* 1.1 The Time Travellers: Republica
(56' 47")
The Professor and Ace arrive in present-day London to find the city strangely changed.
England is a republic, ruled by an elderly Lord Protector more interested in a mysterious
comet than the long-suppressed forces of revolution fomenting in his kingdom. As
political factions vie for power, the travellers become embroiled in the plans of King Charles XIV who stands poised to reclaim
the throne. Can they discover who is behind the drastic alteration of history or will the Puritan cause triumph throughout
eternity?
* 1.2 The Time Travellers: Island of Lost Souls (55' 31")
It is the time of the Second World War, and all is not well
at a top secret research base in Greenland. The British have been testing a new device which could bring about a swift end
to the war with Germany - but the trials have gone disastrously wrong.
When the Professor and Ace arrive, they encounter an isolated community not only under threat from its human enemies,
but stalked by a horrifying menace with a voracious appetite for survival.
* 1.3 The Time Travellers: Prosperity Island
MILLANNO: a holiday planet of extreme wealth and extreme leisure
- on one side. The other side of the planet teems with politicians, administrators, and also criminals. When the Professor
and Ace decide to take a holiday, they are unwillingly pitched into a battle for supremacy on the planet. Separated and suddenly finding themselves on the lost and lonely Isle of Prosperity, they must find each
other. But standing in their way is the determination of a mysterious figure from the past to reclaim the Directorship of
the planet. As the Professor and Ace explore, a picture begins to emerge of a corrupt past, of political double-dealing, betrayal
and vengeance. Who is Milo, the psychokinetic youth who inhabits the
island? Who is Gabriel, who sounds like a machine, but talks like a schoolmaster? And who is the earthy Calida, and why is
she out for revenge? A dramatic meeting of old enemies can no longer be postponed,
and there is no way off the island...
* 1.4 The Time Travellers: The Left
Hand of Darkness
Ace finds herself separated from the Professor, marooned,
blind and cared for by a mysterious stranger. How did she get there? Who is Dorsai? What secret is he hiding?
* 1.5 The Time Travellers: The Other
Side
Ace is apparently killed and her dead Nan appears,
to help her cross over to 'the other side'. Faced with her own internal demons, how long can she cling to life? And what is
'the other side'?
* 1.6 The Time Travellers: Guests for
the Night
In search of the legendary 'Point of Stillness', the Professor
and Ace find themselves in an old house, steeped in evil. Who is the ancient woman in the attic? Why are there so many clocks?
And did the butler really do it?
* 1.7 The Wanderer: Cyber-Hunt
A Cyber War rages throughout the galaxy. The Earth-aligned
worlds are fighting for survival against the cold, emotionless might of the Cyber Bloc - an alliance of planets whose inhabitants
have undergone cybernetic conversion in the name of racial superiority. Award-winning
journalist Olivia is reporting from the front-line, when all her assumptions about the Cyber War are shattered, not only by
a terrifying encounter with the enemy, but by the arrival of a wise and mysterious traveller. The result is a deadly Cyber-Hunt,
in which human and machine creature are tested to the limit and the balance of galactic power is at stake.
* 2.1 The Stranger: The Last Mission
The Stranger has traversed the continuum in his adventures, always
trying to escape a past which threatens to catch up with him. Now, however, Soloman recalls the events of years before, and
we finally discover what set him on a road apart from the other preceptors.
* 2.2 The Stranger: Eye of the Storm
Egan, Saul and Soloman find themselves back on Earth. A young
girl named Meta is involved in a dangerous experiment, and Egan may come to learn something about humans before it is over.
* 2.3 The Time Travellers: Ghosts
The death of a nameless traveller on a flight to the volcanic
Hedistic islands would seem to have been natural. But when his young friend starts her own murder investigation, she uncovers
a plot which threatens the safety of the entire planet...
* 2.4 The Wanderer: Vital Signs
In search of lost memories, the traveller known as 'Fred'
makes his way to the Museum of Universal
History and Cosmographies, on the carefully
controlled planet of Ephestus. Things, however, are not as they should be. The
weather is unseasonably snowy, and worse, strange wolf-like creatures have been seen at the perimeters of the capital city. With the wolves becoming ever bolder and the conditions ever more difficult, Fred
makes for the museum which he is sure holds the answer to the mystery...
* 2.5 The Time Travellers: Only Human
Why won't Alice reveal the real reason for wanting
to return home? What is the truth of the planet covered in blood? And who or what is Vixxy?
As events unfold, a simple visit to Earth becomes a growing nightmare and the time travellers find themselves caught
in a complex web of time, space and emotions - with no choice but to see it through to its chilling conclusion.
* 2.6 Adventures in a Pocket Universe: The Choice
After successfully opposing slavery in the pocket-universe
of Ecto-Space, K9 and his Mistress are treated to a life of luxuary as the revered guests of Emperor Lukor. However, a life
of decadence soon pales for the travellers and after making a hurried departure they discover a society of diseased cave dwellers
who are dominated by their unseen masters who they worship as gods. Experience tells the Mistress and K9 that things are not
all that they seem and, in a bid to unearth the truth, they place themselves in deadly peril.
* 2.7 The Time Travellers: Blood Sports
Travelling on the luxury train service to Vienzza, The Dominie
and Alice discover that one of their fellow passengers is a killer: but which one? As time runs out and the body count begins
to rise, the Time Travelllers realise that things may not be all they seem.
* 2.8 Zygons:
Homeland
A conspiracy of global proportions is taxing the UN and their scientific advisor Guy Dean. The Zygons have returned
and will stop at nothing to gain their new homeland.
* 2.9 Adventures in a Pocket Universe: The Search
To maintain their vessel, the Mistress and K9 must locate a sustainable power source and e-space-compatible
technology - or lose the ability to time travel forever. Their answer lies within
an ancient derelict Dyson sphere. But all is not as its seems, and the arrival of alien archaeologists from planet Herta,
searching for evidence of the ancient, brings further danger.
* 2.10 Zygons: Absolution
Ganta 4, a desolate rock in a forgotten backwater of the
galaxy. Here two groups of humans cling to existence in the grip of wildly differing ideologies. For the miners the motivation
is Amyrillium, for the colonists the prize is nothing less than God's New Eden. Christopher
Shaw, charismatic, devout, hallowed and revered by his followers, has witnessed an incredible miracle, one which cements the
roots of his faith in unshakable reality. Justine Hallon, adept political street
fighter, diplomat and hard nosed miner can only watch as the uneasy relationship she has forged for her company with the colonists
is destroyed. But destroyed by whom? By what? Why have the colonists changed
so suddenly, why have they become so hostile? And how has one of them seemingly
returned from the dead?
* 2.11 Krynoid: Root of All Evil
On an isolated Yorkshire hill farm a strange species of plant
has been discovered. Between the stalks of wheat and through the ancient hedgerows an alien horror is silently choking the
land. Eve Black a young biologist working for the Ministry of Agriculture is
called to the farm to investigate, but instead of finding a simple case of weed infestation her enquiries uncover an sentient
hostile life form. One that is intent on destroying every living thing on Earth. The
harvest is beginning and the human race is the crop.
* 2.12 Sontarans: Silent Warrior
Treachery is afoot on the 'Genesis', a cargo ship travelling
at the very edge of Human space. When Silvia Tanner opens herself up for "a bit of honest corruption" with the Sontarans she
soon finds she has bitten off more than she can chew. With a Sontaran aboard,
and the sudden unexpected arrival of an investigator calling himself 'Alex', the stakes are suddenly raised even higher than
before, and secrets will out. What is the Sontaran plan and why do they need
the ship? Who is Alex and who is he working for? With time running short, Silvia
needs to unravel the mysteries fast, and then tell her enemies from her friends.
* 3.1 Cybergeddon
Corrigan is a throwback; a misfit; a starship captain with
the heart of a seafaring mariner. His skills as an engineer and navigator are unparalleled. He's just not terribly good at
being human. Perhaps that's why he plies his trade between the rim-worlds and the Vega Station with only a Clockwork Robot
for company. But when his estranged daughter goes missing on the wreck of a starliner,
Corrigan is faced with a stark choice - leave her to die, or attempt a rescue that would surely destroy his relationship with
her for ever. The Cyberons however, care little for Corrigan's choices - with
two million new subjects to convert and an unlimited supply of power, they are poised to attack the Vega Station. It will
be the first staging post in a decisive war against humanity.
* 3.2 The Time Travellers: Punchline
(58' 51")
A perfect house... A perfect son... A perfect wife... WIFE?
When your life is a 70's sit-com and every episode ends happily, why on Earth would you want to change? In Suburbton, no one can hear you scream...
* 3.3 Sontarans: Old Soldiers
For more than 80 years, the British Government has been keeping
something hidden. Now it can no longer be kept secret. With a Weapons Crisis
Committee standing in Geneva, Captain Alice Wells of UNIT is given the task of investigating the mysterious
deaths of allied and UN troops. When her investigation leads her to an ultra secure safe-house in England she discovers just
what it was that the government thought too dangerous to be made public... a Sontaran!
Faced with a creature that believes only in the purity of war, Wells must find a way to force the Sontaran to reveal
its part in one of the darkest and most terrible episodes in human conflict. She
must also avoid getting herself killed in the process...
* 3.4 Infidel's Comet
The nightmare of generations has finally come true: a huge
comet is on collision course with Earth, a holocaust is imminent. But. From the
Comet come a million copper tentacles that snatch up gorgeous, feral news reporter Kate Spencer and intergalactic bank robbers
Jimmy and Henry. Escaping from the most improbable prison-cell in the universe, these three must destroy the brain of the
Comet before the day is out, or Earth and several thousand alien species will die. But
the Pure Crusader has his Army of Drones, Kate Spencer has a secret, and it might just be Jimmy and Henry's last stand, in
humanoid form at least.
* 3.5 The Pattern
Mount Chimborazo Radio Observatory in the Highlands of Ecuador is the site of some unearthly visitations,
including the enigmatic Logan. But is she friend, or foe? Or neither? And what is the true nature of "the thing
outside" that threatens them all?
* 3.6 I Scream
Our planet of Galspar is renowned for the quality of its
ice cream, which is shipped across the universe. Life on Galspar is perfect - just as the eyescreens tell us it is. There are those who say that if you look in the right places and ask the right questions, then this perfection
is exposed as an illusion, and a terrible conspiracy is uncovered. But there
have always been some intent on disruption, who are not happy with the jobs they themselves have selected or with the wide
range of freedoms granted by the Company. Ignore these troublemakers, citizen,
and you'll see that they do indeed disappear. For your own safety, and to secure your promotion prospects, please do not ask
where they go.
* 3.7 Sontarans: Conduct Unbecoming
General Bestok is a hero of the Sontaran Empire.
His battles have been fought according to certainties programmed into his very being. However questions are coalescing at
the back of his mind. Why is he being given illogical orders? What has really brought Field Marshall Drell all the way from
their home planet to the front line and what is the meaning behind his cryptic remarks?
Maria has spent most of her life in the murky, shifting world of colonial politics. She likes to think she is a survivor.
Now her world is being crushed by a brutal Sontaran assault and her skills are being pushed to the limit as she tries to escape
with her erstwhile President in tow. Neither Bestok or Maria realise it but their
futures are about to become entwined. Before too long, they must become players, or be played. If they can learn the truth,
they will be able to alter the destiny of an entire race.
* 3.8 The Rani Reaps the Whirlwind
The Rani is a prisoner. Of the Tetraps. Those hideous rodent-like
vampires over which she once ruled. No longer. The devious Urak, her erstwhile disciple, has turned the tables. The Rani is
put on trial. And condemned to death. A sentence to be commuted if she exercises her unique scientific prowess to solve a
problem threatening to depopulate Tetrapyriabus. Famine. Shortage of food. That food? Blood. Whose blood? The answer is in the cells where a pair of kidnapped
humans and a pair of aliens are incarcerated. Destined to become the subjects of a brutal experiment. The Rani forges an unholy
alliance with the four "guinea-pigs" in a perilous attempt to escape the nightmare of the planet...
* 3.9 Wirrn: Race Memory
It is a time of restoration.
Ten millenia have passed since the solar flares devastated the planet Earth and now humanity has come home to reclaim
and rebuild. But scientists at Mombassa Station are about to ressurect a deadly
menace that was once destroyed. A menace that will stretch from the depths of the African continent, to the ancient and decaying
Nerva Beacon still orbiting high above. Can a small group of Gene -techs hope
to survive the rush of Race Memory? And In the game of Genetic Engineering, does
evolution still hold one last, secret card?
* 4.1 Zygons: The Barnacled Baby
Victorian London is not a great place to be if you're a wounded
shape-shifting alien. Your ship is at the bottom of the English Channel,
your crew are probably dead, and your nearest source of food is in a Loch six hundred miles away. And the natives are insane. Life isn't looking too promising
for a Zygon called Bobby.
* 4.2 Faction Paradox: The Eleven Day
Empire (59' 25")
PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)
1: FACTION PARADOX
Era: Non-specific.
Technology: Post-linear (subtle), time-active.
Even before the outbreak of the "War in Heaven", Faction
Paradox was regarded as the most unpredictable (and opportunistic) of the time-active powers. Aware of the precarious nature
of history - but under no obligation to protect it - while the other Great Houses were still attempting to uphold a "universal
order", the Faction was following its own, far more ambiguous, protocols. Ruthless, secretive and at times difficult to understand,
it's hardly surprising that the Faction should have eventually found itself under siege from its rival powers…
* 4.3 Faction Paradox: The Shadow Play
(65' 55")
PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)
2: THE SONTARANS
Era: Last thirteen-million years.
Technology: Military (blatant), limited time-awareness.
It's perhaps unwise to think of the Sontarans as a species,
as such. A homunculus breed, hatched by the million and engineered for full-engagement warfare, the Sontaran military machine
is regarded by many time-active cultures as an "occupational hazard": a force of nature rather than a race, compelled by duty
and genetics to acquire new technologies for its endless war effort. It should be remembered, however, that with the backing
of a higher power even the crudest of breeds can become something quite different.
* 4.4 Krynoid: The Green Man
Medieval legends tell many tales of the Greenwood: magical tales of King Arthur and the Fair Folk; rousing tales of Robin Hood and his Merry Men; and harrowing tales
of a monstrous plant demon that could posess men, corrupting their very beings. When
alien pods land in an English forest, will the Krynoids claim another world, or can medieval might and wisdom triumph?
* 4.5 In 2 Minds
Mysterious death. Grieving mother. Government conspiracy.
Edinburgh hackette Nicola McLaren has heard it all before. Just a routine investigation
into the whole heap of nothing that forms the humdrum grind of real life journalism, right?
Wrong. Before long people tried to kill her, a lunatic ex-soldier abducts
her and she finds herself chased half way across the country to meet aliens she's not even sure exist. Oh, and then she has to save the world.
* 4.6 The Quality of Mercy
In medieval Europe, the arrival of two strangers brings mystery
and conflict to a peaceful market town. The Inquisition is called for, with the
capture of a foreign sailor. He looks like a man, but his clothes and language imply that he may be something more. Or perhaps
something less. And what kind of ship sails through the sky? The Inquisition
discover that some questions are too dangerous, and some answers too sensitive. Soon, their fate and that of their prisoner,
become bound up with the second visitor to the town. A disgraced former Templar
Knight turned wandering mercenary, Guy de Carnac.
* 4.7 Faction Paradox: Sabbath Dei (65'
55")
PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)
3: SABBATH DEI (1740 - 1782 AD?)
Era: Human historical (pre-industrial period).
Technology: Acquired, ritual time-awareness.
Right from its creation, the secret intelligence service of
Great Britain was touched by a streak of ritual: its initiations were usually occult, its codes
based on astrological or alchemical ciphers. When Faction Paradox first entered Earth history in the 1700s, the Service took
an immediate interest in the new arrivals' own ritual practices, and in the inevitable feud between British and Faction agents
no single figure was as important as Sabbath. He's now remembered as one of the few individuals to bring his own agenda to
the War…
* 4.8 Faction Paradox: In the Year of
the Cat (65' 55")
PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)
4: THE MUNIFICENT ARMY OF PEKING
Era: Human historical (later period).
Technology: Military (self-contained), non-time-active.
By the end of the fifth millennium AD, the homunculi created
by the human species - clones, cross-breeds, fighting-machines and artificial intelligences of all descriptions - outnumbered
humanity by more than thirteen to one: but even so, there were no creations like those of Peking. Heading a thousand-strong
army of individually-crafted automata, the twelve commanders were self-aware embodiments of the oriental zodiac, forged to
a strict astrological design and said to incorporate history itself in their operating program. After the fall of Peking, however,
most were never accounted for…
* 4.9 Faction Paradox: Movers (63' 28")
PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)
5 - THE BLOOD COTERIES
Era - Posthuman historical. Technology - Variable, occasionally
time-active
The demise of Earth was followed by a period in which there
was, effectively, no such thing as the human species; a period in which humanity suddenly found itself released from its heritage,
with genetic manipulation and vast tracts of space separating the survivors from everything they'd once been. Many "posthuman" societies inevitably became glorious, grotesque Princedoms, and none more so than those
of the Blood Coteries who - like the Medici and Borgia families of antiquity - commissioned the greatest art and culture of
their age even as they conducted unimaginable vendettas and poisoned their potential rivals...
* 4.10 Faction Paradox: A Labyrinth
of Histories (70' 31")
PRIMER FOR THE SPIRAL POLITIC (POST-WAR EDITION)
6: MR SMITH
Era: Non-specific, sub-historical
Technology: Irrelevant
It's now acknowledged that the Great Houses were largely responsible
for creating the current shape of history, not simply by interfering in major events(although they may have dabbled) but by
engineering the entire framework of history as a single definite structure. What's less well-known is just how easy it is
to access that structure's foundations. Before the War, it was usual for Great
House installations to be linked to the Houses' "records library", buried in the framework beneath normal time: though the
War made these access-points a liability, many still exist, and encounters with the library's guardian aren't unknown...