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Jabberwocky - part 13 - Revenant

By Sheila Paulson
Page 1 of 19


Part 1 Link-up

Cally has survived the explosion on Terminal and the crew have escaped in Servalan's wreck of a ship. While in a coma, Cally dreams the events of the fourth season, including Blake's death. Traumatized by her injury, she has lost her telepathy. When the crew, augmented by Hugh Tiver, a doctor kidnaped by Avon to take care of Cally, steal a prototype Federation mindship constructed around a living human brain and capable of bonding with a human in a mental linkage, their adventures are just beginning. Afraid of finding Blake for fear Avon will kill him, Cally bonds with the ship, naming it Jabberwocky. After rescuing Soolin from the Scorpio, they go to Gauda Prime, where the encounter backfires. Blake is wounded but is rescued and joins the crew of Jabberwocky. Cally's telepathy returns and she turns linkage of the ship over to Blake.

Part 2 Mind-Rape

Blake is back, and in linkage with Jabberwocky, and Servalan wants to steal Jabberwocky and link with it in order to take back the presidency. She had meant it to be hers from the beginning. She uses Witt, a telepath who had worked his way into Avalon's rebel army on Ryalon base, to wrest control of Jabberwocky from Blake, leaving the rebel trapped inside his mind. A mental linkage is the only way to bring him back, and Avon the only one who can do it. With Cally's help, and using nearly atrophied telepathic skills he had long pretended he didn't have, Avon is able to draw Blake back from the prison within his mind. Jabberwocky defeats the rogue telepath.

Part 3 - Healer

With Blake in control once more, Avon is gradually accepting he was born a telepath, but his powers were suppressed to the verge of destruction.

      Blake begins behaving oddly, and problems develop with the ship as Jabberwocky begins to remember his long suppressed past - his memories had been blocked when his brain was used in the mindship. In the meantime, Jenna Stannis and Del Grant have teamed up and have one objective: Kill Avon. When their plan goes wrong and Tarrant is gravely wounded, only the combination of the mindship and Avon, the untrained telepath are able to save the pilot's life, and at this point, Tarrant becomes Jabberwocky's linkmate. Jenna joins the crew.

Part 4 - The Froma

On a mission to draw in potential rebel support, Blake and his crew are asked to steal the Froma, an alien artifact that cannot be stolen as it destroys anyone who tries to remove it from its world. When Avon and Hugh are captured, Avon receives an unexpected telepathic contact - from the Froma itself. The strange device proves to be a sentient organism, the last of its kind. Able to link telepathically with Avon, it wants to bond with him on a permanent basis, but Cally helps, and the entity is taken to Kahn where it can be among the newly reviving Auronar.

Part 5 - Decoy

When the Jabberwocky crew pick up a message that suggests IMIPAK is being taken to a remote world, they are in two minds about going after it, partly because of the danger to Avon and Blake and partly because it may be a trap. But Blake refuses to leave IMIPAK in Federation hands. The mission is complicated by the fact that there is a potential sleeper agent on the ship who might betray them. Everyone suspects everyone else. The sleeper proves to be Soolin, who was programmed long ago. The IMIPAK device proves a dummy, part of a plot to capture the rebels, but they are able to escape, taking the false device with them.

Part 6 - Kyl

A teenager comes to Ryalon to join the resistance and causes a great deal of trouble inadvertently when he encounters the crew of the Jabberwocky. Concealing his true identity, he is torn between a desire to become a member of the resistance and the need to confront his long-lost father - Avon. Kyl proves to be programmed, part of a long-standing plot to get Avon, but Orac is able to deprogram him, and the plot is thwarted when Kyl's former guardian arrives and nearly kills Avon. Kyl and his father make wary peace.

Part 7 - Clone

Realizing mention of IMIPAK will draw Servalan back to the planet where it was left, Blake plans a mission to find and destroy the weapon. Trailed by a mysterious ship, and protesting all the way, the crew arrive to find that Blake's clone is still there. When the mysterious ship arrives and Dayna dies in an accidental confrontation, Servalan captures the clone only to find she has the original Blake. The clone overpowers Blake and replaces him on Jabberwocky. When the captain of the mysterious vessel proves to be Dorn Suliman, a friend of Tarrant's and the son of the man Jabberwocky once was. Avon plans a rescue of Blake, using the dummy IMIPAK. Dorn warily decides he will try to get to know his father again.

Part 8 - Stand-in

A mysterious cube proves to be a prison for an alien mass-murderer, who escapes - into Tarrant's body. With the link broken, Jabberwocky's sanity is in jeopardy, and Vila offers himself as a temporary link-mate. With Tarrant's body in stasis and the alien in possession of the ship's computers, only Vila can find a solution that will drive him away and restore the ship and Tarrant. The link is returned to Tarrant once the being is defeated.

Part 9 - Choices

When Avon's son Kyl stows away on a mission and winds up being kidnapped by Servalan, she plans to use him in trade for Blake. Left with an impossible choice, Avon is overruled by Blake himself, and with Jabberwocky's help and the development of a gestalt linkage, the whole crew forms a mental link to confront Servalan and rescue Kyl and Blake.

Part 10 - Program

Jabberwocky and Orac design a program that can hold a complete human personality. They use Dayna's personality - and the program becomes self-aware. Some of the crew want to use the program to get Dayna back, using an android body. Avon finds this impossibly distasteful and tells Blake he will leave the ship if the program becomes part of the crew. In spite of his objections, Avon winds up teamed with Hugh on the planet where the android assembly plant is located, in an attempt to rescue the Dayna android before Servalan can steal it. They escape in a defective ship with Servalan in pursuit, but with the help of Dayna, she is captured.

Part 11 - Overload

Servalan is now a prisoner of the resistance. Held prisoner on Ryalon, she plots to escape, using old programming implanted in Avon at Terminal and the help of the rogue telepath Witt, whom she used once before to try to steal Jabberwocky. When a programmed Avon shoots Tarrant, he is suspected by his own crew. He is forced to use his developing telepathic skills to heal himself of the programming, and then the crew uses linkage to thwart Servalan's escape.

Part 12 - Lifeblood

Dayna returns to her homeworld of Sarran to visit her grave and learns that three former Federation technicians, Edge, Perren and Tanz, have taken over her old home. Abandoned there by Servalan when she believed Dayna was dead, they are in grave danger because they helped in the construction of Jabberwocky's telepathic linkages - their abilities are tied into knowledge of psi. They wish to join the resistance. But once again, Servalan is in pursuit, nearly destroying Dayna. And Tanz proves that a part of Dayna is very human indeed when she falls in love.


The two men stood in an embrasure in an upper level dome office looking down at the plaza below. Both were tall; one spare and one more stocky. The thinner man wore a uniform with enough rank insignias upon it to designate him as someone very important, though his casual expression did not proclaim him the sort that enjoyed revelling in his rank. His hawk face was striking and his narrow, piercing eyes missed little. The junior officers on his staff firmly believed that he could see through walls and hear at vast distances, and indiscretion was not one of their pastimes. When Supreme Commander Sharn Arpel gave an order, everyone jumped - as high as possible.

      The second man was clad in plain, anonymous garb. He was, in fact, a prisoner, as evidenced by the magnetic shackles that bound his wrists. Arpel did not feel endangered but the shackles were for show. If he should question a prisoner privately, he would have guards hip deep in his office unless the prisoner were restrained. Arpel was impatient with the urge his men felt to protect him, especially now, when an important project was about to begin, but he had to give a show of compliance to security measures or there would be talk. Right now, talk was the last thing Arpel wanted.

      "You may sit," he told the prisoner.

      The big man - he was even taller than Arpel - shook his head. "No. Better not. That would look odd, you catering to a prisoner."

      Arpel's fingers curled around the device in his pocket, a squelcher that drowned out all listening devices and recorders in the immediate area, feeding them a string of gibberish. For this plan to work, he required absolute secrecy. "Perhaps you're right." He touched his nose with a long, slender finger in a stroking gesture. "Repeat your orders. We must be certain."

      The programming on this subject existed on several levels, and Arpel had worked carefully with the second set of programmers, with the most skilled puppeteers and psych techs he could find, to learn exactly what it was that Servalan had done with this man before her ill-fated Terminal excursion had stripped her of power that went with the presidency. Sleer now worked for Arpel (or wanted him to think she did) but her explanations need only convey what she wished to convey. Had there been time before the Galactic War, she would have baited this trap herself, but in the chaos succeeding it, the prisoner was misplaced for almost a year, and only found after Servalan had gone off to act as Neutral Arbiter at the Teal-Vandor Convention. Arpel had made the discovery on the suggestion of a junior officer who had been stationed on Luna Base in charge of the minimum security prison at Tranquillity. "I think you might find this of interest, sir," he had said, presenting Arpel with a file cube.

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Sheila Paulson

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