"These scrolls all talk about the same thing. The world ending when a giant wolf breaks free and devours the sun and moon. Aside from that, it's all nihilistic garbage."
"Stories have some root in truth. Being cynical isn't being smart."
"Being smart is just being smart. The scrolls also say this cavern leads toward this particular wolf's den. If you follow the 'Primal Stream' there you'll end up in it. Spooky."
"A stream? That looks more like a huge river if anything. This cavern is huge....Hey, do you see that up there? Light up an Aether Flask and throw it up there!"
"I see it. It's...cave paintings. Now we know we've reached peak primitive technology! A giant six-eyed wolf? Who's that beckoning it?"
"More importantly, how did they even manage to write that up there? It's too high and the cavern walls are unusually smooth."
"Maybe they had the local Jotunn draw it for them? Or the little pixie? Maybe they sprouted wings and flew?"
"Quit making those sarcastic remarks....Those eyes are unnerving....Look, below the figure, there it reads in bauglar, 'Some words remain unuttered. Truths are pushed down, down where they shall never arise again.'"
"Not only is it garbage, it's Bauglir garbage. Whatever. Let's just keep going. Merrill will start to get worried if we stay down here too long. She believes in these stories."
-Sylvan and Dale, last Maiar transmission of their lunar expedition at Calluna into the Well of Sorrows.
Fenrir
Titan of Fear, Titan of Power, The Dread Wolf, The Old Wolf, The Great Wolf, The Fame Wolf, He Who Dwells in the Primal Streams, He Who Hunts Alone, He Who Walks Without Fear, God of Rebellion, Evil God, Bringer of Nightmares, Monster of the River of Hope, Devourer of the Nine...these are some of the many titles of the most feared Titan: Fenrir.
The ancient stories tell of a great wolf escaping from his bonds in order to devour the gods' creations and then the gods themselves. Fenrir is that great wolf from the stories, being conceived by the Titan of the Wild, Loki, and the oldest female Jotunn, Angrboda (She Who Brings Sorrow). He's the oldest of his Titan siblings who share the same mother and father, Jormungandr and Hela. After Yggdrasil established order and had not yet created Ansemund, he did not work to destroy Yggdrasil unlike his Titan brethren. He was a docile Titan who would much rather roam Niflheim's spring, Hvergelmir. To Loki, he was destined to grow large enough to devour Yggdrasil. When Ansemund defeated his Titan brethren, he was confused as to what to do with Fenrir. Thus, he took Fenrir up to Asgard where he would have the Aesir gods closely watch him. Tyr, the God of Courage and Justice, raised the young pup and took him along his hunts. The hunts began to end when Fenrir grew too large and became the size of a bear. He grew restless in Asgard, wanting to roam the new worlds created by Ansemund freely. The gods feared they would lose control of Fenrir when he grew far too large. Then Ansemund was gone and the gods grew terrified and this horror only grew when they learned of Fenrir's fate that he would be the one to kill their High God of War and Wisdom, Odin.
The ancient stories tell of a great wolf escaping from his bonds in order to devour the gods' creations and then the gods themselves. Fenrir is that great wolf from the stories, being conceived by the Titan of the Wild, Loki, and the oldest female Jotunn, Angrboda (She Who Brings Sorrow). He's the oldest of his Titan siblings who share the same mother and father, Jormungandr and Hela. After Yggdrasil established order and had not yet created Ansemund, he did not work to destroy Yggdrasil unlike his Titan brethren. He was a docile Titan who would much rather roam Niflheim's spring, Hvergelmir. To Loki, he was destined to grow large enough to devour Yggdrasil. When Ansemund defeated his Titan brethren, he was confused as to what to do with Fenrir. Thus, he took Fenrir up to Asgard where he would have the Aesir gods closely watch him. Tyr, the God of Courage and Justice, raised the young pup and took him along his hunts. The hunts began to end when Fenrir grew too large and became the size of a bear. He grew restless in Asgard, wanting to roam the new worlds created by Ansemund freely. The gods feared they would lose control of Fenrir when he grew far too large. Then Ansemund was gone and the gods grew terrified and this horror only grew when they learned of Fenrir's fate that he would be the one to kill their High God of War and Wisdom, Odin.
I. The Binding of Fenrir
Thus, the gods plotted as to what they would do with Fenrir and quickly. After much deliberation, they decided that they would bind the wolf. The gods created a powerful chain known as Leyding and they approached Fenrir, who was now as tall as a tree. Fenrir was of course apprehensive about the situation, but the gods simply played it off as a test of strength and promised to release Fenrir if he found that he could not free himself from a fetter made by the gods. Fenrir, full of his pride, knew he could break the chain and thus allowed the gods to bind him. Leyding was easily broken, appalling the gods. They decided to try again, creating another chain twice as strong as Leyding known as Dromi. They approached Fenrir once more and he was once again apprehensive, but proud when the gods goaded him to try and break the chain. Fenrir allowed them to wrap the fetters around him, Though the chain was strong and though Fenrir struggled longer to free himself, it broke. The gods couldn't believe it and lost hope of ever being able to control the wolf.
Odin himself, in all his wisdom, sought the aid of the dwarves of Nidavellir and called for them to forge a fetter that could not be broken. The dwarves took this challenge and the elder dwarf, Svartalfar, presented Odin with a long, thin strand of ribbon known as Gleipnir (Open One); created by mythical ingredients and impossibilities. The gods once again approached Fenrir for the final time, bidding him to try and break this fetter. Fenrir was less inclined, sensing the danger of the ribbon and sensing the trickery of the gods. Nonetheless, when the gods proclaimed that if he broke a fetter made by the dwarves that is even stronger than the previous chains, he would be famous across all the Nine Worlds. So he allowed them to bind him so long as one of the gods placed their hand in his mouth in case they tricked him. None of the gods were eager to do so, full well knowing the fate that would meet them if they did so. None but Tyr, the caregiver of Fenrir and bravest of the gods, who placed his good hand in the jaws of the wolf. When Gleipnir was wrapped around Fenrir, it immediately squeezed against his body and flashed into chains. Fenrir struggled against the fetters as the gods watched and when it was shown that the wolf could not break free from his bonds as it grew stronger with each minute, the gods leered. The wolf demanded to be set free due to their promise, but the gods only cheered and taunted the wolf. And so the wolf, in his anger, clamped down his jaws upon Tyr's hand. Tyr howled in pain as the wolf would not let go, so he summoned his great war-axe, Perundril, and brought it down upon the top of Fenrir's mouth. Tyr was set free, albeit his hand was now in the belly of the beast. He grabbed his now corrupted axe free from Fenrir, remorseful for the action.
The gods worked quickly, dragging the struggling and fuming wolf across the land until they reached the First Moon, Calluna. The gods dragged Fenrir to the island of Lyngvi in Calluna, an island of beautiful fragrant purple heathers and marshes. The wolf howled horribly in his fury, annoying Thor and causing him to grab his sword, plunging it up into the jaws of Fenrir in the hopes of silencing him. The sword would later become known as Angurvadal (Stream of Anguish), a weapon of war. They threw the wolf into a chasm, letting him fall until he crashed into the deep underground, bloodied and bruised. The wolf, humiliated, enraged, and in his grief, was not silenced as he howled mournfully. He foamed at the mouth and his saliva ran through the caverns of his pit. The waters ran through the caverns and became a great stream known as the river Ván (hope), coming to symbolize his hope that he would one day take vengeance upon the gods and all their creations.
Odin himself, in all his wisdom, sought the aid of the dwarves of Nidavellir and called for them to forge a fetter that could not be broken. The dwarves took this challenge and the elder dwarf, Svartalfar, presented Odin with a long, thin strand of ribbon known as Gleipnir (Open One); created by mythical ingredients and impossibilities. The gods once again approached Fenrir for the final time, bidding him to try and break this fetter. Fenrir was less inclined, sensing the danger of the ribbon and sensing the trickery of the gods. Nonetheless, when the gods proclaimed that if he broke a fetter made by the dwarves that is even stronger than the previous chains, he would be famous across all the Nine Worlds. So he allowed them to bind him so long as one of the gods placed their hand in his mouth in case they tricked him. None of the gods were eager to do so, full well knowing the fate that would meet them if they did so. None but Tyr, the caregiver of Fenrir and bravest of the gods, who placed his good hand in the jaws of the wolf. When Gleipnir was wrapped around Fenrir, it immediately squeezed against his body and flashed into chains. Fenrir struggled against the fetters as the gods watched and when it was shown that the wolf could not break free from his bonds as it grew stronger with each minute, the gods leered. The wolf demanded to be set free due to their promise, but the gods only cheered and taunted the wolf. And so the wolf, in his anger, clamped down his jaws upon Tyr's hand. Tyr howled in pain as the wolf would not let go, so he summoned his great war-axe, Perundril, and brought it down upon the top of Fenrir's mouth. Tyr was set free, albeit his hand was now in the belly of the beast. He grabbed his now corrupted axe free from Fenrir, remorseful for the action.
The gods worked quickly, dragging the struggling and fuming wolf across the land until they reached the First Moon, Calluna. The gods dragged Fenrir to the island of Lyngvi in Calluna, an island of beautiful fragrant purple heathers and marshes. The wolf howled horribly in his fury, annoying Thor and causing him to grab his sword, plunging it up into the jaws of Fenrir in the hopes of silencing him. The sword would later become known as Angurvadal (Stream of Anguish), a weapon of war. They threw the wolf into a chasm, letting him fall until he crashed into the deep underground, bloodied and bruised. The wolf, humiliated, enraged, and in his grief, was not silenced as he howled mournfully. He foamed at the mouth and his saliva ran through the caverns of his pit. The waters ran through the caverns and became a great stream known as the river Ván (hope), coming to symbolize his hope that he would one day take vengeance upon the gods and all their creations.
Abilities
Fenrir has only two real abilities in his arsenal that encompass the entire Ability Set he possesses: the ability to break any seal/fetter/bond/oath/entombment/etc and the ability to infinitely grow in power over time. That second ability is the keystone to his abilities, but what you must know is that while Fenrir has the ability to grow in power, the one using his power does not. If allowed to grow, Fenrir will destroy the user once they reach the maximum power they can contain. Much of Fenrir's abilities have to do with releasing exponential amounts of power at once or using extremely high level techniques then recharging one's power to once again deal dramatic amounts of damage. Thus the style of combat Fenrir favors is wild and destructive to make use of that infinitely growing power and deal the most amount of damage in the least amount of time, although one can still apply any style they wish so long as they are weary of their maximum. You'll hear references to one's "maximum" and you must know this has to do with the maximum amount of power a person can stand while using Fenrir without incurring permanent damage upon themselves.
When one uses Fenrir, there are three chains that act as limits to the Equilibrium Body, Úlfheðinn (Men Clad in Wolf Skin), that allows access to Fenrir's power: Leyding, Dromi, and Gleipnir. As each chain breaks, the recharge rate of power grows exponentially and one's power grows at an almost instant rate. As each chain breaks, it also breaks any seal/bond that may have been binding the user and this corresponds with which chain you break. If Gleipnir is broken, one threatens to unleash Fenrir himself and he would begin to try and possess the user in order to set himself free. Such a fate was met by Ancelot's son, Fenris, when he broke Gleipnir and was possessed by Fenrir during the Jotunn Civil War. He was no longer Fenris and the damage was permanent as Wulfric the Warrior was forced to use Lása, the Rune of Binding, to seal Fenrir into his body. This created the Ulfheddin Equilibrium Body and granted easier access to Fenrir's power, where otherwise his power was too dangerous to use.
When one uses Fenrir, there are three chains that act as limits to the Equilibrium Body, Úlfheðinn (Men Clad in Wolf Skin), that allows access to Fenrir's power: Leyding, Dromi, and Gleipnir. As each chain breaks, the recharge rate of power grows exponentially and one's power grows at an almost instant rate. As each chain breaks, it also breaks any seal/bond that may have been binding the user and this corresponds with which chain you break. If Gleipnir is broken, one threatens to unleash Fenrir himself and he would begin to try and possess the user in order to set himself free. Such a fate was met by Ancelot's son, Fenris, when he broke Gleipnir and was possessed by Fenrir during the Jotunn Civil War. He was no longer Fenris and the damage was permanent as Wulfric the Warrior was forced to use Lása, the Rune of Binding, to seal Fenrir into his body. This created the Ulfheddin Equilibrium Body and granted easier access to Fenrir's power, where otherwise his power was too dangerous to use.
First Chain - Leyding (Greatly Strong)
"Unfettered will Hlín's second sorrow be, to roam the Nine in glee. Vánagandr's True Heart will sound the drums of rebellion, Sól devoured by the gods' Mockery to bring forth armageddon. Rise from the Well of Sorrows: First Chain, Leyding!"
You bring your hand up to your maw, purple energy swelling out of your palm and smoldering along your face. The sound of chains snapping apart resonate out whilst markings swirl around your face, silver eyes staring out intensely, dark energy with a purple hue swelling and bursting, discharging a mammoth force. The ground itself splitting apart, ocean waves lashing frantically as lightning bolts crack the sky. This fallout effect continues to grow throughout the battle indefinitely as that is the power of the mighty Fenrir, a power that grows constantly at a quick rate. With this first chain, all beings within your presence succumb to an unbearable fear that sweeps through their body in the form of an inability to properly utilize their energy as their attacks become weaker (much like the Bileyg Heiko's fear casting). What they will also feel is a great pain rearing in their body, as if their soul were being torn and devoured (which is actually what's happening).
Fenrir itself has abnormal effects on the user. To those around, it would feel like two heartbeats clashing against one another with thunder as their battlecry. Every attack has devastating effects with one-shotting capabilities, your power growing stronger even as you release it. You take very little in damage and, by the final chain, are unable to even take oncoming damage while your power build-up is positive. Breaking this chain allows you to break any significantly powerful physical binding, although celestial or cosmic seals cannot be broken. Every 5 minutes, your power recharges and doubles from its previous state. Much of this stage though relies on utilizing close combat and physical abilities.
As for your appearance, the purple aura surrounds your limbs (arms and legs), signifying that Leyding has broken since it bound one's limbs, and festers the more power you gain. A silver mask dawned over your face, completely bare were it not for the purple markings swirling around its surface, fading into existence and out to signify the power entering you. The purple markings like veins flickering with dark embers that trace around your mask and throughout your hair. Should your mask ever crack, your eyes would now reflect a silver glow, your irises defined more significantly and filling almost the entirety of your eye save for the calculating black pupil in the middle. To further describe the eyes, a dark shading surrounds them almost like eye-shadow.
This stage is meant to symbolize Fenrir breaking free from the chains that bind his limbs, thus the deep focus on hand to hand close combat. It's the very release of Fenrir's strength as he lashes out at his opponents.
Fenrir itself has abnormal effects on the user. To those around, it would feel like two heartbeats clashing against one another with thunder as their battlecry. Every attack has devastating effects with one-shotting capabilities, your power growing stronger even as you release it. You take very little in damage and, by the final chain, are unable to even take oncoming damage while your power build-up is positive. Breaking this chain allows you to break any significantly powerful physical binding, although celestial or cosmic seals cannot be broken. Every 5 minutes, your power recharges and doubles from its previous state. Much of this stage though relies on utilizing close combat and physical abilities.
As for your appearance, the purple aura surrounds your limbs (arms and legs), signifying that Leyding has broken since it bound one's limbs, and festers the more power you gain. A silver mask dawned over your face, completely bare were it not for the purple markings swirling around its surface, fading into existence and out to signify the power entering you. The purple markings like veins flickering with dark embers that trace around your mask and throughout your hair. Should your mask ever crack, your eyes would now reflect a silver glow, your irises defined more significantly and filling almost the entirety of your eye save for the calculating black pupil in the middle. To further describe the eyes, a dark shading surrounds them almost like eye-shadow.
This stage is meant to symbolize Fenrir breaking free from the chains that bind his limbs, thus the deep focus on hand to hand close combat. It's the very release of Fenrir's strength as he lashes out at his opponents.
- Árásin: Vanagandr (The Attack: Monster of the River Van): Slam your aura-coated hands to the ground to summon massive, pitch black chains, rising like a specter from beneath you, smashing against the ground, creating tumultuous quakes. These chains can be used to bind the opponent and are extremely powerful, requiring utmost force to break. The chains grow in power when Leyding, Dromi, and Gleipnir snap and by Gleipnir are unbreakable. When one is bound by the chains, their power begins to be devoured quickly until they are completely unable to so much as breathe.
- Árásin: Annað Sorg (The Attack: Second Sorrow): Charge all the power you have gained into your limbs to unleash a flurry of blows at your opponent, capable of crippling and breaking any defense. Each time you do damage with this flurry, your power is restored allowing you to almost indefinitely do damage so long as you are actually hurting your opponent (this is because Leyding is a power devourer).
- Árásin: Frægur Hala (The Attack: Famed Tail): You grow a prehensile tail almost entirely covered in pitch black fur that possesses a sharp arrow tip at the end. Your purple aura immediately begins to grow from the tail as well, albeit with even more power than it would along your arms. Due to this, anything the tail breaks through from the arrow tip instantly crumbles as its power is devoured at once.
- Árásin: Leyding (The Attack: Greatly Strong): The purple aura around your limbs snap with the sound of chains lashing, discharging a great pulse, the air filling with the stench of wretched hatred, your very presence burning solid ground into molten rock. Without warning, a sharpened kick is thrust into the opponent’s body from you, the brief shadow of a charging wolf assailing into the opponent, instantly breaking all of their body with tremendous force capable of sweeping the mountains off the earth. The attack is focused and instant, charged from a distance as all presence is focused on the opponent. If the opponent manages to survive, their power can never return to its original state due to the Curse of Leyding impeding them as they are permanently weakened to half their state.
Second Chain - Dromi (True Chain)
"The three heavens bound by fate, will fall to meet the Dread Wolf's Hate. Máni consumed by the Old Wolf's wrath, the unbound to walk with brother and sister in his warpath. Now devoured sun and moon, unfetter the Second Chain: Dromi!"
The sound of chains snapping befalls the battlefield once more, this time letting out such an intense shock-wave that it reduces the ground to molten rock within its passage as it travels past the horizon. The purple aura rises up to your head, congregating around to the jaws of the mask. The lower half of the mask cracks and falls to reveal the developed ferocious canine teeth and dried, blood-stained lips on your mouth as you let out a deep howl. In the sky, lightning bolts flash to imprint the image of two wolves passing through the heavens. Lava falls from your mouth as fire ignites to life beneath your feet with each drip of molten rock. Electricity snaps around you due to your untamed electric field charging wildly from the immense power smoldering within you, forcing your hair to bend wildly as it is now longer than before. Your tail is larger, now as thick as a tree's trunk and even your body has grown in size, standing a few feet taller than before. Your eyes, beneath the mask, would now burn with the very same amber glow of the lava that surrounds you, no longer retaining its silver color from before.
In this stage, your power recharges every minute and triples in power through each passing minute. You're now capable of unbinding celestial and cosmic seals of almost any kind. The amount of physical and spiritual damage is significantly weaker, with only natural forces being able to work against you or the most high level of seals. Much of this stage relies on ranged and area of effect attacks, unlike the previous stage which relied on close and personal fighting (although you will be even more successful doing so). As this fight drags on, your very presence begins to truly devour the field as the earth around you breaks apart into nothing as it rises.
This stage is meant to symbolize Fenrir breaking free from the chains that bind his mouth, as when Tyr brought his axe down on Fenrir's mouth. Thus, the focus on howling and why you were mostly silent in the first stage. It's Fenrir salivating and being eager to destroy all in his path in his hunger for vengeance.
In this stage, your power recharges every minute and triples in power through each passing minute. You're now capable of unbinding celestial and cosmic seals of almost any kind. The amount of physical and spiritual damage is significantly weaker, with only natural forces being able to work against you or the most high level of seals. Much of this stage relies on ranged and area of effect attacks, unlike the previous stage which relied on close and personal fighting (although you will be even more successful doing so). As this fight drags on, your very presence begins to truly devour the field as the earth around you breaks apart into nothing as it rises.
This stage is meant to symbolize Fenrir breaking free from the chains that bind his mouth, as when Tyr brought his axe down on Fenrir's mouth. Thus, the focus on howling and why you were mostly silent in the first stage. It's Fenrir salivating and being eager to destroy all in his path in his hunger for vengeance.
- Árásin: Sigur Herra (The Attack: Triumph's Sire): The final syllable releases a thunderous roar, blasting forward in a shockwave, the sound traveling at unbelievable speeds past the opponent, electromagnetic waves igniting the field, the opponent’s own bones and muscles rupturing from the effect, electricity splitting their nerves from within. The air is pushed back in a concussive force, space beginning to rattle and bend, crushing the opponent from all sides, giving the appearance of their limbs contorting violently. The battlecry charges up your power, achieving the same effect as it does on the opponent, but positively. Nerves flaring awake with electricity, space forming a bubble around you. The attack has enough power to peel away the soul from the body. After this attack is activated, the next three consecutive shouts you make at your opponent will achieve this very same effect once again and this attack is usable once again when you devour the field around you at once.
- Árásin: Grimmur Gamla Ulfsins (The Attack: Old Wolf's Wrath): A technique that releases purple aura out as a pulse, removing it from your body, and allowing you to teleport anywhere within its passage. Should your opponent be within the radius of its passage, which passes for several miles, you can land three automatic attacks in instant succession by the time your aura immediately returns to you.
- Árásin: Veiðimaður Stríðsfall (The Attack: Hunter's Warpath): Your purple aura charges up, rising to reveal the shadow of a great whose upper mouth starts from the sky, while his jaw touches the Earth. The Great Wolf's mouth open, dripping with power and foaming at the mouth as electricity pulses between its teeth. Charging forward at your opponent would have this shadow follow you and devour everything in its path, its mouth dragging across your path and then snapping shut when you stop to a tremendous eruption. Should the opponent remain in your path and you grapple them, they would meet their death within the jaws of the wolf.
- Árásin: Dromi (The Attack: True Chain): Millions of howls resound from across the horizon, steam curling from my mouth with each breath, electricity snapping from it. You gaze up into the air and howl to the sky, your canines sharpening in length even more, nails curving into talons, body mass growing as the markings flutter like fur around your chest, cheeks, and shoulders. Your eyes reflect an uncontrolled wrath, your physical capabilities entirely transformed even further. Should your claws hit your opponent, they would be automatically slowed overall for a minute and this stacks for three times, by the third time they will be immobile. Should your jaws meet your opponent, they would be permanently unable to wield their energy or energies around them (a.k.a use techniques, use magic, etc) due to the curse of Dromi.
- Sunnagarmr: Sköll (Sun Hound: Mockery): One of the wolves seen running through the heavens passes through the sun, the sun losing its light and becoming a dark orb in the sky a crimson aura surrounding its visage. This is Skoll, son of Fenrir, devouring Sol (the sun) and the crimson aura that now takes the black sun's place is the blood of Sol spilling within the celestial wolf's jaw. Immediately when the crimson aura surrounds the sun, a ray of red light shines down and showers you. Your eyes elongate horizontally, with another set of eyes appearing above your first set. You're now able to utilize Aether as your power with Fenrir, having devoured the sun for it.
- Mánagarmr: Háti (Moon Hound: Hatred): The second wolf passes through the moon, the moon's radiance fading to be replaced by a crimson aura surrounding its visage. This is Hati, son of Fenrir, devouring Mani (the moon), sister of Sol. Immediately when Mani is devoured, a blue light shines down and showers you. Another set of eyes appear beneath your original, this time all your eyes flashing with a purple glow, pupils gone. A mane of wolf's hair growing from around your shoulders and going around your neck like a pelt. You're now able to utilize Nether as your power with Fenrir, having devoured the sun for it.
- Wickwar Flame: You release a torrent of crimson fire from your mouth that devours that which it burns. The wickwar flame spreads easily, being completely parallel with the level of power you're at. If you are constantly growing in power, the flames grow at the same rate as you gain power. Unlike other flames, it is immune to the elements and does not require a medium. In fact, the wickwar flame is a corrupted use of the Ether energy and thus can only be put out by using a mixture of both Nether and Aether. The wickwar flame bends to your will and will explode if you use Sigur Herra, dealing such devastating damage that it creates Atmospheric Voids wherever it erupts (basically vacuums). The wickwar flame is a reference to burning red heather that thrives in the winter, a connection to Fenrir's placement in the island of Lyngvi.
Final Chain - Gleipnir (Open One)
"Now look to my burning eyes and you will feel my Three Wraths. Long have I been lost to eternity, only now to be freed by the Great Death. Plead for your worthless life for I will devour you ferociously and raze all you have made to be in blood! ONLY VENGEANCE WILL ALLOW ME PEACE, ONLY VENGEANCE WILL I TRULY BE FREE!"
The sounds of the final chain snapping thunders throughout the universe, releasing a mayhem of winds, molten earth, and sound outward that bury opponents caught in the blast. Fire consumes the land as Wickwar Flame becomes an inherent part of the battlefield, burning like great crimson flowers across a molten soil. The once chaotic aura that enveloped you now draws into your body, supercharging your Heiko with power. There aren't any greater distinctions in appearance (unless one wishes it to be so) compared to Stage 2. The change mostly comes from the quality of your power and attacks.
Final Chain releases you from absolutely any binding, seal, entombment, and everything that is meant to keep you slave to something or weaken your power. Throughout this form, nothing will be able to hold your power back as it now grows every single second substantially by x10. While you're flooded with inconceivable power, caution must be applied because the level of power gained is infinite, but you are not. Being in this stage for a long time will do lasting damage to one's Equilibrium Body and Heiko because the thick density of the power plus the speed it goes through one's body is enough to harm even the most vigorous Yggdrasil.
This stage is meant to symbolize the absolute liberation of Fenrir, the invisible chains that bound Fenrir's heart now gone as he is once again free to do what he wishes. Unfortunately, what he wishes is wrath against those who wronged him. It's Fenrir's absolution in vengeance.
Final Chain releases you from absolutely any binding, seal, entombment, and everything that is meant to keep you slave to something or weaken your power. Throughout this form, nothing will be able to hold your power back as it now grows every single second substantially by x10. While you're flooded with inconceivable power, caution must be applied because the level of power gained is infinite, but you are not. Being in this stage for a long time will do lasting damage to one's Equilibrium Body and Heiko because the thick density of the power plus the speed it goes through one's body is enough to harm even the most vigorous Yggdrasil.
This stage is meant to symbolize the absolute liberation of Fenrir, the invisible chains that bound Fenrir's heart now gone as he is once again free to do what he wishes. Unfortunately, what he wishes is wrath against those who wronged him. It's Fenrir's absolution in vengeance.
- First Wrath - Wolfsangel: A technique that empowers the Wickwar Flame flowers that scatter across the molten lands and extends their range. The entire continent is swallowed in an igneous sea, Wickwar Flame buds emerging from the spaces yet to be filled. All Wickwar Flame flowers already in the battlefield will close and begin releasing columns of burning embers into the heavens as they prepare their bloom. Recall that Wickwar Flame is as powerful as you are and grows as your power grows. Knowing this, if you allow your power to grow and fester, dodging your opponent and not going after them, the Wickwar Buds will swelter with might along with you. Wolfsangel is a trap. The Wickwar Flowers root themselves into the planet and land they're in, going into the core and drawing even more power from it. When you make them bloom, they will release vaporizing flames into the skies, erupting the planet you stand on and, if you charged enough power, annihilate an entire solar system with the sheer release of the power. This technique is flexible as the Wickwar Flowers will bud and bloom across any surface you have burned, not just the ground you stand on and will always be connected to you.
- Wolfsangel - Frumstraumur (Primal Stream): A massive aura cloaks over you to take the form of the Great Wolf himself as his dreadful, gaping maw touches both heaven and earth. A deep rumbling reverberates the world, splitting and trembling the infernal soil and shaking the skies with screaming lightning; the growling of He Who Dwells in Primal Streams casting an inconceivable dread upon the World you're in (E.X: Midgard). From the jaws of the wolf, saliva falls like rapids after a heavy storm to sweep and drown the lands in sea, extinguishing the Wickwar Flames and releasing crimson gases into the sky that boil the air in waving, blistering winds. The crimson gases maintain the properties of the Wickwar Flame where its power is connected to you. Their pressure is enough to crush opponents if focused at any opponent through simple barks or shouts. These gases will continue to rise until they rub against the stratosphere of the Earth and crush everything within with their power. However, this is not the main point of Frumstraumur, rather this is just a natural effect if partnered with Wolfsangel in the first place. This technique is used to create a sea for Fenrir's brother, Jormungandr, to pass through. The sea created by Fenrir is incredibly pressured, possessing a gravitational crushing power of Fenrir's entire power. Any being aside from the two brothers who find themselves submerged beneath the waves would almost immediately be crushed. It's a technique that's a rock and a hard place, the opponent either dies from the fumes of Wickwar Flame or gets taken beneath the waves.
- Second Wrath -Wild Hunt: A titanic aura manifests from you to take the form of Fenrir in all his glory; black fur like the uppermost brushes of a forest, jaws with teeth that of mountains, eyes like glowing red suns, and claws that can tear new valleys within a stride. Wild Hunt is a technique that sets free Fenrir's power at his very height during the First Ragnarok, which of course endlessly grows from there. All of Fenrir's powers thus far are increased to Titan Level power, where you can even devour other Titans and gods should you catch them in your jaws, even the entire planet if you willed it. Every single attack you make upon the opponent devours x10 the amount the damage actually was (parallel to the amount of power you exponentially grow). Devouring an opponent outright with your jaws instantly kills them as they are crushed by the infinite power festering within Fenrir. Since you're manifesting Fenrir, you can perform all techniques previously with Wild Hunt albeit with even more power meant to take on Titan-sized opponents. The technique is a reference to Fenrir's love of the hunt whenever the gods would take him during their ritual Wild Hunt when he was a pup.
- Final Wrath - Valknot: The Valknot is a runic symbol that describes one's ability to bind and unbind the mind in battle, so that men became helpless or liberated from the tensions of fear through gifts of battle-madness, intoxication, and inspiration. Activating this technique makes Fenrir's power recharge rate instant, making it a death sentence for you if you go for longer than 2 minutes with this technique activated. By unbinding ALL of Fenrir's power, this power is then released into Fenrir's howl which binds all opponents who feel this power ripple through them as they become helpless to the Valknot rune binding them for the duration of the howl's sound. Fenrir's howl travels throughout all Nine Worlds, so there is no hiding from it and the only way for an opponent or opponents to avoid it is to maximize their power and somehow neutralize the oncoming flurry rush of power, which continues to echo even after Fenrir has stopped howling (meaning if opponents were initially caught by Fenrir howling, they'd still be paralyzed even after Fenrir has stopped howling due to the echo).
- The other way to use this technique is to bind your own power while maximizing your opponent's. The Valknot will set a cap upon your exponentially growing power and it will not grow from there from a certain amount of time. Your opponent's power will instead begin to grow infinitely at an exponential growth that is instant and you can imagine why this is dangerous for them. They will lose the ability to control that power quickly and then finally explode due to being unable to hold that infinite power. This can also be dangerous for you if your opponent is competent enough to defeat you with their newly gained power as the technique will deactivate when you grow weakened. To activate the technique, Fenrir must bark in the direction of who he wishes to unbind and the technique will activate when the opponent is taken hold of.
- Valknot - Gleipnir (Open One): A technique that resembles Vanagandr that is activated in the same exact way. However, these are not black chains that rise, rather these are beautiful, silver threads that illuminate a moonlit glow as they rise from the earth and flow down from the heavens. This is Gleipnir. Should your opponent be bound by one of the thousands to millions of giant threads, their power will instantly be devoured from them and they will be sealed away until Ragnarok.
- The other way to use this technique is to bind your own power while maximizing your opponent's. The Valknot will set a cap upon your exponentially growing power and it will not grow from there from a certain amount of time. Your opponent's power will instead begin to grow infinitely at an exponential growth that is instant and you can imagine why this is dangerous for them. They will lose the ability to control that power quickly and then finally explode due to being unable to hold that infinite power. This can also be dangerous for you if your opponent is competent enough to defeat you with their newly gained power as the technique will deactivate when you grow weakened. To activate the technique, Fenrir must bark in the direction of who he wishes to unbind and the technique will activate when the opponent is taken hold of.