You and Me (A Whole Lot of History)

1.1K 38 1
                                    

You only get to study about half a chapter of your textbook before you're interrupted by a criminal. It's not like you mind having to put down the heavy tome you've been leafing through; estate law of centuries past is not your idea of some fun light reading, but you've been helping to piece together some fragments of an old mansion from pre-Unsea Kerch, and you'd really like to be able to decide if the master of the house your tattered documents keep referring to is the eldest son or the second eldest.

It all depends on very specific details that refuse to make themselves known to you. So no, having an excuse to stop all this isn't terrible, you're just a little distracted by the fact that you're in a private study room in the historical library of Ketterdam, and you know for certain that you locked the door that has just been opened.

You know who's just broken into your study space. Not personally, that is, but just as well as any resident of the Barrel knows the one they call Dirtyhands– through bated breath, in stolen whispers of expensive heists and bodies left behind, no traitors tolerated and none allowed to live. The fact that Kaz Brekker has taken it upon himself to enter your study room of all the empty ones still available in the library is not promising, to say the least, although you have absolutely no idea what you've done to appear on his radar.

You are, in fact, quite possibly the last person Kaz would even be aware of. You're a historian, specializing in a few select centuries and powerful families in the Kerch area. This means that you spend most of your time in old and crumbling buildings, not out in shady dealings or shootouts or any of the other places Brekker tends to frequent.

This doesn't seem to stop Kaz from closing the door behind him and taking a seat opposite your desk. He folds his hands in front of him, idly contemplating the textbook you're still supposed to be perusing, but remains frustratingly silent.

It falls to you, then, to pick up a conversation, which is unfair considering the fact that he's the one who's barged in on your space. "That door was locked for a reason, you know," you point out.

Kaz arches a dour brow. "Yes. I opened it."

He's not making this easy for you. "Why?" You ask.

Instead of answering you, Brekker jerks his chin towards the book in front of you. "What's that about?"

There is no earthly reason one of the most notorious gang leaders in the Barrel should be asking about the homework you're doing for your job. Still, he has, so you must answer, no matter how confused you are about it. "Inheritance disputes of the fourteenth century Kerch nobles. Why, are you interested in checking it out after me?"

Kaz scoffs. "No. I just want your information, not that book."

You feel yourself leaning back slightly. "I have no idea what you're talking about. Trust me, whatever information you're after won't be found from me."

Kaz shakes his head once. "No, actually, I think it will be."

He reaches for something under his coat, and you're hit with the brief terror that he'll get a gun or something and you'll die here and now, but then his gloved hand comes back out into the light carefully holding a rolled up piece of paper, which he smooths out onto the desk before you. You tuck your textbook away so you can get a better look at the thing, more curious now than afraid.

It turns out to be a copy of house blueprints. As you study it, you realize that you recognize the place. You were there recently for a project for your employer, checking up on the preservation of a few rooms. "Is this the old van Haarst mansion?"

Brekker's eyes flash, reminding you of the slick of oil on water. "You know about it?"

"Yeah," you say, peering further at the blueprints. "I've worked there before."

Kaz Brekker ImaginesWhere stories live. Discover now