In a secluded corner of the woods outside of Karakura sets a large house in a sea of dirt. The place, on the outside, appears to be abandoned, decrepit, and unwelcoming, with its original white paint peeling and revealing patches of the wood underneath and its rows of dead flowers in the neglected garden in back. Once one steps inside, however, they’re treated to a lavish layout of expensive furniture (stolen), artwork (originals created by Fefnir), and the warmth of the pervasive red theme. Each object in the place has red on or in it somewhere, whether it be the cherry stained desk and bookcases in his study, the redwood sculptures in his gallery, or the throw pillows on his crimson couch placed in front of the redwood mantle and brick fireplace in his den. However, there is one particular room that breaks this norm, but it is locked securely with a key that is no longer in Fefnir’s possession.

There are several unique facets of Fefnir’s character that are taken into account in the place’s design: his natural impatience, his malformed metabolic system, and his training for his personal specialized techniques. According to these three parts, every room is easily accessible from nearly every other room around it through a walkway or door; there is no refrigerator and no beds in the entire place because they aren’t needed; His body is extremely dense from his muscles forming, instead of outward, in a sort of helix-style weaving around the bone, so even though he appears thin, he has an equivalent muscle mass to the strongest of men and endurance for days from the constant strain this puts him under. In short, Fefnir sleeps one time a week for about fifteen hours on the couch in his den, eats rarely, and must be extremely careful about how hard he steps on the cherry stained wood floors.

The doors of the home are made of synthesized sekiseki, and therefore absorb all spiritual force posed against it, as well as the walls, ceiling, and floor to the locked room, making it nearly impenetrable from the outside, and making a key necessary to enter anywhere. The cellar of the building connects to a large cave where Fefnir practices his techniques and releases in order to keep himself in top form should he need to defend himself. This cave is unique in that it never seems to change, so even if Fefnir knocks a few chunks out of the wall, when he next returns, the hole is gone. A short distance over that, above ground, is a large expanse of empty land, presumably a backyard that was once well-kept, that leads to an overgrown greenhouse no longer in use and covered with dead vines.
Only a very select group know where the home of the vaizard leader. Any human who crosses the threshold of the forest and enters the clearing is killed in sight. As such, visitors aren’t exactly welcome.