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Character Base


• Character Name: Fakir
• Age: 15ish (never clearly stated)
• Canon (Date/Year Released)/Canon Point: Princess Tutu (2002) / end of episode 23
• Items Coming Along: a few sets of clothes, the Lohengrin sword, a copy of The Prince and the raven, a quill pen and ink
Content Warnings for Character: formerly guilty of some abusively controlling behavior (he's learned better), violent parental death (witnessed by him as a small child)

Character Background


• History: Wiki (warning that the page is oddly written/poorly edited)
• Core Relationships:

Karon: Following the death of Fakir's parents, he was taken in by Karon, who became the boy's adoptive father. Karon is a kind man, and , when he's not being influenced by an outside force, is seen trying to bolster and support Fakir. It was Karon who told Fakir that the birthmark on his chest indicated that he was the reincarnation of the knight from The Prince and the Raven and would grow up to protect people.

Raetsel: An old friend of Fakir (and Mytho), Raetsel is an older girl who took on a kind of a big sister role. She's known Fakir a long time (possible since even before his parents' deaths), and they have fond memories of playing games together and such. Raetsel is one of the few people Fakir can be genuinely relaxed around.

Mytho: Mytho is Fakir's best friend, one he has grown up with (or rather, Fakir has grown up while Mytho remained static). Fakir greatly admires Mytho's kindheartedness and care for others. However, for a good period of time he had to continually protect or help heal Mytho after Mytho was put in trouble or injured during his thoughtlessly selfless acts saving anyone or anything weak and in trouble. Fakir became colder and more indifferent to the plights of others in an attempt to keep Mytho safe, eventually including being hardhearted towards Mytho himself. With Ahiru's help, Fakir is eventually able to overcome the fear driving this behavior and starts to be more openly friendly and helpful to Mytho again. When Mytho becomes corrupted by the Raven's blood, Fakir shows genuine concern over Mytho's changed behavior and tries to bring the the prince he knows back to the forefront. Reversing the corruption and changing the trajectory of the story for the sake of Mytho (and others) now fuel Fakir the way shielding Mytho did before.

Rue/Kraehe: At the beginning of the series, Fakir essentially has truce with Rue, another person who has been part of Mytho's life for years. He doesn't like her, but tolerates her presence for Mytho's sake and because she's content with the way things are. Kraehe, being connected to the Raven, is a threat he despises. When it turns out the Rue is Kraehe, Fakir turns to complete distrust and anger. However, he is more focused on the Raven (and Drosselmeyer) as the ultimate villain(s), and doesn't just go after Rue.

Ahiru/Tutu: Initially, Fakir was openly hostile to both Ahiru, the annoying girl who kept trying to get close to Mytho, and to Princess Tutu, the figure who had started the story up again by returning pieces of Mytho's heart to him. Ahiru kept butting into other people's business, disrupting the (unstable) peace of the status quo Mytho, Fakir, and Rue had forged. Princess Tutu's returning the prince's heart to him meant that the prince's own actions in sealing the Raven would be reversed, and on a personal level, that the story starting again would mean Fakir dying like the knight in the story. Fakir forcefully argued with Ahiru, and even flat-out attacked Princess Tutu. However, as Mytho's own wishes for his heart to be restored and the threat from both Kraehe and the Raven itself became clearer, the two came to become allies and later friends. Fakir and Ahiru become confidants, aware of each other's strengths and able to work together to overcome obstacles. And, also, aware of each other's insecurities and determined to help each other through them. Fakir cares deeply for Ahiru. Though she may be frustratingly airheaded at times, he's trusts her sincerity and compassion (and her abilities as Tutu) completely.

• Summary of CRAU Impact: Fakir will be retaining his memories of his previous time in Deer Country.

Character Personality Through Key Moments


(2+) Positive Experiences:

The Knight Reincarnated: When Karon had just taken Fakir in and Fakir was still traumatized and grieving, Karon shared told him that he was a reincarnation of the legendary knight. This gave Fakir something to focus on, as he took up reading The Prince and the Raven, and a source of pride. He could still be someone who can protect others. This mission to protect is a purpose that Fakir wants to live up to, and that he continues to strive to fulfill.

Finding Mytho: Not all that long after he was taken in by Charon, Fakir discovered a young man with a sword who had collapsed injured on the road. Fakir and Karon brought the young man home, and discovered that he was the prince from the story. Since then, Fakir's life has revolved around being a knight for the prince, who he nicknamed Mytho. Although he considers himself Mytho's knight, he is seen to treat the prince as a friend from the start, as well as someone who needs another to look after them. Not only being a reincarnated knight, but a knight with someone to protect gave Fakir a clear path forward.

Alliance with Ahiru: After figuring out that Ahiru was Tutu, Fakir still initially refused to ally with her, but when Mytho was kidnapped by Kraehe (and after Tutu carried Fakir home and bandaged his wounds) the two teamed up. As they journeyed to find Mytho, the two came to understand each other's motivations and personalities more. Ahiru also revealed her true form as a duck to him. Which caused him to realize that the duck he'd been seeing around campus, that he had looked out for and fed and which had seen him crying at a low point, was in fact Ahiru this whole time. He is intensely embarrassed by this. But he also comes to marvel at Ahiru's determination and the depth of her feelings, even stating that he will trust her with Mytho's welfare when he thinks he is mortally wounded. These events form the basis of their friendship afterwards.

(2+) Negative Experiences:

The Death of His Parents: When Fakir was quite small, the town was attacked by angry flocks of ravens, which injured and even killed people. Desiring to end the attacks, Fakir decided to use the fact that sometimes stories he wrote came true and wrote a story in which he fought off the ravens. Tragically, what actually happened as a result was the ravens swarming the house and Fakir's parents dying to protect him. As a result of this event, Fakir blocked out all memory of his storytelling power, as well as developing intense fears of failure and loss.

Fear of Death: In addition to the fears mentioned above, over time Fakir came to fear facing the same fate as the knight in the story - an ultimately useless death. (No doubt this fear was exacerbated by the fact that the knight dies in a very similar way to his parents.) This fear leads him to be selfish and to lash out when the story starts moving again, and causes him to freeze up at crucial moments during several confrontations. It takes repeatedly confronting this fear and inspiration from others for him to overcome it and help rescue Mytho from Kraehe.

Loss of Purpose: After not dying when the knight in the story was meant to, Fakir begins to feel lost as to what to do next, or if he even can do anything. He tries to continue to approach problems as a knight - fighting in attempts to protect Tutu and defend others from the corrupted Mytho when necessary. However, he's ultimately not able to make much of a difference this way. Even if he transcended the fate of the knight in the story, he's still useless in the end. The desire to still make a difference makes him turn to his writing powers, but he continues to struggle with those, too.

Deer Country Attributes


• Canon Powers: Ability to influence reality by writing about it - he can alter some events or reinforce things to make sure they keep going the way he wants. In canon, his ability is pretty limited in scope, but that may be a psychological block thanks to what happened to his parents as much as anything else.
• Blood Type: Darkblood
• Omen: a mandarin duck
• Blessed Day: September 3
• Patron Pthumerian: Never Mind
• Blood Power Manifestation: In a reflection of his canon powers, Fakir will be able to influence events through writing about them. When writing with ink, he'll be able to do small things like light a candle, move something heavy, or keep milk from spoiling. If, however, he writes with blood (with his own blood being easily the most effective), the power is considerably strengthened and he'll be able to change the world around him substantially by doing things like healing severe wounds, creating large objects like walls, and even warping a person into or out of someplace. The more drastic the change, the more psychologically taxing it is to write successfully. With focus and practice, he will also be able do the small things by speaking, though anything large will still need to be written in blood.


Writing Samples


one
two

The Player


• Player Name: Orlando
• Player Age: 34
• Player Contact: pm or [plurk.com profile] paperbacks
Permissions: Here.

Other Characters


Lucius Artorius Castus (Askeladd)

Link to Character 1 overall AC: here

Profile

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Fakir

December 2021

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