and seek answers, Savathûn must always scheme and be cunning, and Xivu Arath must always fight and test her strength, lest their respective worms eat them instead.
- Kill the Ones You Love: It's a family tradition!
- Pocket Dimension: All Hive, upon passing a certain threshold of power, develop a personal pocket universe known interchangeably as a "throne world", "sword world", or "ascendant realm". This is an extension of their own rapidly expanding mind; as such, they're at their strongest within their own throne.
- Reality Warper: They're unaffected by causality. Instead, they affect the universe.
- Resurrective Immortality: Even if you're strong enough to kill them, they're just banished to their throne world from which they can return at will. In order to kill them permanently, you have to do it inside their own throne, which is also where they're strongest. Even then, the Hive gods can be just permanently trapped in their throne. And if the Hive god in question embodies a certain concept, like Xivu Arath embodies war or Savathûn embodies trickey, then they can be resurrected again by performing a great enough act of said concept.
- Sequel Hook: While Oryx is the main focus of the Taken King, his two sisters have yet to be dealt with despite being just as bad as him. Not only that but the fate of their tutor Taox (a proto-hive that rejected the Worm Gods) is left unresolved.
- Time Abyss: We never get any specific numbers, but they've been doing their thing for a long, long time. Oryx's Dreadnaught alone predates the Earth. Other hints relating to the Hive indicate that time passes more slowly inside the Ascendant Realms than it does in the normal world; for example, an war rages in the normal world in the time it takes Oryx to take ten steps inside his realm. This supports how the Hive tend to wage war over extremely long time-spans, with them using strategies that take hundreds or thousands of years to see fruition, because within an Ascendant Realm such times can pass much more quickly.
- Worthy Opponent: Their relationship with each other, summed up. Like a sibling rivalry cranked up so high the knob broke off. They also consider anyone strong enough to actually defeat them to be such; Oryx even took steps to ensure that if he was truly killed, that he would have a means to let his killer mantle his power and become the next Taken King, as they would be worthy of that title due to sheer strength.
- You Killed My Father: In their backstory the three sisters (yes, including Oryx) were the daughters of the Osmium King, the ruler of the Fundament continent known as the Osmium Court. When he started raving about an oncoming disaster which would wipe out the Krill (the proto-Hive), Taox, the sisters' tutor, believed that he had gone insane, and that the three sisters were unsuited to assume the Osmium Throne. As a result, Taox invited the rulers of the rival Helium Court to invade the Osmium Court and kill the King and daughters, where she would serve as their regent. While the King was killed, the three sisters survived, swearing a Blood Oath to kill Taox in the process.
Oryx, the Taken King
- Voiced by: Anonymous
The most important deity in the Hive pantheon, Oryx is the God-King of the Hive and the father of Crota, who conquered the Moon in Oryx's name, supposedly to pave the way for his father's own invasion of Earth. All Hive sects owe loyalty to him, and the Hive have built a number of shrines in the Solar system to him.
- Affably Evil: By Hive standards, at least. When he isn't causing havoc with his legions of Taken and Hive, he has been documented as having a caring relationship with his children and sisters.
- Aliens Speaking English: He is surprisingly fluent in English, moreso than Variks. This also makes him one of the few Hive to do so. He introduces himself through an apparition by slowly and angrily making this statement to your Guardian:"Light! Give your will to me!"
- Antagonist in Mourning: He clearly grieves for the loss of Crota (see Outliving One's Offspring). In fact, it's what kicks off the plot of The Taken King.
- Antagonist Title: He is the eponymous "Taken King".
- Arc Villain: Oryx is the primary antagonist of The Taken King, waging war in the Sol system in order to exact revenge on the people that killed his son Crota. Unlike most Arc Villains in the series, his influence is felt long after his final demise in the expansion's raid, something which he brought upon himself. In-Universe as late as Joker's Wild, Oryx is still something of a measuring point as far as threats to the Last City go, with Dominus Ghaul being his only real rival in this regard.
- Attack of the 50-Foot Whatever: Oryx as you fight him in "Regicide" is no bigger than the Fallen Kells you've faced. Come the "King's Fall" raid, however, he is several times bigger, dwarfing the occasional Tombship that spawns in his boss fight. For reference, the Ogres that spawn during the same fight are only the size of his fist.
- Back from the Dead: In Shadowkeep, Hashladûn is attempting to revive Oryx without breaking the Sword Logic by summoning the Nightmares created by the Pyramid in order for him to continue his reign. She ultimately fails to accomplish her task thanks to the Young Wolf's intervention.
- Benevolent Boss: By Hive standards he's a pretty cool guy and is a loving father. Of course the Hive also genocide the Traveler's patron races on principle and regularly assault or even kill each other as a way of displaying affection, so this trope doesn't really apply to anyone but other Hive.
- BFS: Like his son, Oryx wields a massive Hive Cleaver called the Willbreaker.
- Big Red Devil: His whole design seems to evoke this; and lo and behold, he just so happens to be wearing red too.
- Blue-and-Orange Morality: He has a genuinely loving relationship with his sizable family, including his two sisters, his son, and his daughters. However, to the Hive, "genuine love" is the same thing as "murderous intent". He and his sisters once spent 20,000 years making war and killing each other whenever they got the chance, out of love for each other.
- Blood Knight: Oryx literally lives for battle and the death and destruction it causes. If he lets up in his warpath his own worm (his source of power) will eventually consume him from within.
- Boss Banter: His boss fight at the end of the "Taken King" questline has him repeatedly shouting his intent to avenge Crota, and sometimes switches to Hive Black Speech. His Echo is just as chatty during its many encounters. Occasionally he'll shout out Crota's name during his attacks.
- Cool Old Guy: The billions of years of warfare and experience as one of the foremost agents of the Darkness (or the Deep, as the Hive and the Worm Gods prefer to call it) have shaped him into one of the most feared beings in the galaxy, yet that doesn't stop him from being a loving father at the same time. Of course, though being a "loving father" by Hive standards is vastly different from our vision.
- The Corrupter: In addition to the Hive, Oryx leads the Taken, an army made up of other races brought under his thrall by "taking" them from our dimension into Oryx's, altering them with the power of the Darkness to become Oryx's slaves, and then shoving them back into our dimension as little more than living shadows stripped of their free will.
- Curiosity Is a Crapshoot: In his backstory Taox feared that Aurash's curiosity would draw her away from her duties.
- The Dreaded: To put it bluntly, everyone is afraid of Oryx. When we first meet him in "The Coming War", Eris Morn goes into a full blown Freak Out, and even Commander Zavala panics slightly. When the Cabal on Mars learn that he's in the Solar system, they flee their bases on Phobos, leaving behind several of their own people, in outright terror. They proceed to send a warning back to the High Command on their homeworld, which gives Legions on Mars direct orders to crash a ship into the Dreadnaught to form a beachhead, then destroy the Dreadnaught's core. An action that will destroy not only the Dreadnaught, but most of the Solar system. They're that terrified of Oryx.
- Even long after his death, his legacy and marks live on in Destiny 2, which shows the extreme lengths of his power. The Taken are still around, and in the Forsaken expansion, it was revealed that he's Taken even more, including Mara Sov's techuns, in the Dreaming City. The Dreaming City itself is said, in various lore tabs, to have been a place where Oryx spent a lot of his time exploring while we were fighting his Taken during The Taken King, and he even took the Ahamkara, Riven, who was living in the heart of the City.
- Even Evil Has Loved Ones: In this case, his son Crota. The latter's death in The Dark Below is enough to bring Oryx into focus for the game's third expansion.
- The Books Of Sorrow cards actually go into greater detail on how Oryx and his family worked. It turns out he has a happy, loving relationship with not only his son, but his daughters and his two sisters, Savathûn and Xivu Arath, who rule the Hive alongside him. Of course, this being the Hive, the Books of Sorrow also point out that their love for each other often takes the form of killing each other. However, since the Hive gods are Dimension Lords who can only die permanently if killed in their own throne room, which are in Another Dimension known as "Ascendant Realms", these are just tests of strength to keep them sharp.
- Evil Is Hammy: He's a King and he's pissed at you, so of course he'd get down to tearing your world to pieces in your own language."You... are the last hope of the Light? I have taken entire worlds. You are not worthy to face me."
"At last! I. Will. Have. Vengeance!"
- Evil Overlord: Just as straight an example as Crota, and for many of the same reasons. He has an army of pseudo-undead knights and creepy wizards at his command, rules an Ominous Floating Castle that travels through space, and like Crota, desires to destroy the forces of light with the power of of an evil god (in Oryx's case, the Darkness).
- Evil Power Vacuum: After his final death in "King's Fall", various leading figures in his Taken and Hive armies (like Malok) strive to take the crown and become the new Taken King, but are ultimately unsuccessful thanks to the Young Wolf's efforts. In Destiny 2, however, his sister, the Witch-Queen Savathûn, seems to have gained control of much of Oryx's Taken, and is preparing to enter the Sol system. As the sequel's story progresses through its expansions, we also learn that Hive and Taken affiliated with Xivu Arath are on the march, setting up a duumvirate between Oryx's sisters.
- Evil Sounds Deep/Voice of the Legion: Speaks with a deep, echoing voice.
- Fighting a Shadow: You get to fight the Echo of Oryx in a few missions of the "Taken King" questline, though it's obviously a mimic that pales in comparison to the real Oryx.
- Freudian Excuse: His backstory is incredibly tragic and his status as a villain is not entirely willing on his part, as he was corrupted by the Worm gods and, by extension, the Darkness itself.
- From Bad to Worse: This was a common tactic for Oryx to use. After wearing down a civilization's resources and strength with the Hive, Oryx would then unleash his court intentionally at the worst possible moment for the civilization.
- Gender Bender: As revealed in the Books of Sorrow, Oryx was once Aurash, the oldest of three sisters.. It's referenced by the fact that he looks like a blend between a Knight and a Wizard.
- Genius Bruiser: While he lacked Savathûn's sheer cunning, Oryx was bound by his worm to endlessly inquire and seek knowledge. This led to him coming closer to understanding the Darkness than either of his sisters and obtaining the power to "take" his enemies.
- God-Emperor: While Crota was the ruler of the Hive on the Moon, Oryx is the God-King of the Hive across the universe. After destroying the Shrine of Oryx, Ghost notes that Oryx was either "Their God or King", as if the Hive word doesn't have a difference.
- Godzilla Threshold: Oryx is one for the entire system. The Queen launches her armada away from the Reef to engage him, the Cabal hold their fire on Guardians when they respond to the distress beacon on Phobos, and eventually the Cabal assault his ship directly with the intent to destroy its core, which threatens to wipe out the entire Solar system. He's that much of a threat.
- Good Wings, Evil Wings: He sports batlike wings that reinforce the feeling that you're dealing with a devil.
- Greater-Scope Villain: For The Dark Below. Oryx is the one who called Crota off after the massacre on the moon, so Crota reawakening was on his orders. The backstory for the Dreaming City's predicament in Forsaken can also be traced back to him, as lore tabs reveal he invaded it and made a bargain with Riven around the same time the Taken War raged on.
- Hero Killer: See The Dreaded. He's so dangerous that the Tower calls in every single Guardian they have in defense of themselves, including the typically solitary Stormcaller Warlocks, Nightstalker Hunters, and Sunbreaker Titans.
- Horror Hunger: As part of the pact with the Worm gods of the Hive that gave him his power, Oryx feeds the "worm" that gives him his power Light through violence and destruction, making both of them stronger. However, the more Oryx himself feeds his worm, the greater it becomes, which makes it even hungrier. Oryx eventually realized that his worm's appetite was beginning to grow faster than he could feed it, at which point it would eat him, until he came up with the Hive's tithing system. Each member of the Hive would feed some of the destruction they caused to their superiors, and they would pass it on to theirs, eventually reaching Oryx. Crota and his sisters are an instrumental link in this chain, and if Oryx's children died he would no longer be able to keep his worm fed and it would eventually turn on him.
- Hypocrite: The main reason that Oryx and the Hive pantheon in general target the Traveler and any civilization it blesses, is because they believe that any civilization that is artificially strengthened doesn't deserve to survive. By killing the Traveler they hope to bring the universe into a natural state of chaos where only the truly strong survive. Noble in a way sure, but Oryx and his family hardly practice what they preach. Oryx relied on the worm gods to save his species, which would have otherwise been wiped out by a natural disaster. Most of Oryx's power comes from the worm parasite that he possesses, not his own strength, something that he himself notes when confronting Akka as why the Hive must kill to feed their worms in the first place; the worms were given, not taken.
- King Mook: Averted, a first for Destiny. While his Echo appears as an oversized Wizard with a new model, his true form has no direct counterpart in any other Hive enemy, and uses both magic and a sword against you in equal measure.
- Legacy Immortality: This is Oryx's final plan should he fall to any who opposed him. Oryx records and leaves behind the Books of Sorrow, which detailed his origins and rise into the dark god he is. Oryx hopes that by understanding him and his life, and by taking the weapon he had left behind, that his killer will take the mantle of Oryx for themselves. Thus his own killer is the only one who has the right to bear his name and title, and the name Oryx will live past the original Oryx.
- Magic Knight: Oryx fights using a combination of dark magic and a giant cleaver called Willbreaker.
- Morton's Fork: Oryx when he was known as Aurash had to make an impossible choice, between the utter extinction of her species or serving under a dark god for the rest of her life and her race becoming little more than corrupted slaves to darkness.
- Omnicidal Maniac: Oryx and his court have lived for countless ages, and through that time he cut a bloody path that ended entire civilizations and the complete genocide of many species.
- Our Liches Are Different: Apart from his image of being a Big Red Devil and in keeping with the Hive's Undead theme, Oryx is also pretty much this especially after you kill him. The Touch of Malice Scout Rifle pretty much becomes his Soul Jar, and it is implied that its owner will eventually turn into him.
- Outliving One's Offspring: Despite being the God of evil Oryx did love Crota dearly and genuinely misses his son."Where is my son? Where is Crota, your lord, your princely god, your godly prince? Tell me no lies! I feel his absence like a hole in my stomach."
- Papa Wolf: Even though the relationship with his son is... complicated, he goes on a vengeful rampage after he is killed.
- Person of Mass Destruction: Wipes the entire battlefield clean after a large group of fighters attack his flagship.
- Pet the Dog: Defied the Sword Logic to give Crota his sword and his name, but made clear that that was it for parental mercy.
- Puzzle Boss: His final encounter in "King's Fall". Most of the damage you deal on him is done through the detonation of orbs of corrupted Light, which requires some coordination to ensure maximum damage output each round. Also, you are allowed some respite with an aura of invincibility, but not before doing a platforming segment similar to the previous battle against his twin daughters.
- Recurring Boss: The Echo of Oryx, a spectral manifestation of his presence, is fought a few times in the main questline, and fought several more times in the Taken Wars quest.
- Red and Black and Evil All Over: Oryx's skin and armor (chitin?) is red and black. And there is no denying he's evil.
- Red Baron: The Taken King, Taker of Will, the Lord/King of Shapes, Harrowed God, Carver of Tablets, Destroyer of Light, First Navigator of Phase Spaces (or more commonly just "The First Navigator"), and Primogenitor of Possibilities.
- Roaring Rampage of Revenge: After Crota's demise at the hand of the Guardians, Oryx goes on one that devastates the Cabal and would have utterly destroyed the galaxy were he not stopped.
- Self-Deprecation: Oryx isn't beyond noting his own weaknesses; indeed, being aware of his weaknesses and rectifying them is all part of becoming stronger. He makes note of when someone outwits or defeats him, and even admits in the Grimoire card for Thalnok that he's keeping him around out of foolish sentimentality so he can see his son again.
- So Proud of You: When they grew into adults, Oryx praised the twins Ir Anuk and Ir Halak for their strength and cunning.Oryx: Look at you! Already you are grown, my daughter, already you are a wizard. Have I been away so long? Now you are Ir Anûk, and Savathûn cackles and rages at your brilliance. You have written eleven axioms describing the ascendant places, our throne world. You have announced that you will kill one of these axioms, as Akka would kill the truth, and in mantling Akka you will become a God, as I am. If you try it I may kill you, or I may applaud. Well done.
And you, Ir Halak, you are a wizard too, as is the way of twins. I have been with Xivu Arath, who complains that you have made a song, and sung it in her throne world, and killed everyone who listened, quite irrevocably. Will we have songs instead of swords and boomers? What have you made for me? It is a tooth shaped like death! I will keep it in my mouth. What have you written for me? It is the course of the Nicha Thought-ship! I will track it down.
I made you by cutting one larvae in half. It would not die. Each half grew into one of you. My sword is named Willbreaker, but it never broke you.
- Soul Jar: The Touch of Malice.
- Thanatos Gambit: Oryx, starting to get tired over the billions of years of servitude to the Worm Gods, devised a way to free himself from the Horror Hunger associated with the tithe system, without destabilizing the tithe system: should someone truly kill him in his Throne Realm, his existence would indeed be removed from the tithe's equation, before passing on all his knowledge and experience to his killer so they could become the next Taken King; if Oryx instead kills whoever challenges him in his Throne Realm, then the cycle goes on anyway, true to Sword Logic. What was not expected, however, was the player Guardian simply walking away from the mantle of Taken King after killing Oryx; something that illicits a What the Hell, Hero? moment from Toland, who's been observing the events of The Taken King.
- Top God: "King of the Gods" variety. He is the God-King of the Hive, but is described as "born of Darkness". Whatever that means, it makes Oryx the closest link to the Darkness that the Guardians have ever encountered with the exception of the Black Heart.
- "Born of Darkness" is actually a mistranslation. Since the Hive word for the Darkness actually translates directly into "the Deep", Oryx is "born of the Deep", a reference to how he dove into the oceans of Fundament, the ancestral proto-Hive homeworld, and emerged with his sisters as Auryx, the Hive King.
- Tranquil Fury: His attitude after his son is killed. It's most noticeable when he calmly floats to his altar in the wake of an attack on his flagship, stabs his sword down and unleashes a Sphere of Destruction that utterly obliterates the enemy forces.
- Tragic Villain: He was once a genuinely noble and kind person who wanted to improve his kingdom. After his kingdom was betrayed, his father murdered, and his people threatened by a coming disaster, him and his sisters turned to the Worm gods in the center of Fundament out of desperation. Thus they were corrupted into the monsters they are now, a fact that absolutely horrified the young Oryx.
- Unnecessarily Large Vessel: The Dreadnought, Oryx's "fortress", which is millions of years old and clearly as decayed as the Hive themselves are. Surpassing the Fallen Ketches in size, it's so large it's going to be a "Patrol" area. It also houses gargantuan cavernous spaces such as these◊. The Book of Sorrows entry about its creation reveals it's built around a small segment of the elder Hive god he killed to ascend. The Dreadnaught itself is so massive that it is visible within Saturn's rings from a very long distance out.
- Used to Be a Sweet Kid: Amazingly enough, his origin as detailed in the Books of Sorrow indicate that he was once an idealistic heir to the throne of a continent-sized kingdom. Unfortunately, the kingdom was betrayed, and a series of increasingly catastrophic events led to him pledging himself to what would become the Worm gods of the Hive and ultimately serving the Darkness as its willing King. When a Vex simulation of his former self encounters him as he is now, she's appalled at what she's become.
- We Have Reserves: His first major act in The Taken King is to obliterate both the Reef's fleet and his own flotilla of warships, leaving the Dreadnaught alone around Saturn's rings and without much of an army to continue his crusade. However, he then turns his attention to the Cabal on Mars and begins Taking half of their forces, and the number of Taken across the system only piles up from there.
- You Kill It, You Bought It: His Taken powers directly come from slaying the Worm God Akka, something that the other Worm Gods are strangely pleased with.
- You Killed My Father:
- Inverted. The greatest of the Hive gods is coming to the Solar system to avenge his dead spawn, Crota, whom you defeated in "Crota's End".
- Played straight in his backstory, where his father was killed in the invasion of a rival kingdom, made possible by the traitor Taox.
Savathûn, the Witch-Queen
The younger sister of Oryx, Savathûn, born with the name Sathona, is the Hive's goddess of wisdom. Driven to understand the secrets of the universe, her broods left Oryx's fleet after the conquest of Harmony by traveling into a black hole, claiming that they would be stronger for it.
- Chronic Backstabbing Disorder: She was the first one to try betraying her siblings, assassinating Oryx for attempting to parley with one of their first enemies. This resulted in the three warring with each other for almost twenty thousand years. Later, when Oryx was figuring out the tithe system, she urged Oryx to kill her to buy him more time to figure it out, secretly intending to kill him, but Oryx was faster. Oryx loves her for it, because he feels having her to test him makes him stronger.
- Evil Genius: She's the scholar of the Hive gods, driven to make sense of the deepest secrets of the universe. The Books of Sorrow note that she's both proud of her niece Ir Anûk's brilliant cunning, and jealous of it as well.
- Foreshadowing: It's heavily implied that she's the next major Hive threat coming down the pipe in Destiny 2, as several of her agents are encountered on Titan and Io, particularly in the strike "Savathûn's Song". Savathûn apparently also now has the ability to Take, a power that was previously exclusive to Oryx.
- The Ghost: Plays a prominent role in the Hive's origins, but does not appear or even get mentioned in the game proper. That said, with Oryx and Crota dead, someone needs to assume the Osmium Throne.
- Greater-Scope Villain: Of the missions on Titan and Io in Destiny 2, which strongly indicate that Savathûn has assumed Oryx's place as God-Queen of the Hive and mistress of the Taken. She is also the Greater-Scope Villain of Forsaken. Even if she isn't directly controlling Riven, Mara Sov's goal is to stop her from using the Dreaming City to enter the Distributary, the Awoken's home dimension, and use it to slaughter the Awoken and use it's altered flow of time to gain a massive amount of death tribute to feed her worm.
- Heads I Win, Tails You Lose: Savathûn's plan in the Dreaming City ultimately breaks down to this. Either the Guardians play along her scheme, killing thousands of Scorn and Hive before Dûl Incaru's death resets the three week loop and giving Savathûn an infinite source of destruction to feed on, or they abandon the Dreaming City, condemning the Reef to oblivion and giving her a massive foothold in the system.
- Actually, its much worse, she sent Dûl Incaru to find the Distributary, the world where the rest of the Awoken resided, and considering that the world is in a singularity, time flows faster inside than outside, meaning she can get a massive tribute of death from the Awoken in a short amount of time.
- Hidden Depths: To make a long story short, Savathûn is a much more interesting and layered character than the generically evil, genocidal sorceress we've been expecting. It's revealed in the lore of Destiny 2 (Particuarly Forsaken and Shadowkeep) that in a lot of ways, Savathûn is the ultimate heretic. Unlike her siblings, Savathûn has been trying to rid herself of her Horror Hunger and servitude to the worm gods for eons, she has doubts about the royal family's eternal campaign to destroy the Universe and finds "absolutes" like time, space and even godhood to be trite and meaningless. Her ultimate goal was revealed to be stopping the Darkness from ending everything and bringing about the Final Shape. Calling her Good All Along is more than a stretch but this is a fascinating development to be sure.
- I Have Many Names: If Dûl Incaru's narration in Truth to Power is to be believed, Savathûn goes by many names; Witch-Queen Savathûn, Archentrope, Queen of Encrypts, the Black Needle, deepest in the High Coven, Emancipator of Worms, the Missing Piece of All Puzzles, who shall see the cosmos unborn into an infinitely dwindled egg.
- I Just Want to Be Special: In her backstory Savathûn, original name Sathona, wanted to eat the "mother jelly" which would allow her to spawn and live longer, not because she wanted children or was afraid of dying, but because she wanted to live long enough to do something important with her life.
- I Surrender, Suckers: When the Worms appetites began to outgrow the Hive's ability to feed it, Oryx realized that he could gain that power from the Worm God Akka. Savathûn offered to let Oryx strangle her to gain her strength and face it, but in reality she was planning to stab him when he got close and try it herself. Oryx, however, was faster.
- Mad Scientist: The more knowledgeable of arcane powers of the three Hive siblings, constantly seeking the deepest secrets of the universe and, like any Hive, is most certainly mad by our definition. She also has many flavours of Mad Doctor to her considering she was the one to devise the original Morphs and mutations of the Hive units. She even has a Scalpel as her signature weapon. Her most important experimentation, which ties in with Forsaken, is to acquire a theorically infinite death tribute to feed to her brood's Worms, using her subjects as guinea pigs and even siccing them through a black hole to figure out if time dilatation would deceive the Worms' appetite.
- Master Poisoner: Explicitly said to use powerful poisons against her enemies. Note that the smoke attacks Hive Wizards use give a debuff called "Poisoned".
- Red Baron: The Witch-Queen, the Whisper Queen, the Deceitful Sister, the Scheme-Mother, the Queen of Encrypts, Archentrope, the Black Needle, the Missing Piece of All Puzzles, the Needle-Fingered one.
- Schmuck Bait: She purposely left a powerful artifact, the Crown of Sorrow, on one of the Hive's war moons for Calus' Shadows to retrieve, with the intent of controlling and corrupting the Cabal Emperor once he puts it on. Calus suspected it was an obvious trap, but since he wanted to control the Hive, he bred a Cabal Super Soldier, Gahlran, to wear the artifact. The trap was indeed real, as Gahlran's personality was obliterated by the viral language contained within the Crown mere minutes after wearing it.
- Sinister Surveillance: Aside from being an attempt at imitating Oryx's power to compel wills, the Crown of Sorrow she laid out as a trap for Calus also doubles as a surveillance device meant to spy on the Cabal Emperor while Savathûn resides in her Ascendant Realm.
- The Starscream: Probably one of the biggest examples among the Hive...not that Oryx minds, he actually accepts that as love.
- Super Prototype: She's essentially the first modern Hive Wizard, and much, much more powerful than the other Wizards.
- The Trickster: As part of her pact with her worm, Savathûn must always use cunning and trickery against her opponents. She's even resorted to deceiving her siblings a few times. She's also responsible for bringing the Vex into Oryx's Ascendant Realm, and introducing them to their Religion of Evil.
- Virtue Is Weakness: During the Hive's campaign of destruction in the Fundament, Oryx, back when he was known as Auryx, was willing to negotiate with the Ammonite instead of simply warring with them. Savathûn, under pressure from her Worm, killed Auryx for showing weakness; Auryx, while recovering in his Ascendant Realm, realized what that meant, and cast aside any goodwill he had left, becoming a ruthless tyrant.
- Weak, but Skilled: In her backstory her tutor Taox thought that she was a good leader, but would make a poor warrior, and thus unsuited to assume the Osmium Throne.
- Xanatos Gambit: Her corruption of Riven and the Dreaming City is all part of one massive scheme. If the Guardians leave Riven unattended, the Reef would fall, and likely the City soon after. With Riven's death, Savathûn's wish is granted, and the corruption spreads throughout the City. Leaving it unchecked would be just as bad for the Reef as Riven herself. The only way to stop it is to spend several weeks charging the Blind Well, enter the Shattered Throne, and kill Dûl Incaru. But in doing so, a causal loop is created that resets the entire process. Savathûn has created her theoretical "murder battery" by locking the Guardians in a Vicious Cycle of 'fight, charge, kill, repeat' and given herself an endless source of tithing, and if her daughter completes her goal of finding the Distributary? Even better since that's all she came for!
- You Are in Command Now: As of Destiny 2, she and Xivu Arath seem to both be wrestling for control of the Taken after Oryx's true death. While not all of the Taken are entirely under either one's control, the player ends up fighting a Herald of Savathûn on Io and a Taken Chimera of Xivu Arath in the Dreaming City.
Xivu Arath, God of War
The youngest sister of Oryx, Xivu Arath, born as Xi Ro, is the Hive's goddess of war. Driven to constantly test her strength, her broods left Oryx's fleet after the conquest of Harmony because she felt he had become too powerful to accept without challenging.
- Attack Its Weakpoint: Xivu Arath's philosophy is that if you cannot attack an enemy's strengths, you must "infect their weaknesses".
- BFS: In the early days Xivu Arath used a Cleaver against opponents.
- Challenge Seeker: She is driven to constantly test her strength against others as part of her contract with her worm.
- Drop the Hammer: The Books of Sorrow say that she uses a hammer, which Oryx stole to help fashion his Dreadnaught.
- Dumb Muscle: While her tactical smarts are mentioned by the Books of Sorrow to be fairly impressive, Xivu is consistently shown to be simpler, easier to fool, and generally less intelligent than her siblings. Even the Worm Gods talk down to her, and many a Hive battle has boiled down to Xivu Arath ramming her immortal, superpowered head into a wall until Oryx and Savathûn come up with a better solution.
- The Ghost: Plays a prominent role in the Hive's origins, but does not appear or even get mentioned in the game proper. That said, with Oryx and Crota dead, someone needs to assume the Osmium Throne.
- Heroic Sacrifice: When the Worms' appetites began to outgrow the Hive's capacity to feed it, Oryx realized he could gain the power from the Worm God Akka, but needed more strength than he possessed. Xivu Arath immediately volunteered to let Oryx cut off her head so that Oryx could gain her power to face Akka. Unlike Savathûn's example above, this was a genuine sacrifice.
- I Just Want to Be Badass: As a child, she wanted to take the Knight morph which would allow her to become a warrior.
- The Strategist: The Books of Sorrow note that she's just as good a strategist as she is a warrior, using both against the Hive's enemies.
- Super Prototype: She's the first modern Hive Knight, and much, much more powerful than the other Knights.
- Unskilled, but Strong: Her tutor, Taox, felt that Xi Ro would make a great warrior, but would be a terrible leader, thus being unfit to assume the Osmium Throne.
- War God: Explicitly referred to as the Hive's "god of war", despite still being female.
- You Are in Command Now: Xivu Arath and Savathûn seem to be in a power play with each other trying to claim Oryx's Taken for themselves, with Hive and Taken of Savathûn appearing on Titan and Io, while Taken and Hive of Xivu Arath have started appearing in the Dreaming City.
Crota, Son of Oryx
The ancient warlord of the Hive's invasion of the solar system, a Prince sired by Oryx. In the past, he conquered the Moon and held it against a massive Guardian counterattack, killing hundreds alone in a single battle. A fireteam lead by Eriana-3 managed to assassinate him, but the Hive managed to capture his soul, and there are rumors that he's about to make a comeback.
- Arc Villain: He's the primary antagonist of The Dark Below, with his underlings mobilizing for his resurrection. Notably, he isn't personally directing the events of the story, and he only appears in the "Crota's End" raid, but everything is being done in his name.
- Authority Equals Asskicking: The Hive's leader in our solar system and easily its most dangerous warrior.
- Back from the Dead: Subverted. He's not revived in the traditional sense, as the Crota the Young Wolf encounters in Shadowkeep is a Phantasm, based on their encounter with him.
- Butt-Monkey: Post-resurrection, he's been notably less intimidating. Humiliations suffered include having his resurrection stopped midway through, getting killed in his personal universe (where he's supposed to be at his most powerful), having a chunk of his soul stolen posthumously, and having the one weapon in the family that got him teased by his sisters fall into the hands of a Guardian. Permanently. And that's not even getting into all the goofy ways players have discovered he can be beaten...
- Cool Sword: His signature weapon was the Sword of Crota, which is infamous enough that the player goes on a mission specifically to destroy it. It consumes the Light of those it kills, and considering Guardians are powered by Light... When you fight Crota himself he uses another sword but to the same deadly efficiency. When he swings it, it often means dying in one hit regardless of class, equipment, or ability.
- Death Cry Echo: Did you hear that last satisfying wail as Crota disintegrated? Unfortunately for you and the rest of the solar system his father Oryx heard it too, and Oryx is answering that cry with a vengeance.
- The Dragon: While he's the primary antagonist of The Dark Below, in the grand scheme of things Crota was merely Oryx's most powerful servant and heir apparent.
- The Dreaded: As the warlord responsible for slaughtering thousands of Guardians, he is rightly feared in the Tower.Ikora Rey: We abandoned the Moon rather than face him.
- Dumbass Teenage Son: Amusingly, the Books of Sorrow suggest he was something like this by his family's standards. He can't easily understand his sisters' technobabble, infested his father's throne room with Vex while screwing around with their stuff, and finally got comically outwitted by the Vex, who just used their teleportation to pop a few feet away whenever he tried to swing his sword at them.
- Even after their troubles with the Vex cleared up, Crota still got some flak from his sisters for not using one of the Hive's many advanced superweapons and sticking to a simple sword instead. Since the only reference to this information is a personal account by the Deathsingers themselves, it doesn't look like he was really aware of this, either.
- Energy Being: His true form appears to be as much solid bone as it is transparent greenish energy. His appearance as a Nightmare in Shadowkeep, however, is much more solidly built and akin to his impersonator Thalnok, suggesting that it's how he looked before his first defeat at the hands of Eris' fireteam.
- Evil Overlord: Rules an monstrous underground fortress carved out beneath a lifeless, uninhabitable plain with an army of pseudo-undead and creepy wizards at his command, with ambitions to wipe out humanity in the service of an evil god. Really, he's the straightest example in Destiny. The Dark Below reveals that not only does he rule the Hellmouth, he's also got a personal pocket universe to call home. The similarity between his dimension and the Vex's own pocket dimensions has been noted by Ikora Rey.
- Fighting a Shadow: Deliberately invoked in the Grimoire Card for Crota's End by Eriana-3, where she says that Toland describes his presence on the Moon was such. His actual self resides in Another Dimension, which is the setpiece for Crota's End.
- God-Emperor: More like a God-Prince. While Oryx is the God-King of the Hive, Crota is described as the "heir to the Osmium Throne" and rules the Hive on the Moon in Oryx's name. In the House of Wolves, Petra Venj refers to Crota as a "Hive prince" in the video that plays when the player enters the Reef for the first time.
- Hoist by His Own Petard: Killing Crota requires hitting him with a special weapon called the Ascendant Blade, which is a Hive weapon.
- Humiliation Conga: Crota has had it rough ever since he returned. Almost all of his major forces have been destroyed/scattered and he gets killed in his own dimension by a Hive weapon (and that's not counting all the ridiculous ways players have found to beat him), but worst of all is that he can't even die in peace since the Guardians sneak into his funeral and steal part of his soul.
- I Am X, Son of Y: Crota, Son of Oryx. Not that Crota ever says that himself. Ikora Rey notes that the translation is somewhat disputed among Warlocks. Although that doesn't stop it from actually being literal, since Oryx goes out of his way to call Crota his son.
- "Instant Death" Radius: If Crota is standing and you are a few feet away from him; be prepared to eat a sword attack that kills you instantly. The main gimmick of his fight is to temporarily stop him from having one.
- Killed Off for Real: Crota appears and perishes during the same raid of The Dark Below, "Crota's End". The third expansion focuses on Oryx, the Taken King, who is out for revenge against the Guardians who killed Crota two expansions earlier.
- King Mook: Not for nothing do they call him the God-Knight. He's a super-Knight and nearly two stories tall.
- Logical Weakness: While he has ranged attacks, they're far less powerful than his melee abilities, meaning he's really only a serious threat to those stupid enough to engage him head-on. The Vex realize this during the war in the Ascendant Realm, and stymie his efforts to come to grips with them by blinking away any time he tried to close the distance.
- Magic Knight: Despite not being as skilled as his sisters Crota does have access to magic. Crota much like his father uses a magic bullet attack that while it doesn't kill immediately it does drain health extremely fast. Crota is also able to use his Oversoul to decimate a party if he senses that a Guardian has died.
- Names to Run Away from Really Fast: According to the Books of Sorrow, his name is Hive for "Hope Eater"
- One-Man Army: He singlehandedly "butchered the greatest army of Guardians ever assembled." When you go down into the Hive's temples to retrieve the Sword of Crota, your Ghost is able to track its location solely by the Light of the thousands of Guardians who were slain by it in Crota's hands.
- Red Baron: The Son of Oryx, the Monster of Luna, the God-Knight, the Eater of Hope.
- Stealthy Colossus: No, seriously. It's not fair that something that large can move so silently.
- Takes One to Kill One: He can only be damaged with an Ascendant Sword.
- The Voiceless: He can speak, but when the Young Wolf encounters him, he chooses not to.
- Unwitting Instigator of Doom: It turns out that Crota was the one who woke the Vex up to the Darkness and the Hive gods, and only after studying them did the Vex decide worship was the ideal means to gain power from such entities.
Ir Anûk, the Weaver and Ir Halak, the Unraveler
The twin daughters of Oryx and younger sisters of Crota, Ir Anûk and Ir Halak were the first Deathsingers. They were born out a larva that Oryx cut in half but did not die. They are encountered as bosses in the raid King's Fall, directly preceding the encounter with the Taken King Himself.
- Black Speech: When fighting the Deathsingers they begin to utter a guttural howling sound; this is their song and the means of which they kill.
- Brown Note: As Deathsingers, their primary attacks during the Raid are Deathsongs, with Ir Anûk singing the "Hymn of Weaving", and Ir Halak singing the "Dirge of Unraveling". The Book of Sorrows also mentions an incident when Ir Halak visited her aunt Xivu Arath's court and sung one of her songs. At their next meeting Xivu Arath complained to Oryx that all the members of her court who heard it died permanently.
- Dual Boss: They are fought together as part of the King's Fall raid.
- Early-Bird Cameo: The sisters first appear during the story mission "Last Rites", where they lead the other Deathsingers during Crota's funeral.
- Even Evil Has Loved Ones: Like all of Oryx's family, they truly love their father, brother, and aunts. The player first sees them at their funeral for Crota, which the twins and Oryx become quite pissed at the Guardian for interrupting to steal a bit of Crota's soul, especially since they were the ones who killed Crota in the first place.
- Evil Genius: They are both quite brilliant, which is to be expected of daughters of Oryx. Ir Anûk is noted to be particularly smart in the Book of Sorrows, with Savathûn being both proud and jealous of her niece's brilliance. She is also mentioned to have written eleven axioms describing the ascendant places where the Hive gods live, and is planning on killing one of those axioms so that she too can become a god.
- Evil Laugh: During the Deathsinger boss battle they will occasionally laugh as they are completing their song.
- Evil Weapon: Apparently, the Black Spindle wasn't just the final form of the infamous bone-encrusted, ammo-filled Year 1 sniper. It was something that Anûk and Halak used, which had the ability to tamper with the existence of its targets, and never killed; instead they "wove" alternate existences of endless torture and subjected their targets to them. Ouch. They even chastise Crota for using nothing more than the brute force of a sword when the Hive have more advanced and terrifying superweapons on them.
- Floating Platforms: Their main gimmick is the fact that a Guardian needs to jump on platforms in a certain order to get a buff. This buff is required to steal the bosses' aura which takes away their invincibility and gives it to the raid team. Without the buff the Deathsingers are invincible and will eventually complete their song instantly killing the raid team, the invincibility is required to survive their song since even if one is killed the other will still complete the song.
- King Mook: They're extra large Wizards.
- Super Prototype: They were the first Deathsingers, and apparently much more powerful than Ir Yût.
- Technobabble: In the Books of Sorrow Grimoire cards, the sisters explain how they came up with the Deathsongs with increasingly technical terminology. Oryx eventually gets annoyed, brandishes Willbreaker, and tells them to "speak in the Royal Tongue" so that he can understand them.Ir Halak and Ir Anûk: We propose a method by which Ascendant souls can be detached and integrated into a tautological and autonomous thanatosphere, which we tentatively term an oversoul. Oversouls can be stored in a throne world as a mechanism of enhanced death resilience. As a side effect, new refinements to our Deathsong may be achieved, moving us closer to a generally effective paracausal death impulse.
Oryx: (brandishes his sword) Speak the Royal Tongue, or I'll pin you up for Eir to eat.
Ir Halak and Ir Anûk: If we can separate our deaths from ourselves, and hide them, we will be hard to kill.
- This Is Gonna Suck: After battling the Vex that Crota accidently let onto Oryx's throneworld for over a hundred years and not making any progress, Ir Halak realizes that their dad is not going be very happy with them once he returns.Ir Halak: (sighing) Father's going to eat our souls.
- Timed Boss: Like Ir Yut before them the raid team has little time to gather what's necessary to damage and kill both Deathsingers. If the team fails to do what's necessary then they will automatically wipe.
- Troubling Unchildlike Behavior: As children they began experimenting on how to avoid dying... by killing themselves. As many times as they could. Oryx found this "adorably precocious".
Nokris, Herald of Xol
A Hive God noted in a scan by Ghost outside of Oryx's chambers, standing across from Crota. While Ghost can read his name, he cannot recall any mention of this particular god in Hive lore. In Destiny 2, he finally makes his debut in Warmind as the High Priest of a cult that worships Xol, Will of the Thousands.
- The Dragon: Nokris serves this role for Xol, Will of the Thousands, and is the second to last boss fought right before battling Xol itself.
- Degraded Boss: The Deceived Likeness of Nokris is a Taken Primeval that shares Nokris' physical model and attack animations, with the difference in that it only appears in Gambit Prime and Tier 1 Reckoning as one of the potential bosses. Instead of summoning Hive underlings, it spawns multiple Warbeast shadows similar to how Taken Wizards summon Thrall shades.
- Evil Genius: Compared with Crota, who was a mighty warrior, Nokris was far weaker physically, but had a vastly sharper mind, which he turned to learning the mysteries of the Hive and seeking out power that only Oryx was privy to.
- The Ghost: There was virtually no information known about who or what Nokris was before the events of Warmind. There isn't even a mention of him in the World's Grave, only oblique references to Oryx possibly having more than one son in the Books of Sorrow, where it is said that Crota was not the first direct child that Oryx spawned. Asher Mir notes this when telling Eris that there are absolutely no mentions of Nokris within the Tower Archives.
- The Heretic: Nokris' crime against the Hive was twofold: First for gaining and practising the art of Resurrection, something which goes against the concept of the Sword Logic. The Ascendant Hive just hide their deaths in their Throne Worlds so they don't die for real, while Nokris would bring back that which truly died with Necromancy. The second was for making a pact with a Worm God, something only Oryx had done and was given instead of taken. The Hive believe you should take what you need to survive and prove your strength, while being given anything will always weaken what's given, such as the Worms and their hunger. For Nokris to ask a Worm God for power and knowledge instead of simply killing it and taking it, like his father did, he committed sacrilege. For these crimes he was branded a heretic and cast out. Ironically, this heresy gave Nokris the freedom to act outside of the will of the Hive, letting him make his own mark on the universe.
- High Priest: He serves as the Priest of Xol to his followers.
- Jock Dad, Nerd Son: The relationship between Oryx and Nokris was the Hive equivalent of this, with Oryx being the jock (i.e. a great warrior) and Nokris being the nerd (a scholar).
- King Mook: He's basically a super-Wizard. This also makes him the only known male Wizard, or possibly a new morph like how Crota was a super-knight called a "Prince".
- Necromancer: Nokris specialized in the manipulation and reversing of death, which was especially abhorrent among the Hive, because doing so violates the Sword Logic by bringing back that which was too weak to survive. It's one thing to shift and hide one's mortality and avert death, but once something has been slain, its place in the universe has been established and reversing that is deeply wrong.
- The Omniscient: What he sought to become, reasoning that in lieu of power through strength (which he lacked), he would gain it through knowledge, as Knowledge is Power. This idea helped him devise an new, different Sword Logic to feed his worm with by learning all the secrets and wisdom of the universe as a proof of power instead of having to kill everything; instead of being the strongest, he would be the smartest.
- Sorting Algorithm of Deadness: 3. The Guardian does kill him, but Hive Gods such as Nokris usually just go back to their Ascendant Realm for a breather, and in any case Nokris was cast out for playing around with resurrection. On the other hand, Nokris was banished by Oryx, both physically and quite possibly from the Ascendant Realm as well.
- Strong Family Resemblance: He looks exactly like Oryx without the wings.
- Un-person: He was excommunicated by Oryx and had their name completely erased from the World's Grave, making it seem like he never existed.Nokris was cast out, his name removed from the World's Grave, the Books of Sorrow. In the king's rage, all memory of the unfavored son was obscured, all but one statue, defiant in its permanence.
The Disciples of Crota
Omnigul, the Will of Crota
The bride of Crota and his chief servant, a Wizard working to gather an army of Hive in preparation for her master's revival.
- Back from the Dead: In her revamped strike introduced in The Dawning update, she comes back to life due to being an Ascendant Hive. As long as her Oversoul is intact, she will continue to return.
- Chekhov's Gunman: At the start of "The Fist of Crota" mission, you come across her and several of her spawn as they engage the Fallen in battle, though she is not your objective and can be easily skipped over. Come the next mission, and she's directly interfering with Rasputin, requiring you to intercept her.
- Co-Dragons: To Crota, a role she split with Sardon. Omnigul is responsible for spawning Crota's army, and Sardon leads that spawn into battle. Omnigul is considered the more important of the two, however, as she is responsible for paving the way for Crota's return (and thus, the bigger threat).
- Enemy Summoner: From groups of Thrall up to a giant Ogre called the Might of Crota.
- Evil Laugh: Every time she teleports away, it's punctuated by a high-pitched cackle that rubs in your face.
- Evil Sorceror: Repeatedly billed by Eris as clever, Omnigul lays most of the groundwork in preparation for Crota's awakening and is even more powerful than any of the Wizards encountered.
- Flunky Boss: Good mother of Crota! Her strike is one of the most hated due to the nature of her boss battle: it takes place in an incredibly small room (compared to the large areas of the other strikes' bosses), and she not only has a number of Boomer-wielding Knights that spawn around the room, but she'll summon a posse of Wizards to fight alongside her multiple times as her health goes down. Throw Arc Burnnote into the mix, and trying to leave the hallway leading to this room is a death sentence.
- The Heavy: Spends all of her time in The Dark Below ushering in Crota's return and attempting to eliminate threats like Rasputin, though this doesn't make her the expansion's main villain.
- Large and in Charge: As the bride of Crota, she's one of the most senior Wizards in the solar system, and much larger than her sisters.
- Horned Humanoid: Unlike other wizards, she has horns growing out of head.
- King Mook: A super-Wizard, with the primary difference being that she has an Arc shield rather than a Solar one.
- Our Banshees Are Louder: Screams constantly in contrast to the lesser Wizards' death wail, and usually summons reinforcements with a very high-pitched shriek.
- Unholy Matrimony: She's the mother of Crota's spawn, and is entirely devoted to him, though it's unlikely that it's because of anything as human and benign as romantic love.
- Villain Teleportation: Given enough damage on anything but the final stretch of her Strike mission, Omnigul will warp away to safety in a cloud of black smoke, often leaving hordes of Hive behind for Guardians to deal with.
Hashladûn, Daughter of Crota
The eldest of Crota and Omnigul's four wizard daughters and new leader of the Hidden Swarm. She is responsible for the construction of the Scarlet Keep on the Moon and resides atop the Tower of Woe. She is the boss and target of the Scarlet Keep strike.
- Came Back Strong: When she was young, her Father, Crota, had her go through an ancient Trial, an inundation, to remove all but her greatest strengths from her. She was trapped in "a space between worlds" and impaled in six places, and left to die as she was overwhelmed with five different tortures; bloodied hydrogen, fire, lightnote , one which is "secret", and words. She broke the impalements and, in immense pain with burnt flesh and cracked skin, crawled her way back to Crota's Throne World, where he congratulated her for now only having parts of Oryx, which are considered the best parts. Then He promptly kicked her out of his Court.
- Disc-One Final Boss: Hashladûn is responsible for reactivating the Pyramid and summoning the Nightmares in an attempt to resurrect Oryx without breaking the sword-logic, thus making her responsible for the events of Shadowkeep. But instead of making her the expansion's Arc Villain, she's killed off fairly early in the campaign which causes the intelligence inside the Pyramid to take the role of Arc Villain of Shadowkeep.
- Even Evil Has Loved Ones: She wishes to kill the Young Wolf to avenge her father, mother, and grandfather's deaths at their hands.
- Evil Sorceror: What else do you expect from the daughter of Omnigul? It was Hashladûn's experiments that resulted in the reawakening of the Pyramid below the moon's surface. Other lore entries indicate that the Nightmares are experiments in attempting to call Oryx's essence back to his throne world, allowing the Taken King to resume his reign as God-King of the Hive (and secure Hashladûn's dynastic claims) without violating the Sword-Logic with outright necromancy like Nokris.
- King Mook: She's a super-wizard like her mother, but about the same size as her father was in the Ascendant realm.
- Remember the New Guy?: No daughters of Crota were mentioned prior to Shadowkeep.
- Reports of My Death Were Greatly Exaggerated: Eris states that Hashladûn was reported dead shortly after Crota's defeat, but she is alive and well come Shadowkeep.
- Stronger Than They Look: Lore entries indicate that she was this as soon as she was born. She apparently was fighting Knights when she was just a Thrall! And when her Father had her go through a trial to remove all but her greatest strengths, she fought a hundred Thralls, ten Knights, and a Ogre by herself to avoid capture... and won. Crota had to come down personally to capture her, though He was touched by her effort.
- You Killed My Father: Along with her mother and her grandfather. Needless to say, she wants revenge on the Young Wolf for wiping out her lineage.
Zulmak, Instrument of Torment
A champion of the Hidden Swarm, Zulmak cut through many contenders within the pit on the Moon in a bid to claim the mantle of new God-King of the Hive following the demise of Oryx and Crota. However, he was felled by the foul heresy of Akrazul and his sisters, but was saved from death by the manipulations of Savathûn and given to the Daughters of Crota for experimentation. Reborn in heretical rituals deep beneath the lunar surface, Zulmak is hunted by the Guardians to prevent his rise as a new instrument of death for the Hive.
- Asskicking Equals Authority: By virture of the Sword Logic, Zulmak grew insanely powerful in the pit by killing hundreds of other Hive champions in his efforts to claim Oryx's throne.
- Astonishingly Appropriate Appearance: The guy looks charred and bristling with flames from every nook and cranny from his body, so it makes sense that all of his attacks, from energy blasts to sword swings, are Solar in nature.
- Bonus Boss: He is the final boss of the Pit of Heresy dungeon in Shadowkeep.
- Came Back Wrong: Whatever experiments and rituals were conducted upon him by the Daughters of Crota have left Zulmak heavily altered from typical Hive knights and covered in flames.
- From Nobody to Nightmare: Rises from a simple knight of the Hidden Swarm to a legitimate contender for leadership of the Hive. And that was before he was experimented upon by the Daughters of Crota.
- Inadequate Inheritor: Despite his victories in the pit, the Daughters of Crota despaired at the thought of Zulmak becoming the new God-King of the Hive due to his reliance on naught but brute strength. While this was largely in keeping with the Sword Logic, Zulmak had none of Oryx's cunning and the Daughters had begun to question the supremacy of the Logic after all of the Hive's defeats.
- Playing with Fire: Did his charred appearance not tip you off? Zulmak punctuates all of his attacks with Solar energy, whether they be individual energy blasts, sword swings or even the Sword Plant he performs to regain his shield (and incinerate the entire area around the crystal).
Sardon, the Fist of Crota
The primary general of Crota's armies and master of the Swarm Princes. He is dispatched to Earth to pave the way for Crota's return.
- Bright Is Not Good: Wears gleaming golden armor and a golden sword, but is the commander of an evil god-prince's army.
- Co-Dragons: Shared this role with Omnigul for Crota. Omnigul would spawn the armies, and Sardon would lead them in battle.
- Frontline General: As befits the warrior culture of the Hive, Sardon commands Crota's army personally and spearheads his operations.
- Ground Pound: When he hits his cleaver on the ground, it sends an Arc wave along. To ensure that the player has trouble avoiding it, he gives a debuff called "A Dark Burden", which takes away the player's double jump ability.
- King Mook: He's an extra-strong Hive Knight.
- Super Prototype: When Vell Tarlowe asked if he was one of the Swarm Princes, Toland said that he's essentially a more powerful version, but notes that it's a "stretch of the concept".
Ir Yût, the Deathsinger
An Ultra Wizard capable of singing a liturgy that kills those who hear it, and one of the bosses of Crota's End, preceding the Monster of Luna himself.
- Brown Note: Her primary attack is by signing the Liturgy of Ruin, a song that will kill the players if she finishes it. Toland the Shattered speculated that the Hive are part of the song to avoid dying to it.
- Evil Sorceror: As a Wizard. The Taken King reveals that she is actually a lesser Deathsinger, with Ir Halak and Ir Anuk, Oryx's daughters, being significantly larger and much more powerful Deathsingers than her.
- Only Known by Their Nickname: Ir Yût seems to be a title for the Deathsingers rather than a personal name, given Crota's funeral in The Taken King features more than one of the Deathsingers (sans Ir Halak and Ir Anuk) who are identified as Ir Yût, Deathsinger.
- Palette Swap: She's one for Omnigul, right down to the horns. Interestingly, all the other Deathsingers we see (sans Oryx's daughters) look identical to her.
- Timed Boss: Once she starts signing the Liturgy, you have thirty seconds to kill her before she kills the entire fireteam.
Banuk, Ur Prince; Dakoor, Yul Prince; Garok, Xol Prince; and Merok, Eir Prince
The field commanders of Crota's armies. They are also the guardians of the Sword of Crota, waiting for their master to return and restart his campaign.
- Back from the Dead: One of the Ascendant Challenges in Forsaken reveals that Savathûn claimed ownership of the Princes, having been spurned by their Worm Gods and now guard a Hive Sword in the Ascendant Realm. The challenge itself revolves around re-doing the fight with them once more to put them down for good, though Banuk is absent.
- Boss in Mook Clothing: They're extra-strong Hive Knights.
- Hoist by His Own Petard: The Swarm Princes were the ones who made the Sword of Crota. The very same sword you use to kill them.
- MacGuffin Guardian: They are the protectors of the Sword of Crota.
- Replacement Goldfish: A Prince of Yul can be found as one of Forsaken's Wanted Bounties, seemingly Dakoor's replacement after Yul disowned him.
- Theme Naming: Each one seems to represent one of the Worms Gods except Akka, who is dead (but far from gone).
Mormu, Xol Spawn
A Hive Wizard in charge of the Summoning Pits on the Moon. She is encountered by the Guardian in the strike "The Summoning Pits".
- Evil Sorcerer: Standard for a Hive wizard, and she leads a several covens of them.
- Gate Guardian: Commands the Hive forces who try to protect the gate to the Circle of Bones during the strike.
- Mad Scientist: She is responsible for leading covens of Wizards in conducting terrible experiments upon the Ogres in the Summoning Pits, including putting them through the "ritual of rebirth" to give them singular purpose for their hunger and violence. Her latest project is Phogoth, whom she attempts to prevent the Guardian from killing.
- Mini-Boss: She is the first boss of "The Summoning Pits" strike.
Phogoth, the Untamed
The boss of the Summoning Pits Strike, a Hivebeast currently in the process of being mutated to enormous size in order to serve as a living siege-weapon for his dark masters. It's your responsibility to ensure they don't finish the job.
- Boss Dissonance: The whole level leading up to this guy is pretty trivial by itself. The guy himself? Let's just say that people have resorted to finding safe spots everywhere to beat him and camp it out, as much as possible.
- Damage-Sponge Boss: An even more severe example than most Strike bosses. That hard-to-hit weakspot doesn't help, either.
- Eye Beams: All Ogres have these, though it's more accurate to say that they're projected from the mass of tumorous growths where eyes would otherwise be. Phogoth's are particularly large and powerful.
- Flunky Boss: Not only is he personally formidable, but his mook summons are particularly dangerous, including powerful 'officer' enemies like Knights and Wizards in rather greater numbers than most players will be comfortable with. In fact, his main role in the battle is to use his massive eye lasers to keep Guardians pinned down on the edges of the arena while the Hive minions rush them in close combat. Killing his backup before it gets close enough to threaten the Guardians is a crucial part of the strategy to beat him.
- King Mook: An even more gigantic Ogre, with a much harder-to-hit weakspot.
- Make My Monster Grow: According to the pre-mission dialogue, Phogoth used to be an average Ogre. The Hive than proceeded to "tame" the ever living hell out of him, until he earned his title.
- The Bus Came Back: Cruelly subverted; Rise of Iron revamped The Summoning Pits as the The Abomination Heist, replacing Phogoth with the generically named "Hive Abomination." This is justified since Phogoth is dead by this point in Destiny's story. The cruel part is that the original Level 12 version of the Strike also replaces Phogoth with the Hive Abomination.
- Wake-Up Call Boss: By far, doing this boss even slightly below its recommended level, will kick your ass back to Orbit. His signature eye-laser will crush our health, and the enemies that spawn around him, right from Knights to Wizards, both enemies who are hard to fight on their own, and you got a recipe for a Difficulty Spike.
Urzok, the Hated
A Hive Knight who appears during public events at the Skywatch. He must be killed as part of the Urn of Sacrifice quest.
- Back from the Dead: Maybe. In Destiny 2, if a Taken Blight public event starts in the Lost Oasis on Io, a Taken Knight named Urzok, Aspect of Hate will spawn and is required to unlock the Whisper of the Worm. Get to the end of the secret mission and you will fight a Taken version of him along with two other Destiny 1 bosses.
- Damage-Sponge Boss: By the Traveler, this guy is hard to kill. In addition to a ridiculously powerful Arc shieldnote (which will only deplete from Arc damage), he's got a rather high amount of health. Not the mention the fact that you'll have to keep clear of dozens of high tier Hive and Fallen while trying to kill him. All in all, he's one of the hardest sub-bosses in the game.
- Elite Mook: He is a knight who is part of the Hive's lower hierarchy, but is a very tough and difficult to kill opponent.
- Human Sacrifice: Tasked by the Hive wizards with executing those whom are deemed "Forsaken".
- Ironic Nickname: From the Hive's perspective, the epithet "the Hated" is highly desired, as it make the sacrifices necessary to please the Hive's gods. The playerbase considers it completely fitting.
Xyor, the Unwed
A ancient and powerful Hive wizard who was encountered by the famed Guardian Rezyl Azzir when he investigated the moon for evidence of the Hive's existence.
- All There in the Manual: Everything we know about her comes from the grimoire.
- The Corrupter: Her encounter with Azzir resulted in him turning into Dredgen Yor.
- Minor Major Character: Plays a huge role in the history of the conflict between the Guardians and the Hive, but only appears as a bonus boss in the Summoning Pits strike and has no grimoire card.
- Unholy Matrimony: She was engaged to a powerful Hive knight. However, he was killed by Azzir before they could wed, which is why her sobriquet changed from "the Betrothed" to "the Unwed".
The Court of Oryx
Or in blood be drowned"
An Ascendant Hive one one of Oryx's oldest and mightiest champions. He is the first boss encountered in the King's Fall Raid.
- Badass Cape: Wears a large cape on his back.
- Badass Preacher: Not for nothing he is called the Warpriest. Being a devout advocate for slaughter and victory in the name of the Taken King and the Worm Gods Oryx himself serves, he's said to have conquered 585 worlds over the aeons.
- BFG: Wields a boomer in combat.
- Cruel and Unusual Death: Implied in the aftermath of King's Fall. The War Numen set's helmet and legs implies that he was cut up to make it, as the helmet is a carbon copy of his head, and the mold of the leggings is similar to his own legs.
- The Dragon: Noted to be Oryx's most trusted commander, engineer and warrior, and has been at his king's side for ages.
- Fling a Light into the Future: It's implied by the Warpriest's very existence that Oryx, even when knee-deep in the Worm Gods' compulsions that drive his power, still seeks a means to break himself free from the Horror Hunger he is afflicted with, however long it will take. Though the Warpriest helps with this by gathering larger and larger tributes, solving nothing.
- King Mook: He's a super-Knight with a rather strange visage.
- Only the Worthy May Pass: To even enter the Warpriest's inner chambers, you must "prove your worth" by having teammates stand on Annihilator Totems while gathering "Deathsinger's power". Once you've done this long enough, the Wapriest will deem the fireteam worthy of facing him.
- Power Copying: On Hard Mode, upon summoning the Oculus, he'll also tap into the monolith you've been hiding behind and gain an extra ability straight from Taken enemies. It can be either the Centurion's slow-moving orb, the Hobgoblin's retaliatory projectiles, or the Captain's blinding sphere.
- Sphere of Destruction: The Warpriest's most devastating attack is the "Oculus", a smaller and weaker version of Crota's Oversoul that destroys everything not hiding in the shadow of the glyphs.
- Time Abyss: He's been serving Oryx for millions of years.
- Time-Limit Boss: Like many others in the King's Fall raid, the Warpriest will enrage after the Fireteam takes too long to kill him. However, he can also cause a wipe if the Fireteam fails to kill him before he summons his Occulus a fourth time.
An absurdly tough Ogre and one of the bosses of King's Fall. So far, the heartiest enemy that can be dealt any significant amount of damage too without disrupting some sort of ritual.
- Action Bomb: Not him, no, but during the fight with him on Hard mode, he'll periodically turn a random member of the team who's standing in a Pool of Reclaimed Light into one of these. This won't kill the afflicted individual, but anybody standing near them when they go off dies instantaneously.
- Damage-Sponge Boss: Puts even the Templar, Skolas, and the Warpriest to shame in this regard. While the exact number is unspecified, most guesses put his health at upwards of ten million health, absolutely dwarfing the next heartiest Ogre we've yet seen. It's actually part of his gimmick: you need to stand in some puddles to increase your damage output to be able to kill him, else he'll enrage and, while technically still possible to kill while enraged, being blind makes shooting in the right direction quite a hassle.
- Eye Beams: Like any good Ogre.
- King Mook: An even bigger, meaner Ogre than Phogoth.
- Spider Limbs: Which don't look to actually be used for moving, but to cover up one of his weak points.
- Time-Limit Boss: An interesting variation- like Atheon and the Templar in the Vault of Glass, it is mechanically possible to defeat Golgoroth after he's been Enraged, as it doesn't damage you (not for awhile at least) or immediately kill everyone on the Fireteam, instead slowly darkening the player's screen.
Thalnok, Fanatic of Crota
A Hive Knight who bears a striking resemblance to Crota and has been approved into Oryx's entourage exactly because of it. Fought as a Tier 3 boss in the Court of Oryx public event.
- Energy Being: Parodied; his colour palette and glowing silhouette make it look like his body's just as translucent as Crota himself, but upon closer look, it's just his chitin that's lightly coloured. Way to go, impersonator.
- Irritation Is the Sincerest Form of Flattery: While Crota is left unmentioned, Oryx is not too pleased with Thalnok's impersonation and laughs at the latter's superficial ambition, only making him part of the Court just to "observe his son by proxy".
- Fan Boy: If the title Fanatic of Crota didn't say enough, Thalnok is obsessed with Crota, to the point he dresses like him.
- Legacy Boss Battle: An almost exact replica of Crota's boss fight from the raid, complete with the Triumphant Reprise that blares when you pick up the Sword of Crota replica. This time around, you can respawn without fear of wiping since there is no Oversoul or darkness zone involved, and you can gather up to 8 random players given it's a public event.
- Replacement Goldfish: Oryx lets Thalnok into his court after Crota's death. He does not really think much of Thalnok, but misses Crota so much that even this pale imitation helps him cope.Oryx: I create Thalnok to My Court
So that I may observe my son
by faithful, foolish proxy
- Time-Limit Boss: As with all Court of Oryx bosses, you are given 4 minutes to beat him.
A terrible work
Daughter of Savathûn, untouched by time
Your death is hidden well"
A powerful Wizard, one of the weekly Antiquated Rune bosses, and one of Savathûn's spawn, Balwûr was summoned to Oryx's Court to conjure armor for his warriors and weaken his enemies, such that the flow of death from them would never cease, and Oryx's crusade to reshape the universe would be a guaranteed success.
- Evil Sorceress: As a Wizard and daughter of Savathûn, this is a given.
- Flunky Boss / Puzzle Boss: Defeating her requires one takes advantage of the Lost Light floating around her arena and killing some special Acolytes to create more. Failing to do so results in the Court being covered in a blight and dealing damage to all players out of range of the Lost Light underneath the portal.
Huge and furious in its hunger
That which may not otherwise be commanded
My death is hidden in this sport"
One of the Antiquated Rune bosses, Kagoor is a Taken Wizard accompanied by a massive Servile Ogre.
- Evil Sorceress: She is a powerful Taken Wizard responsible for creating and taming Ogres. Not to mention she used her powers to somehow hide her death inside her Servile Ogre.
- Human Shield: The only way to deal damage to Kagoor is to defeat her Servile Ogre.
- Squishy Wizard: Once the Servile Ogre is killed, she goes down very quickly.
She fell upon Omnigul, whose aspects multiply, saying
I am diminished. Gift me your death."
Originally an unnamed Wizard, Lokaar came to Oryx's attention after she attempted to murder Omnigul and evaded Crota's attempts to exact revenge. Impressed by her actions and annoyed by Crota's request to kill her, Oryx raised her to his court.
- Dark Action Girl: Nearly murdered Omnigul and then gave Crota the runaround, with him eventually being forced to ask his dad to kill her.
- Meaningful Name: Oryx dubbed her Lokaar, which means "not there" in the language of the Hive.
- Rank Up: Went from a nameless Wizard who was close to death to a member of Oryx's court.
- Refuge in Audacity: Tried to kill Omnigul, Crota's closest follower, and take her power. That she managed to avoid death and was raised to Oryx's court was due only to Oryx's amusement at the situation.
- Teleport Spam: Repeatedly teleports around the Court of Oryx during her battles against the Guardians to avoid their attacks, although she is left vulnerable for a brief period after doing so.
Mengoor and Cra'adug
A pair of Knights, one Hive and one Taken. They refused to give their tithe of death to Oryx, so the Taken King punished them by Taking Cra'adug, leaving Mengoor as a Hive. They're fought as Tier One bosses in the Court of Oryx.
- Bash Brothers: While they fight together, their punishment is supposed to be a subversion of the trope. When separate, the Knights have invincible shields. However, when in close proximity, their shields disappear, allowing players to damage them. When one is killed, the shield on the other disappears completely.
- BFG: Cra'adug uses a Boomer.
- BFS: Mengoor uses a Cleaver.
- Deflector Shields: Both Knights have invincible Energy shields around them when they a far distance from each other. The trick to beating them is to agro them toward each other, causing their shields to lower and allow you to damage them.
- Greed: Cra'adug was Taken because he and Mengoor gave their tithe of violence to each other, rather than send it to Oryx.
- Time Abyss: They've been serving Oryx for eons.
You killed my Celebrants, and you gave their deaths to me
Preaching: I have seen the truth in bronze glass space
This shape is the only god"
A Hive Knight that began to worship the Vex, killing many Celebrants of Oryx in defiance of his godhood. He is fought as a Tier One boss in the Court of Oryx.
- Combat Pragmatist: Was praised by Oryx as this.
- Elemental Barrier: Similar to Valus Trau'ug, Vorlog's main gimmick is a shield that changes elemental types once depleted.
- Flowery Insults: His Grimoire Card dedicates a paragraph to Oryx praising his prowess with both weapons and magic... and ends with Oryx declaring that his name means "Less Than Me." Ouch.
Alzok Däl, Gornuk Däl, and Zyrok Däl
So that we will never be alone"
A trio of Wizard sisters who made it so that as long as one of them lived, the others would be resurrected within a few seconds. They can be summoned by the Guardians at the Court of Oryx.
- Resurrective Immortality: Their main gimmick is that all three need to be killed within a short span of time, otherwise the ones that were killed would be brought back by her sisters.
- Sibling Team: Three powerful Wizard sisters who work together to kill Guardians and keep each other alive in battle.
- Squishy Wizard: Like most Hive Wizards, they cannot take a ton of damage. The trick with the Däl sisters is managing to kill all three at once so they cannot revive each other.
I boast of Krughor, invincible
Distant Savathûn hid the death of Krughor
inside another curse"
A mutated Ogre, Krughor is among the Court of Oryx members who can be summoned to fight the Guardians.
- Barrier Warrior: His shield can only be taken down briefly by detonating a cursed thrall near him.
Ecthar, Sword of Oryx
One of Oryx's retainers, implied to be the main Warden of the Dreadnaught's prisons.
- Aliens Speaking English: Only for one cutscene, leading to the above quote.
- Cool Sword: A broadsword made of light unlike the usual Cleavers you see on a Hive Knight.
- Unique Enemy: Aside from one cutscene, he is only met while patrolling the Dreadnaught, where you you must quickly defeat three Wardens to gain access to the Asylum. There, he will fight you with an unique sword of light and boasts a shield that can only be damaged by swords.
The Court of Savathûn
Dûl Incaru, the Eternal Return
Savathûn's daughter, sent into the Dreaming City to explore Mara Sov's Throne World, Erebus, and extract the Awoken's secrets. She is the final boss of the secret dungeon "Shattered Throne".
- Bonus Boss: Getting into the "Shattered Throne" dungeon is already a hassle, since there isn't any indication that the Well in the Convergence is active during the week that the Taken curse is at its strongest. Getting to the end of that mission is an even more grueling task that takes half an hour and upwards to solve puzzles and defeat powerful bosses that recommend a power level of 590, which is above the "Last Wish" raid's difficulty. Dûl Incaru herself is flanked by three Darkblades, sports a massive amount of health (easily around 10 million), and will kick your ass if you're underleveled, if her knights won't do it first.
- The Dragon: Savathûn's primary agent and lieutenant, just as her cousin Crota was to Oryx.
- Evil Only Has to Win Once: Dûl Incaru's goal is to find the way into the Distributary to kill the Awoken inside there and tithe the massive deaths in such a short period of time to her mother, while the Guardians can keep killing her again and again, she has practically infinite retries on account of the causal loop to complete her goal no matter how many times she dies, and each reset makes her mother more powerful.
- Faux Affably Evil: Surreal as it is, Dûl Incaru as she is narrated in Truth to Power is creepily polite to the reader, serving poison in a tea set of Ahamkara bone as she muses about her mother's schemes, fully aware of and lampshading her own fate in the Dreaming City's curse.[...] the Hive Wizard sings in a voice that would make the terms of an equation flee from each other and hide in the arrays of distant sets so that arithmetic itself would collapse.
- Flunky Boss: Three Darkblades, dubbed as Fatesmiths, guard her and will slowly walk up to you when the fight starts, and masses of Taken Psions will spawn. Since the boss arena is small with little to no cover, this is quite noticeable, as the enemies will be in your face most of the time.
- King Mook: Aside from an unique model, she's for all intents and purpose an oversized Wizard with similar bolt attacks and a ridiculous amount of health that will not go down quickly unless you get a buff from slaying her bodyguards. The only real addition is that she will create a crystal that will grant an immunity shield to her knights should the fight drag on, and you will need to destroy that crystal in order to resume damage on the Fatesmiths.
- Resurrective Immortality: Due to the Stable Time Loop Riven and Savathûn made, killing her simply means she will invade the Dreaming City again at a later point, fully aware of her death in the last loop and not caring, at least that was the case before...
A Giant Shrieker and the boss of the Strike named for it, and an integral part of a vast summoning ritual intended to bring its master to Titan.
- King Mook: Is literally a giant Shrieker that can teleport.
- Eye Beams: Within the Shrieker is a massive eyeball of darkness that fires energy beams.
- Macross Missile Massacre: In the third stage of its boss fight, it will augment its outgoing fire with seeker missiles.
- More Dakka: Like other Destiny 2 Shriekers, it launches a near-endless stream of projectiles at whichever Guardian has caught its eye.
Urrox, Flame Prince
Described as a "Prince to none", Urrox is an extremely powerful Hive Knight that is both fanatical in loyalty to the Darkness and not pledged to any of the Hive's deities. He is found in the Prison of Elders, but his reasons for being there are unknown- both why he was in the Reef to start with, and why the Awoken bothered capturing him. Nevertheless, he retains his primary goal as one of the Hive's most powerful- ending as many Guardians as he possibly can, and he's issued a challenge out to every Guardian who dares venture into the Reef saying as much.
- Blood Knight: Like every other boss in the Prison of Elders, he's called you out to fight him, though in his case, it may only partly be for the thrill of battle.
- King Mook: Looks like a Gatelord-sized Swordbearer, only armed with an enormous boomer instead of a sword.
- Large and in Charge: Whatever he's doing in the Reef, it seems that leading every other Hive within it seems to be a part of it.
- Physical God: He's a Hive Prince just like his brother Crota, and is almost as dangerous despite the lack of a home turf advantage.
- Playing with Fire: He can summon his rage and set the entire arena on fire for 10 seconds at a time. This manifests as you taking Solar damage whenever you touch the floor. Either you bring in a Defender Titan to gain extra shields, or attempt to stay afloat for the gimmick's duration.
An Ogre raised outside of the Summoning Pits by the Worm Keepers, a coven of Hive Wizards trying to take control of the Hive sects in the Prison of Elders. However, the Summoning was flawed, and Gulrot is becoming a walking disease in the Prison.
- Body Horror: He has numerous sores covering his body.
- King Mook: He's a super Ogre.
- Zombie Puke Attack: Implied. His gimmick is that he occasionally "belches bile through the room", which causes you and your team to move so dang slow, you may as well not be moving. Add the swarms of Hive Thralls, squads of Boomer Knights and Wizards into mix and you'll be wishing you had a Defender Titan with you.
Alak-Hul, the Darkblade
The Boss of the Sunless Cell strike, Alak-Hul is a Darkblade, an elite class of Hive knight. One of Crota's lieutenants during the invasion of the Moon, he and his consort Verok were present to fight back Eris Morn and Eriana-3's assassination attempt, and their spawn killed the Titan Vell Tarlowe. Following the raid gone wrong, Alak-Hul and Verok launched a rebellion against Oryx, but the Taken King captured Alak-Hul and imprisoned him within the Dreadnaught, decreeing that he never see light again.
- An Axe to Grind: Unlike most Knights, which wield Cleavers or Boomers, Alak-Hul wields a massive axe made of the same properties as a Cleaver.
- Body Horror: Beneath his huge helmet, his head is covered in tumorous growths like those of Ogres.
- Degraded Boss: In Destiny 2, you can fight a watered down version of his model called an Abyssal Champion, who appears in the Witches' Ritual public event on Titan. He'll wield the same axe, vanish out of sight once he takes enough damage, and will even rush at you once his health is low enough and his helmet is broken. More Abyssal Champions are also present in some of the Ascendant Challenges in the Dreaming City, though they mainly serve as obstacles while you try to solve the puzzles.
- Dragon Ascendant: Eris organizes the Sunless Cell strike specifically to avert this trope, fearing that Alak-Hul would assume leadership of the Hive after Oryx's defeat.
- The Heretic: As Oryx is the God-King of the Hive, Alak-Hul rebelling against him makes him not only a traitor, but a heretic.
- King Mook: A subversion; he would fit in the giant Cleaver Knight type of boss like Crota, but no other enemy shares his slow movement pattern, much less his weapon.
- Love Makes You Evil: Betrayed Oryx in the name of his mate Verok. Of course it's doubtful he was a saint beforehand.
- Overlord Jr.: Believe it or not, he's Oryx's foster son.
- Rebel Leader: Lead a rebellion against Oryx after the invasion of the Moon. Apparently, eusocial, Darkness worshiping zombies don't always agree on everything.
- Sealed Evil in a Can: Oryx locked him in a cell in the Dreadnaught for betraying him. The Strike's objective is to kill him so Oryx's defeat isn't followed up by something even worse.
- Secret Test of Character: His entire rebellion. He passed. Oryx is very proud of him.
- The Starscream: His ambition was to take out Oryx and become the Hive's next successor. Unfortunately for him, it didn't work out, and he got imprisoned for his troubles.
- Stealth Hi/Bye: His boss gimmick is to show up next to you and slam you with his axe, and, after taking a few shots, disappear from the map for a moment. This is enforced with the pitch-black darkness of the boss arena, and he usually appears behind your back.
- Turns Red: As soon as his health drops to a third, part of his head burns red, and the game announces that he's about to "charge his foes", making him more aggressive.
- Unholy Matrimony: Rebelled against Oryx in the name of Verok, a Hive Wizard and his mate.
A proto-Hive who once tutored the three siblings that would go on to become the foundations of the present-day Hive. A sterile Mother who served the Osmium Court by mentoring Aurash, Sathona and Xi Ro, considered to be a privileged position. When she sensed that the Osmium king was becoming senile and judged that his children were unfit for the throne, she plotted with the rival Helium Court to assassinate the king and rule as a regent queen. Her plan succeeded, but she failed to kill the three daughters, who would all swear an eternal oath of revenge for her treachery.
- Broken Pedestal: She was a strict teacher to Aurash and her sisters, always criticizing them for their flaws, which Taox deemed to be their undoing should they ever aspire to succeed the Osmium king. Then she herself plotted against their father and had him killed, something which drove the sisters over the edge and earned their eternal ire.
- Create Your Own Villain: Little did she know her treachery would instill unadultered vengeance in the three siblings, much less they come back empowered on an unprecedented scale by eldritch beings.
- Eunuchs Are Evil: Was a female Wizard morph, but rendered sterile for the typical reasons that human eunuchs were.
- Regent for Life: Following the Osmium king's assasination, she planned on ruling for as long as she could as a regent queen under the Helium King. Aurash and her sisters thought otherwise.
- Sole Survivor: Often the lone survivor of a recent Hive conquest, yet she always manage to escape them, much to the siblings' frustration. After the Ammonite were destroyed, she popped up again 24,000 years later to aid the Ecumene thanks to stasis technology.
- Uncertain Doom: Taox vanishes during the Hive's destruction of the Amiable Ecumene, evading Oryx's clutches. It's not clear what became of her after that, and it's hard to believe that she might still be alive by the present day, billions of years later, but Oryx at least gives her a non-zero probability of being the person who finally kills him.
- The Unseen: Does not make any appearance in the game proper, instead being relegated to Hive history as told through the Book of Sorrow.
- Unwitting Instigator of Doom: She's the one ultimately responsible for the creation of the Hive.
- Walking Spoiler: She's a dead ringer for the tragic origins of the present-day Hive.
- Would Hurt a Child: Attempted to assassinate the daughters of the Osmium King. Unfortunately for the rest of the universe, she failed.
In Anânh, Brood Queen
A Hive Brood Queen, birther of entire hordes, she is the main source of the Hive presence in the Tangled Shore and is the target for the playstation-exclusive Broodhold strike. The consort of Hiraks, the Mindbender, together they planned to create a new Brood with both Eliksni and Hive traits: Fallen Ingenuity and Ether, with Hive Ferocity and Magic; with both they would overrun the Shore.
Ir Abassin, Broodlost, who shares her model and boss mechanics, is one of two Hive bosses encountered in the European Aerial Zone for the Solstice of Heroes 2019 limited-time event.
- Applied Phlebotinum: She created "Brood Hosts", Knights whose worms secrete high amounts of Ether. Without a host, the worm eventually dies and explodes due to the unstable Ether. You use several as explosives to clear a path to In Anânh.
- Chest Burster: When her health goes down to a third, her Shade will slowly split from her from the waist up, leaving In Anânh in visible pain as the Shade messily crawls its way out.
- Dual Boss: Between her and her Shade when her health gets to a third. The Ir Abassin boss fight has her split when she loses a third.
- Fighting a Shadow: Her gimmick is that she can switch between her normal form, which fires explosive Solar blasts, can cause a room sized explosion unless one is behind cover and cause burning , and her Shade form, who has rapid-fires Void blasts and can create multiple floor traps that will burn and explode if you stand in one. But when she gets down to a third of her health, she and her shade will split and battle you at once.
- Interspecies Romance: Has one with the Mindbender. It is unclear if they both loved each other in some perverse manner or if they both just had a similar interest in the creation of a hybrid species, though the implication is that it was both. The Spider sends you to kill her to get rid of the Hive in the Tangled Shore and because he realises the terrifying potential of Hive with Eliksni traits. Considering we don't know how either of those species' reproductive organs work, how the project got as far as it did is a mysterious in of itself.
- Literal Split Personality: When you get her health down enough, she and her Shade will literally pull and rip themselves apart just so they can both attack you at once. But if she dies before her Shade, her Shade won't disappear; it will just get even angrier. For Ir Abassin, if the Shade dies before her, she can eventually summon another one, and the Shade will disappear if she dies.
- Spikes of Villainy: Her head crest is a lot spikier than a normal wizard's, and she is not only a villain to us, but is considered a traitor to her kin for becoming a consort to a member of an enemy race.
- Star-Crossed Lovers: The Spider calls the Mindbender and In Anânh this trope word for word.
- Trap Master: Her Shade can conjure up Void traps to burn you before exploding, providing area-denial as she can create multiple.
Enkaar, the Anointed
An Acolyte who works on the Weapons of Sorrow. After the Drifter sends the Young Wolf to experiment with a Hive artifact, he realizes that Enkaar has made significant progress on new Weapons and mobilizes the Young Wolf to take him out. Enkaar is later killed in a wild-west shootout thanks to Shin Malphur's original Last Word being transported to the Broodhold where Enkaar is hiding through unknown means. Unfortunately, the Shadows had already discovered several new revelations related to the Weapons and Dredgen Yor that could rock the system forever...
- Poke in the Third Eye: In a sense, if Teben Grey is to be believed. Destroying Enkaar removes a major player from the Weapons of Sorrow, which are strongly implied to mark the sites of past, present, and future disasters; one of said disasters was Dredgen Yor, providing less-than-optimistic implications about his existence.
- Showdown at High Noon: Minus the "high noon" part, since the Broodhold is inside an asteroid in the Reef. Regardless, The Conversation features a duel against Enkaar of this nature.
- Super Prototype: Wields a prototype version of Thorn, which has been affixed to a Soulfire Rifle. It is strong enough to kill you instantly, requiring that it be shot out of Enkaar's hand when he cocks it.
- Ultimate Blacksmith: As a craftsman of the Weapons of Sorrow, Enkaar's job involves skillful manipulation and corruption of whatever Guardian tech the Hive can dig up.
- Vagueness Is Coming: If Teben Grey's notes are to be believed, the new wave of weapons Enkaar and his cohorts have created strongly suggest that another crisis is imminent; of what nature is unclear.
Arunak, Beloved by Calus
An Ogre placed under control of Calus, courtesy of Gahlran and the Crown of Sorrow. He is faced at the end of Menagerie runs when he is the weekly boss, and is also responsible for killing stragglers in the Arkborn encounter.
- Go Through Me: Knights will appear to try and intercept incoming fire if Arunak isn't killed on the first damage phase, with the added benefit of being able to retaliate with their swords. Leaving them alone (or simply killing Arunak on the first phase to begin with) will reward a triumph.
- One-Hit Kill: Can apparently do this at any distance to anyone who takes too long carrying around souls in the Arkborn encounter.
- Puzzle Boss: Is immune until his Cursed Thralls are killed, after which the balls they drop can be used to lower his shield.