Gark Welter is the head of the Explorer Association’s Zebrudia Branch and a retired Hunter Level 7 warrior once known by the epithet “War Demon.”
Gark Welter serves as the branch chief of the Explorer Association’s Zebrudia Branch.
He was invited to take this position after his retirement due to his exceptional combat ability and strong personal charisma.
In his active days, he was a Hunter Level 7 warrior, a rank indicating top-tier strength within the Association.
His fearsome reputation earned him the sobriquet “War Demon,” reflecting his brutal combat style and overwhelming power.
Even after retirement, Gark remains physically formidable and respected.
He is both a stabilizing authority figure in the branch and a magnet for trouble thanks to his involvement with powerful, problematic hunters.
Gark has a straightforward, physically inclined personality and tends to respect raw strength.
He often settles conflicts with his fists and does not shy away from direct intervention when necessary.
Because of this attitude, Luke Sykol and Liz Smart, who are both very battle-oriented and “muscle-brained,” hold him in relatively high regard.
However, “high regard” does not mean they refrain from provoking or challenging him, and they may still drag him into trouble.
Gark frequently ends up as a victim of the chaos caused by the party known as Let This Grieving Soul Retire!, especially due to Krai Andrey’s antics.
He often finds himself cleaning up after their disturbances or dealing with the consequences within the branch.
Gark is easily irritated by Krai Andrey’s behavior.
Krai acts as if he understands every situation or already knows how events will play out, but in truth he is often clueless, evasive, or seemingly provoking others on purpose, which grates heavily on Gark’s nerves.
Despite his annoyance, Gark cannot ignore Krai Andrey or the party’s influence on the branch.
Their repeated involvement with major incidents inevitably pulls Gark into their orbit, whether he likes it or not.
In his prime, Gark was strong enough that when Let This Grieving Soul Retire! first came to the imperial capital, even a group of six hunters could not match him.
That level of dominance established him as one of the city’s most formidable warriors.
Even now, long after retirement, Gark routinely suppresses brawls between hunters through sheer physical force.
His presence alone often discourages would-be troublemakers, and if that fails, his fist finishes the discussion.
Gark’s combat style is direct, powerful, and built around close- to mid-range aggression.
His aura and experience intimidate opponents and inspire confidence in allies, reinforcing his image as a “War Demon” who leads from the front.
Gark still owns his former signature relic weapon, a polearm-axe type treasure called “Ice Storm War Fang.”
This weapon combines the reach of a spear with the crushing and cleaving power of an axe, suited to his overwhelming, aggressive fighting style.
“Ice Storm War Fang” possesses special properties related to ice and storm-like assaults.
During the investigation of the dungeon known as “White Wolf’s Den,” these properties became the key to defeating illusions that obstructed the party.
The relic’s ability to interact with or disrupt illusions allowed the team to finally land decisive blows on otherwise untouchable phantoms.
This incident reinforced both Gark’s value as an active combat asset and the continued importance of “Ice Storm War Fang” even after his formal retirement.
Within the world of Let This Grieving Soul Retire!, Gark Welter functions as a powerful senior figure in the Explorer Association.
He balances administrative responsibilities with occasional direct intervention, especially when raw strength is the quickest way to restore order.
He often acts as a reluctant guardian and enforcer around Krai Andrey and the party Let This Grieving Soul Retire!.
Their troublemaking tendencies constantly test his patience and force him to weigh discipline, damage control, and the practical results they bring.
Gark’s mix of old-warrior pride, lingering battle-lust, and increasingly exasperated authority makes him both intimidating and oddly relatable.
He is the kind of man who would prefer a quiet retirement but keeps his weapon ready because chaos never truly leaves him alone.
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