Fenrir



= Overview = The Clan of the Wolf. Aggressive, protective of their freedom and more than a little reckless. They are well prepared to face the dangers of Northgard and use their combined might and mobility to leave little chance to all but the most resilient.

There is a clear focus on military prowess to the extent that the warriors can provide, , and primarily through constant fighting while sustaining a low food consumption. Conquering new territory is facilitated through various means, ranging from increased attack power while outside of friendly territory to Berserker's dominion ability.

Starting Bonuses

 * Wolf Start1
 * Wolf Start2
 * Wolf Start3

Fame Bonuses

 * Wolf Fame1
 * Wolf Fame2

= Lore Tree =

= Relic = Wolf Relic

= Happiness from Military Units = The larger your warband, the more it brings to the clan - although with diminishing returns. Military units produce as follows:

Note: counts as a military unit for the purpose of this bonus. White Wolves summoned by the Horn of Managarm, however, do not.

This is not an exhaustive table. Higher than 8 is attainable, but the vast majority of matches will not see warband sizes larger than 21, and so it hasn't been tested beyond that.

= Tips and Tricks =
 * You gain only if you get the last hit on,  and , does not work if it's your team mate that does it.
 * The Kröwns gain with depends on the type of unit killed :

= Trivia =

Story Campaign
In the story campaign, Fenrir clan made their debut as ally for Rig led by a ruthless and impetuous young berserker named Egil. He craves for glory from battles which contrasted to more pacifistic and wiser Halvard, so much that Brand and Halvar dismayed that Egil more focused on combating their common enemy rather than selfless alliance against their common enemy. While appeared to be reckless, he makes up his shortcomings by swiftly adapting to any situations before him and against blindly attacking enemies head on.

= Other Clans =