ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience.
From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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performance anxiety.
-> lyney x fem!famous singer!reader
-> warnings: mentions of past bad relationship, anxiety, no use of y/n
-> words: 3.4k
[a/n]: this was not supposed to be this long but. not proofread, idk what universe this is in where all of these characters are friends but shut up. i just started writing, gun to my head i could not tell you what happens in this story
Applause. Roses. Adoration. Entertainment.
You craved the effervescence of the spotlight. The thrill of being on stage. Millions of eyes are on you and you alone– coming together for the sole purpose of viewing you.
It seemed a bit voyeuristic, but you couldn’t care less as the final notes of your song rang out across stages all over the country and applause replaced the roaring in your ears. People stood as they clapped, whooping and hollering. All for you.
You stood before them night after night, baring the roughest edges of yourself on the stage for them all to judge. You were vulnerable to every attack possible– verbal, physical, emotional. Yet none occurred, save for the dozens of flowers that showered you every night as you completed a performance flawlessly once again.
It was only after you made it backstage to your dressing room that you finally took a breath. A very shaky, very exhausted breath. Stagehands ran back and forth, putting up props and fixing light fixtures for someone else’s performance the next night, but they reassured you that nobody could possibly outshine you after you had christened the Opera Epiclese.
Your first performance in Fontaine. In your hometown.
“That was amazing!” Your manager burst through the door, a cup of water in her hands. She passes it to you. “One of your best performances yet– not that the others were bad! Quite the opposite, actually–”
“I get it. Thank you.” You chewed on your lip, gazing at yourself in the mirror. You looked frazzled up close with the stage makeup slightly smeared across your face. Not enough for the audience to notice, though. No, to them, you were perfection. “I hope they thought the same.”
“Are you kidding? You were amazing. I bet you made at least ten men think about leaving their wives for you tonight.” You cut your eyes at her, and she backtracked immediately. “I-I mean! Oh, that was such a bad analogy, wasn’t it? I’m sorry.”
“It’s fine.”
It really wasn’t fine, but you weren’t going to make your friend-turned-manager feel any worse than she already does for bringing up the past. You weren’t married– Archons, no– but you lived a fast life that not many were equipped to handle, especially if they were staying home while you traveled Teyvat on a tour.
Your ex couldn’t handle you and your lifestyle, so he handled others in bed instead.
It didn’t sting as bad as you would have expected it to. You couldn’t take the time to grieve, not when there was a performance in Natlan the night you found out. Other performers and those who lived a more nomadic lifestyle had warned you about failed relationships and friendships with those who did not stay close or did not understand the busyness of traveling. You truly believed you were the exception, and now you realize that such relationships are impossible. You chose this life, thus giving up the idea of a simple love. Your friends were your manager and the crew that traveled with you, and that was that. You didn’t stay anywhere long enough to culminate true, meaningful connections with anyone.
“Are you ready for the encore?”
You swiped another layer of lipstick on and fluffed your hair in the mirror before turning back to your manager.
“Born ready.”
—---
Lyney sat on the edge of his seat for the past hour and a half and continues to do so, staring at the dark stage.
His sister keeps a hand near his chair, just in case he somehow leans too far forward and falls out of it completely. She’ll never understand his infatuation with such a famous singer– it’s not like he had a shot with you anyway. Nevertheless, she made sure to surprise him with front-row tickets the minute she learned of your performance at Fontaine’s beloved Opera Epiclese.
Lyney nearly cried in happiness and he’s nearly crying now, praying to every Archon above that you’re going to come out for an encore and that this isn’t the end of your show. The tears almost fall as the spotlight graces the stage once more and music fills the room.
Everyone in Fontaine tried to get tickets for your performance and the most influential of citizens were sure to attend. Furina sat in the VIP box, leaning on her hand as she watched you step back onstage. She was quiet for once, enraptured by your voice. Clorinde was at her side. Neuvillette sat near the twins, seated but smiling. Charlotte and Navia were a bit further back, Charlotte furiously scribbling on her notepad to review the performance. She stopped writing halfway through, though, unable to stop herself from just enjoying the performance. Wriothesley and Sigewinne showed their faces from outside of the Fortress, the former succumbing to the latter’s pleas for tickets. Even Freminet was there, on the other side of Lyney, just happy to see his brother so happy.
And yet there he was, sitting in the middle of the row, front and center. A perfect view. And there you were, in that jaw-dropping dress that sparkled perfectly in the lights, reflecting the same way the stars in the sky shined. Lyney was positive there were also stars in his eyes, but he couldn’t help it.
And when the performance was over, Lyney finally sat back in his seat and exhaled a deep breath– one he had been holding since the minute you appeared onstage.
Lynette looked him over as if to make sure he was okay and happy. She didn’t need any words to tell that he was over the moon. “Are you ready to go?”
“Just– just give me one minute.”
—---
“How long will you be in Fontaine?”
“Probably a week or two, at most.” You hummed, finally eating a snack left for you by the Hydro Archon herself. “It’s been a long time since I’ve been home. I’d like to stay a bit longer.”
“Hmm,” Furina’s finger tapped her chin– a clear sign that she was thinking. About what, nobody could tell. “How about another performance before you leave? Many people didn’t get tickets to this first show. You’ve had so many supporters from here since you started. Why not give them a special thanks? Especially me, since I’ve supported you and been your friend for all these years?”
You squinted at her for a moment, trying to decipher what she could be devising in her head. You weren’t a mind reader, and Furina didn’t necessarily all have it going on in her head, so you opted to just ask her outright. “What could you possibly gain from that?”
She reeled back, feigning offense. “Nothing! It’s-it’s just that it’s great for business. And we’re having special visitors soon who may want to see. Totally not because I want to watch it again– heh.”
“What special visitors?”
“Why, the Traveler and Paimon, of course!” Furina clapped, “Yes, yes. They’d love to see your performance.”
“Hm.” You continued staring at her, unconvinced that the legendary Traveler wanted to see your performance. But, you did get to perform again and get a part of the profits. You didn’t see why not. “Fine.”
The squeal that came out of Furina’s mouth was enough to almost break your glass of water– a feat many singers trained to do for years and could not accomplish. Yet, your friend was close to doing it without even trying out of sheer excitement.
She grabbed your hand once you were done changing clothes and dragged you out of the dressing room. You had no choice but to follow as she led you into the main room, where the audience sat. It looked much different from before with the lights on and the chairs empty.
Except for two chairs, three people still present in the opera house.
At the sound of her voice, the three turned around. There was a pair of twins and a younger blonde boy. The twin boy made eye contact with you and seemed to shoot straight up, becoming entranced as he saw you. This was typically a normal reaction for fans, but there was one difference this time.
You were entranced too.
Furina looked at the three and huffed. “Isn’t it time for you to go home?”
“Sorry, Lady Furina,” The youngest boy spoke and motioned to the other boy, whose face was bright red. “Lyney just needed to sit for a minute.”
“Is he okay?” You tilted your head, gently shaking free of Furina and walking to them. Furina gasped and crossed her arms, almost angry that she didn’t have your attention anymore as your self-titled “best friend”. “Your face is hot.”
The twin girl hid her mouth with her hand. “He’ll be okay eventually. I think he got overheated or something. Got all nauseous and dizzy.”
“Oh my Gods, I’m so sorry!” You felt awful– you had told someone that you felt the air was a bit too hot in the audience, but you were brushed off. This just proved that you were right. “You all come with me, there’s fresh water and everything in the guest house I’m staying in tonight.”
You ushered everyone out of Opera Epiclese and into the small building next to it. It was the guesthouse, built solely for performers without a place to stay as they traveled. You were given it for your time in Fontaine and couldn’t be more grateful, especially at a time like this when someone is in need.
Lyney, Lynette, and Freminet– as you learned their names were– followed you and a pouting Furina into the house. You offered them all a seat on the couches and chairs before running to the kitchen and grabbing a bowl of cool water and a rag. You sat next to Lyney, who was silent the entire time, and neared his face as you put the rag on his forehead. You were a bit confused at Lynette and Furina’s snickering behind you, but you could only worry about the boy in front of you whose face turned even redder at your closeness.
“Say,” Furina spoke up, “Lyney and Lynette here are performing at the Opera Epiclese tomorrow. Fancy a show?”
“Really?” You looked into Lyney’s eyes, “What do you do?”
He swallowed, and you wondered if he needed a glass of water. “Magic.”
“You’re magicians? No way!” You grinned, “I’ve always wanted to see a magic show live! Furina, I think we should go. I’d love to see more of these two.”
“I do too.” Lynette joined, “We can get you on the reservation list for front and center… unless you’d like to sit VIP with Furina?”
“We’ll both sit front row. Neuvillette can have front row if he wishes to attend.” Furina grinned at Lynette, and you couldn’t help but feel like you were missing out of something as you cared for Lyney.
“Wonderful.” Lynette stands up, followed by Freminet. “I think Lyney just needs rest now, but we don’t live far in the Court of Fontaine. We probably need to head out before it gets too late.”
You nod and hold your hand out to Lyney, who takes a second of staring before taking your hand and hoisting himself up. You both definitely hold on a bit too long to be typical for someone you just met, but exceptions could always be made.
“I’ll see you tomorrow then, Lynette.” You glance back at the boy at your side. “Lyney.”
“Y-yes.” He speaks. You like his voice. “Tomorrow evening. I’d love to see you there.”
After the three left, Furina stayed on your couch and stared.
You sat across from her, staring back with a puzzled expression.
This was the longest you’d ever heard her be quiet and it was incredibly unnerving. You couldn’t take much more of this.
“What?”
Another beat of silence. “What do you mean ‘what’?”
“What do you mean ‘what do you mean’? What did I do?”
“You’ve never done that before.”
“Done what, Furina? I don’t have time for this–”
“Gotten all flustered like that. You don’t even dote on me like that and I’m your best friend.”
“Lynette said that he got overheated during the performance.” You defended, “I had to help him, I felt bad. I told the crew that it was too hot in there but they didn’t listen–”
“You’re stupid.” Before you could retort in offense, Furina leaned forward. “You haven’t been that open and nice since…”
You’re glad she doesn’t finish that sentence– doesn’t let his name leave her mouth. Furina is right and you know it, but you definitely don’t want to admit that. Especially not to her.
“I just felt bad.” She doesn’t believe you and you know it. “Fur, you know I can’t. People can’t keep up with my life. He’s cute, but I’m better off alone.”
Furina looks away for a moment as if to think about what she’s going to say next for the first time ever. “He’s different.”
“You don’t know that.”
“First, I know him better than you do. I’ve had my fair share of run-ins with that crew, and I’m the Hydro Archon. I know everyone in Fontaine.” She twirls a finger around her hair– a telltale sign that she’s desperate for someone to listen to her. You want to oblige, but your mind won’t let you. “Lyney understands the life of a performer. Has he traveled? No. But I bet he’d be more than willing to travel with you as like– an opening act or something!” She snaps her fingers as if this is some sort of life-changing revelation.
Your anxiety says otherwise.
“What about Lynette and Freminet?”
“They can go with you!” She says as if it’s the easiest thing in the world. “Lynette is Lyney’s assistant, so she has to go. Freminet would be good with helping with finances or something. Or if you happen to drop your wedding ring in the ocean, he can get it.”
“Wedding ring?”
“Yeah, for when you marry–”
A knock on the door interrupts her and you’ve never been happier. You give each other confused looks before you get up and open the door a crack. Behind it is a face all-too-familiar, and you open it wider.
“I-uh, forgot my hat here.” Lyney, cheeks still rosy, rubs the back of his neck in embarrassment.
“O-oh, of course!” You stammer out, leaving him at the door and finding his hat in one of the other chairs. Furina stares him down in a way that makes him feel like he’s intruding on a very important conversation, but he tries to brush it off as one of her theatrics.
Lyney’s smile returns when you appear again, his hat in your hands, and tries to ignore the jump of his heart as his fingers accidentally brush yours when he takes it. “Thank you so much.” You watch as his figure begins to retreat from the guesthouse, but he quickly turns around and waves. “And I do hope to see you tomorrow.”
—---
Lyney does, in fact, get to see you tomorrow.
Peeking through the curtain, he sees you front and center, sitting in the same exact seat that he was in the night before. Furina is at your side, chatting with you happily and ignoring the questioning whispers of her citizens as they question why she’s on the floor instead of in her box. Their questions cease when they see you.
A bit of jealousy hits him as he sees some citizens ask for your autograph or come up to talk to you, but he can’t dwell on it long before Lynette is behind him.
“Is she here?”
“Yes.” He lets out a nervous breath. “Everything has to be perfect tonight.”
“It will be.” She reassures, “And don’t worry about anything else. I have it all covered. She’s come to see you and you alone, so you just focus on being the best you can be.”
Lyney has never been more grateful for his sister than he is at that moment. Sure, it was one thing when she accepted his schoolgirl crush on a famous singer, but when she was actually here, at their show, watching him, she was the best wingman in Teyvat.
He peeked out of the curtain once more, his breath catching in his throat when he sees you looking directly at him. You wave and send him a soft smile and Lyney can feel his entire body heat up. He’s determined and ready for this show to start.
And with a short countdown, it does.
In most performances, Lyney keeps his eyes above the crowd. It’s an illusion many performers learn– don’t look directly at anyone specifically, it’s easier to quell the anxiety of thousands of eyes being on you, judging your every move. He knows you do this tactic as well, getting to witness it firsthand last night as you wowed the crowd from the very stage he was on tonight. He wondered how he could possibly be equal to such a wonderful performance and his mind gets a bit louder as doubts start plaguing him. As quickly as they come, however, they disappear.
Lyney looks at you.
You’re dressed beautifully, hair and makeup done simply as if to bare the real you. Oh, how Lyney longs to know the real you.
You think it’s a funny coincidence when the first rose comes to you. Just a chance that a draft happened to send it directly into your lap after Lyney throws it into the crowd. Same with the second rose, that he passed off to you personally as he walked by after doing his switch trick with the box. You realize it’s not just some happenstance when the performance ends and you are left with a bouquet of roses in your hands, your face hot as Furina teases you.
“Rainbow roses have special meaning in Fontaine, you know.” She grinned. You swatted her away.
“I know.” You huff, “He probably uses those in every show to make the little lucky audience girl feel special.”
Furina opens her mouth to speak, but a voice from behind speaks up before she can. “I normally use Romaritime Flowers, and only pull one out of my hat, but I thought tonight I could do something a little different.”
Lyney prays you aren’t uncomfortable when you turn around– the adrenaline of the show is the only thing driving him to speak to you steadily right now, and he didn’t know what he’d do if he got rejected. He’s pleasantly surprised when you do turn around and your mouth is slightly agape, your cheeks darker than usual. He did his job.
“They’re beautiful. Thank you.”
“Keep them, they’re yours.” Lyney places his hands on yours to push them back when you go to give him back the bouquet, but he doesn’t remove them when you clutch the flowers to your chest. “This is my official offer– let me treat you to dinner.”
You turn your head to give Furina a look, but she’s long gone. You make a note to curse her out later.
“Lyney, I want to accept your offer. So badly. But I just know it won’t work.”
Seeing Lyney’s face fall almost makes you want to take it back, but you can’t. You can’t get hurt again.
“Please,” His voice has gone soft, “How do you know that?”
“It’s happened before. I’m just protecting you. I’m going to be gone soon and you can forget about this little infatuation–”
“No!” Lyney blurts out but quickly composes himself. “You’re not protecting me, you’re protecting yourself. I’m not whatever man hurt you in the past. I’m a performer too, I can handle all the things that entails.”
“Lyn… This is only my third country on my tour. I have so many more left, I’ll be gone for a very long time. It’s not fair to ask you to wait for me.”
“I think I get to decide what’s fair for me.” You don’t respond, looking away. Lyney takes your chin between his fingers to make you look at him. “And I think that me waiting for you is a fair trade if it means you come back to me in the end. Please, ma chérie. Consider it.”
You took a breath, weighing the options as seriously as the Oratrice. You think back to your conversations– the ones with your manager, the ones with Furina. Finally, you meet his eyes fully. Lyney hasn’t looked away, a softness in his eyes that you were not expecting.
“Let’s go to dinner. I’ve been thinking of hiring an opening act for the rest of the tour anyways. How do you feel about that?”
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