#3.5 The Brackenford Cycle
Killing Lazarus
Getting a well paid nine-to-five job is pretty difficult when you’re over a hundred and sixty years old, your CV is a list of noteworthy murders and you shot your last boss. Which is why Ezekiel Barker is spending most of his time hiding in a draughty flat in Whitechapel, consuming gin at a rate that would make even Oliver Reed raise an eyebrow. He’s a wanted man, and it’s a race against time to see what’ll kill him first, the booze or the Custodians, the United Kingdom’s supernatural police force. They’d like a quiet word with him about the whole “noteworthy murders” thing.
But he’s not as well hidden as he thought, because one night the telephone rings and an anonymous caller offers him a job. It’s an offer he can’t refuse; fail to complete the job and his location will be revealed to the Custodians. At first glance it seems quite straightforward – travel to a remote Cornish fishing village and retrieve a stolen artefact. But Barker quickly discovers that he hasn’t been given all the details. The thief is a man with homicidal tendencies, an unusual talent for disguise, and a ridiculous Gary Lazarus. He knows all about Barker, and has very specific reasons for wanting to meet him. He wants to play a game. A game only one of them can possibly survive…