Fenrir
Fenrir is a Vampire Marquis, the strongest of Beriache's direct descendants after Marie Rose, and the candidate originally expected to become Blood King. He inherits the traits of struggle and domination, which make him stronger against superior opposition and let him control spirits, weapons, skills, and hostile power. Those same traits drive him to rebel against the revenge mission imposed by his mother. Grid's party defeats him and gains the Blood King title, but Fenrir's persistent soul is later revived in the No Offspring Tomb. Discovering that Grid has reached overwhelming power within years, Fenrir abandons his hostility and agrees to cooperate with the Blood King. (Chapters 1103, 1106, 1135, 1139, 1141, 1143–1148, 1337, 1405, and 1736–1737)
Biography
Recurring role and later consequences
Fenrir first appears after Marie Rose awakens, coming to escort her to his city and discuss the future. He is powerful enough to overwhelm Damian and the Rebecca's Daughters, yet submits immediately when Marie Rose punishes disobedience. His caution reflects their hierarchy rather than loyalty. Fenrir opposes the family mission of avenging Beriache because he believes an invasion of hell would sacrifice every sibling in an unwinnable war; his care for the clan is genuine, but his struggle and domination also make him resent any ruler above him. (Chapters 1103–1104, 1106, and 1145)
Grid later raids Fenrir's city to complete the path toward Blood King. Fenrir prepares the territory as an extension of his own power, reverses beneficial effects, disables skills, controls the intruders, and turns collected weapons and even Braham's flames against them. Struggle continually improves his performance against the powerful party, while shedding and blood transfusion repeatedly restore his body. The abilities are designed to counter Grid's knights, but Braham's cold magic blocks Fenrir's resilience and Grid's class resists item control. Cooperation across the raid party breaks through the advantages Fenrir expected from isolation and territory. (Chapters 1135, 1139, 1141, and 1143–1148)
Defeat makes Grid the Blood King and places Fenrir's surviving soul under that future authority, although submission comes from Fenrir's loss rather than the title alone. Years later, the No Offspring Tomb gives the dead direct descendants bodies again. Fenrir initially believes Grid has had centuries to grow and attacks with the tomb's enhancement, convinced that he can win a fairer one-on-one fight. Grid immediately cuts through his blood magic and forces repeated regeneration, demonstrating a gap Fenrir can no longer explain as numerical disadvantage. (Chapters 1147–1148, 1337, and 1736–1737)
When Skunk explains that fewer than ten years have passed, Fenrir's hostility changes into sincere respect. Grid's strength makes revenge against hell appear possible without meaningless family sacrifice, removing Fenrir's main reason to reject the Blood King. He bows, recognizes Grid's authority, and agrees to cooperate. After Grid uses him to test new combat actions, an exhausted Fenrir returns to blood form and enters Grid's cloak, leaving him active as a reluctant but acknowledged companion rather than an independent ruler of his former city. (Chapter 1737)
Appearance and personality
Fenrir appears as a blond man whose hair reaches his shoulders. He regenerates wounds almost immediately and can emerge from a split body with smooth, unmarked skin described like newly made porcelain. During the No Offspring Tomb encounter, his blood and magic form a fierce red aura that resembles Braham's presence, while repeated forced regeneration eventually leaves his expression shaken and exhausted. (Chapters 1103, 1145, and 1736–1737)
He is proud, combative, pragmatic, impatient, and protective of his siblings in a possessive way. Fenrir rejects a revenge mission he considers suicidal, but his power of struggle repeatedly pushes careful persuasion into aggression. He dislikes Marie Rose's dominance, resents Braham's contempt, and initially rationalizes defeat as the result of being outnumbered. Once Grid proves the true power gap and the feasibility of victory over hell, Fenrir can revise his position and offer genuine respect rather than obedience based only on fear. (Chapters 1103, 1106, 1145, 1147, and 1736–1737)
Abilities, classes, and skills
Fenrir inherits two defining traits from Beriache. Struggle increases his performance when confronting stronger enemies and can eventually ignore damage and defense penalties caused by a level gap. Domination suppresses lower-status wills, reverses beneficial effects, disables weapons and skills, controls dropped equipment, and can appropriate hostile power such as Braham's unquenchable flames. His territorial mental world reflects apparent dominance as a solitary desert, though Piaro recognizes affection and rapport beneath its surface. (Chapters 1143–1148)
His blood magic includes vast blood waves, weapon creation, blood armor, transfusion, large-scale life absorption, and rapid regeneration. Shedding abandons a damaged outer body and produces a restored one, while Transfusion Regeneration drains all visible targets and restores health. Resurrection Blood Transfusion provides a later ultimate recovery, and he can dissolve into blood to enter Grid's cloak. These techniques consume resources and have cooldowns; effects that block regeneration, freezing from within, and overwhelming decapitation can force him through successive recovery layers. (Chapters 1143–1147 and 1736–1737)
Fenrir is also a powerful close-range combatant capable of overpowering direct descendants, death knights, priests, and high-ranking human fighters. His strength rises during struggle, but status remains decisive: Beriache and Marie Rose are beyond his domination, Grid resists control through his class and later overwhelms him as an Absolute, and the Curse of Sloth can still put Fenrir to sleep immediately. His restored No Offspring Tomb body is stronger than before, yet the upgrade does not close the gap with Grid. (Chapters 1103, 1106, 1145–1148, and 1736–1737)
Relationships
Grid is Fenrir's killer, Blood King, and eventual commander. Fenrir first opposes him because the Blood King could mobilize the family for revenge, then attributes defeat to Grid's allies. Their rematch removes that excuse. Once Fenrir understands Grid's speed of growth and ability to confront hell, he abandons hostility, cooperates, and returns to blood form inside Grid's cloak. (Chapters 1135, 1143–1148, 1337, and 1736–1737)
Marie Rose is Fenrir's stronger sister and immediate superior after her awakening. He obeys her commands because she can punish and replace him, but takes private delight in imagining her rejected by Grid. Her willingness to pursue Beriache's purpose represents the family obligation Fenrir long resists. (Chapters 1103, 1106, 1147, and 1736–1737)
Braham despises Fenrir's refusal to avenge their mother and supplies the magic that makes his first defeat possible. Fenrir's domination reverses Braham's flames, but Frozen Tempest blocks his resilience and sharply changes the raid. Their conflict combines sibling resentment with opposing judgments about whether Beriache's children owe their lives to revenge. (Chapters 1135, 1143–1148, and 1736)
Noll warns Grid about Fenrir's domination and territorial strength, then fights beside the raid party. Fenrir's concern for siblings helps explain his refusal of the revenge mission, but he is still willing to dominate and injure family members when struggle takes over. (Chapters 1135 and 1143–1147)
Items
- Fenrir's Cloak: A cloak dropped when Grid first defeats Fenrir. After Fenrir is revived and accepts Grid, his blood form permeates the cloak, making it the vessel through which he accompanies the Blood King. (Chapters 1147 and 1737)
