Part Two / Part Three
Ao3
It's 8:45 am.
The Red Barn, which is neither red nor a barn, has been open since 7, catering to the early morning crowd with rounds of coffee and pancakes.
It was no Benny's, but given the size of Hawkins and the lack of alternatives?
No one was complaining.
They were all too happy someone had opened up another watering hole for the working class man (or lass, as Foreman Shelly will dutifully remind you) which meant the place was packed with both day and night shift regulars, passing each other in staggered waves.
It also meant Wayne was sharing the packed breakfast counter with a warehouse worker by the name of John Cheese on one side and Police Chief Jim Hopper on the other.
He doesn't mind it.
Wayne's a man on a budget thinner than his shoelace, but he's also a man who understands that small indulgences need to be made in life or you didn't truly live it.
This is how he convinces himself to get a coffee at the Barn after work everyday, reading the morning newspaper and chatting with the other regulars before he heads home.
Bonus, it gets him out of the rapid-fire franticness that is his nephew in the mornings.
(All the love in the world wouldn't change the fact that all that Eddie came with a lot of noise.
The kind of noise that was a tried and true recipe for a headache right after a long shift.)
As a trade off, Wayne went to bed early so he could wake up in time for dinner with Eddie.
It was a nice little system that worked for them.
A routine Wayne was reminiscing fondly on, when the pager on Chief Hopper started to chirp. With a sad moan, the man fished out a few crumbled bills and threw them on the counter, abandoning his coffee to trudge out to his truck.
This was not unusual.
Particularly recently, given they were but a scant few weeks past that whole mall ordeal. A fact all too easy to remember when one caught sight of the Chief’s still healing face.
What was unusual, was when he came storming through the doors a minute later, face now a furious shade of red with his hat clenched in his hand.
The energy in the room shifted, taking on something a little watchful as Hopper swept his gaze from side to side, like a dog on the hunt.
Judging by the way he stilled when he caught sight of Wayne, the latter assumed he found what he was looking for and could only pray it was the person behind him.
(He liked John, but Wayne had enough trouble this year and he wasn't looking for any more.)
"Munson." Hopper called, striding over and dashing all his hopes. There was a choked fury emitting off him, and given the way John audibly scooted his chair away, Wayne knew everyone had clocked it.
"Chief." Wayne greeted, inclining his head towards him.
Idly he wondered what the hell his nephew had done this time.
'So help me if he stole all the town's lawn flamingos and put them in that damn teachers yard again….'
Wayne didn't even get to finish his threat, the Chief was already next to him.
"Mind if I have a word outside?"
Dammit Eddie.
"Ah hell, what's he done now?" Wayne asked with a sigh, eyeing the coffee he had left morosely.
There was still almost half of it left and the pot had tasted fresh for once.
"What?" Hopper said, and then Wayne got to watch as the man ran through an entire chain of thoughts, each one punctuated by things like; "Oh," and "No. "
"This is something else." He finished, flushed and fidgeting, anger making him antsy.
Wayne stared up at him.
"Something else?" He repeated, not sure he heard.
"Yes, something else." Hopper snapped impatiently, before leaning forward, voice dropping low. "This doesn't involve your nephew, but we both know you owe me for how many times I've let that kid off, Wayne. That's a damn big favor I've been doing you and I'm calling it in."
If it were any other cop, it'd sound like a threat.
It was Hopper though. The same Hopper who Wayne had gone to school with.
They'd never been friends exactly, but they had been friendly and remained so. Even now, after Wayne had taken Eddie in, who’d gone on to be an undeniable pain in the local PD’s ass.
Hopper really did let the kid off easy.
Wayne really did owe him.
So he put down his coffee with a sigh, passed his newspaper over to John and stood up, motioning for Hopper to lead the way. Got into the Chief’s truck when he waved him in, and didn’t make a big fuss when Hopper tore out of the parking lot like hell was about to open up under them.
"Not a lot of the kids involved in the mall fire could be identified, but a few of them were." Hopper started, which felt nonsensical given the utter lack of context.
Wayne hummed to show he’d heard.
“Some of them got banged up more than others, and a lot of people wouldn’t be surprised if they didn’t make it.”
A pause, Hopper white knuckling the steering wheel as he swung the truck hard around a turn.
“For certain people, those kids dying is the preferred outcome.”
A mix of fear and warning swopped low in Wayne’s gut.
"Jim." Wayne said, dropping the use of a last name because if any situation called for it, it was this one. "What exactly are you saying here?"
The Chief chewed on his split lip.
"I know you're smart, Munson. I know you, and plenty of others are aware that something's happening, been happening in this town."
Which was a hell of an understatement if you asked Wayne. Plenty of the upper classes might be able to bury their heads when it came to the military parading about and the flow of “accidents” they brought in their wake, but then, they didn't see all the other signs of trouble.
The absolute oddity that was Starcourt’s construction.
How it had been built using primarily outside crews and anyone who'd taken a singular look at the site could tell you they were building it weird.
Weird as in it looked like it would have a multi-level basement, and not what a mall should have.
Then there were the constant electrical problems. The backups upon backups that failed. The late night delivery vans headed out to the Hawkins Lab.
The things in the woods that kept spooking all the deer and the weird markings they left behind that unnerved even the hardest of hunters.
This didn’t even touch the Russian military that more than one reputable person swore was hanging around.
The very same Wayne himself had seen, on more than one occasion.
(And you couldn’t deny it; those boys were military. Past or present, it didn’t matter. They moved like a threat, and Wayne treated them like one, staying well clear.)
"Yeah." Wayne admitted. "I also know better than to stick my nose in it."
"That makes you a smarter man than me.' Hop complained under his breath, but the anger was self directed.
"The point is, there are some government types crawling around, doing shit they shouldn't be doing, and more than a few of them are in the business of making people disappear.”
This was absolutely not where Wayne had thought this was going.
Hopper took a breath. Than another.
A third.
It was starting to make Wayne nervous, in a way he hadn’t felt since a social worker had brought Eddie to him for the last time and final time. It was the feeling that things were about to shift in a way that would change the course of his life.
"Steve Harrington is sitting in my office right now, beat to absolute shit.” Hopper admitted.
Wayne gave him the floor to talk, letting him go at his own pace without interruptions.
“He's there because some of those government types finally figured out his parents are never fucking home.”
Wayne sucked in a breath.
"We both know his parents, Wayne. Harassing them to come back and take care of their kid won't work, and frankly, I’m beginning to think all the phone lines are tapped anyway.” He winced here, like voicing such a thing pained him, and Wayne understood.
It sounded a little too out there, a little like he was buying into a conspiracy.
Except he wasn’t. Wayne knew he wasn’t.
Jim Hopper might have been an alcoholic, a man living in pain and unconcerned with his own life, but if there was one thing he was solid for, it was shit like this.
He didn’t jump to conclusions. Didn’t believe the first thing people told him. Even at his worst, he did the work to see what was really happening, and made his decisions from there.
(Even if that decision was to accept the occasional bribe, or drive an intoxicated 13 year old Eddie home instead of hauling his ass into the drunk tank.)
“Harrington won’t admit it, but he’s got a hell of a concussion if not a full blown brain injury and he’s not reacting as well as he should to Suites trying to run him off the road.” Hopper continued. Angrily, he added, “Damn kid didn’t even come to me until they tried to break into his house last night.”
His fingers squeezed the wheel so hard Wayne heard the leather creak in protest.
“I’d take him, but my cabin is being renovated from…” He trailed off, heaving a sigh.
“A storm, so me and my kid are bunked with the Byers right now and we’re full up.”
Hawkins hadn't had a storm like that in years, but Wayne wasn't going to call him out on the blatant lie.
“I need a place to stash him for the next few weeks, until I can work with some of the higher ups sniffing around, and get them to call off their attack dogs.”
“And you want to stuff him with me.” Wayne finished.
“I know you don’t have the room.” Hopper admitted easily, stopping his truck at a red light and locking eyes with the other man. “But I also know you’ll be the last place anyone would look for him.”
'Ain’t that the damn truth.'
“You’re really gonna go this far for a Harrington?” Wayne asked, instead of the million of other questions leaping to the forefront of his mind.
This one, he figured, was the most important.
“He’s not his dad.” Hopper said, as firm as Wayne had ever heard him. “He’s not either of his parents, and he saved my little girl.”
Wayne hadn’t even known Hopper had another little girl, but he also knew better than to ask where the guy had found one.
It wasn’t his business, just as nothing else Jim was involved in, was his business.
Except, apparently, Steve Harrington.
“I’m gonna need my own truck if I’m takin' Harrington home.” Wayne said easily, instead of bothering to ask anything else.
If Jim said the kid was different than his daddy, then he was--because when it came to things like that, Jim didn't lie.
No point in it.
“I know. Just needed to talk to you first, without anyone overhearing.” Jim said, before swinging the police truck around and heading back to the Barn.
“I’ll stay in contact with you, and I’ll make sure Harrington pays you for the pleasure of your hospitality. Just--” Here Jim cut himself off, looking like he was struggling an awful lot with the next thing he wanted to say.
Once again, Wayne waited him out.
“Don’t let Steve fool you. He’s good at fooling people, letting them think he’s okay. Too good at it, and between the two of us, I have a real good idea of the reason why.”
A memory came to Wayne unbidden, of Richard Harrington and Chet Hagan, beating some poor kid in the highschool bathroom bloody. The grins on their faces as the poor guy wailed for them to stop.
How they almost hadn’t.
“Alright.” Wayne agreed.
Hopper swung back into the Barn's parking lot, and Wayne moved right to his own beat to shit truck, ready to follow Jim back to the police station.
He wasn’t a praying man, not anymore, but Catholisim wasn’t a thing that let you go easy.
He found himself sending up a quick prayer, fingers flicking in a kind of miniature version of the sign of the cross.
Considering his own kid’s history with Harrington, and the sheer small space of the trailer?
Wayne had a feeling it was needed.
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i know a lot of people (very understandably) dislike the paladin job quests in ffxiv, particularly HW, but i do think it's fun that, now that the pre-ShB MSQ revamp is complete, paladins now have a very cool and thematic in-game storyline that happens without a word being spoken: the development of passage of arms.
none of the below is directly stated in the script, but imo it's a fairly obvious gloss on what the game presents, if you assume a paladin warrior of light. spoilers for all expansions through the end of 6.X.
in the new version of steps of faith, as vishap breaks through each ward protecting ishgard from attack, lucia mounts a final desperate effort to hold him back, with a very familiar looking animation:
but even lucia can't hold back vishap's flame alone, so the temple knights surge forward to assist her. their efforts make the shield visually more powerful and larger. the temple knights here band together in defense of ishgard, and their knightly resolve to protect their home is the difference between victory and defeat.
lucia and the knights do ultimately succeed in defending the last ward, as you have to defeat vishap before their shield falls or you lose.
later in heavensward, obviously, we will get ffxiv's most famous (failed) attempt at blocking something with a shield.
this moment can be read as fairly impactful on the warrior of light's development; as i've noted elsewhere, after the trauma of watching haurchefant bleed out in their arms at level 57, at level 58 paladins learn to channel their magic into healing (and it's called "clemency," or mercy. mercy for whom? who was guilty?), and as someone pointed out on that post, at level 58 dark knights used to get "sole survivor", letting them heal in response to a marked target's death.
for a time, you literally carry haurchefant's shield with you, and 3.3 very much literalizes in genre fashion the idea that even when you are standing alone, your fallen friends stand with you. you don't need to call any allies to stand at your side and raise their shields with you because they are already there, in spirit.
stormblood marks a pretty important turning point in the warrior of light as a combatant, in my opinion, and the text makes this clear in several ways. first, in pretty much all your jobs, you've now far exceeded your trainers and are pioneering new techniques. this is no less true of paladin, which for 60-70 abandons any trainers at all for you to show off your peerless skills in a tournament.
second, stormblood is straight up a story about you getting stronger. at level 61, zenos kicks your ass. at level 70, you kick his ass. why? because you fought and got stronger and developed incredible new techniques and became a one-man army.
for a lot of classes, this story lines up nicely with the big rotation changes or flashy new finishers on the way from 60 to 70. SMN is now busting out bahamut and casting akh morn; RDM gets verflare and verholy; DRG starts harnessing nidhogg's power directly through dragon sight and nastrond.
the tanks are divided in two: warriors and gunbreakers get huge damaging upgrades at 70 in the form of inner release and continuation, each of which lets them hit the same button many times for lots of damage and satisfying animations. paladin and dark knight get more protective abilities; dark knight gets the blackest night, and there's been plenty said about that already by pretty much everyone.
paladins get passage of arms. instead of a relentless new attack (and you get requiescat at 68, which is a way bigger deal for your dps rotation), your big reveal at 70 for zenos in your fight in ala mhigo is a superior way to protect your party, a shield that lets you stand for your allies so they never have to fall for you again. it's lucia's same shield, except you need no allies' shields to reinforce you, proof of your martial prowess and your ability to transcend limits, and perhaps in truth a reminder that you never really stand alone.
in many respects passage of arms should really feel like a paladin signature move to you now if you are playing it at this point, because you should be popping it in pretty much every fight (you are using your mits, right...?). basically every FFXIV fight has at least one big AOE with downtime that warrants passage of arms usage, usually after the mid-fight add phase with slowly filling bar. since that AOE usually drops during downtime, there's no reason not to pop passage of arms (which otherwise restricts your movement and actions), and even on normal, sometimes every little bit counts on a damage check even if it means dropping DPS (thinking here of harrowing hell P10N on release, which was...less consistent for a lot of roulette parties than you might hope).
so from 70 onward, passage of arms is in a sense a paladin warrior of light's signature move, and certainly the one a player gets to most actually enjoy (since if you're using it, you're by necessity not doing anything besides moving your camera and admiring your sick animation). it doesn't have any competition in terms of spectacle until confiteor, and those you're usually throwing out in the middle of movement.
it's such a signature, in fact, that the only other person shown using your one-person version of passage of arms is your greatest admirer, who studied your legend for over a century.
and it's when he fails (should've popped arm's length, bud) that the warrior of light decides they can't let their friends fall for them, and sends them away with the transporter beacon. this is all wrong: you were meant to die for them, not the other way around. yours is the shield that stands between your allies and defeat. it is you who will win this passage of arms and break your opponents lance. and you do.
and then later, when they need to quickly establish zero's domain as a place of fallen grandeur, the home of someone who once believed in heroes but is now a cool and cynical vampire hunter d, what do they use? a decayed statue of someone in the paladin endwalker gear doing the passage of arms animation, of course.
from a visible instantiation of knighthood as a joint effort to defend what is sacred, to a tribute to the fallen friends whose memories stand by you and animate you, to a symbol of the wol's power as emulated by their allies or darkly mirrored in other shards.
not bad for a mit button you hit once per fight and otherwise never think about!
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