The Elementalist: Asylum (Book III)

After a controversial attempt to dissolve an all-out war between League forces and South Darmoil, elementalist Voi Román has been placed on probation with temporary house arrest in Borellia under strict observation by Sector One agents. Passing the time, she turns to the institution-like confines of her beau’s mansion, sleuthing out the mysterious past of Captain Andre Neverri’s first wife: an emelesiac named Gemma believed to have gone insane. However, after finding a way into the woman’s locked quarters, Voi uncovers some disturbingly contradictory clues about the emelesiac’s past life.

When Andre finds Voi sneaking around his home, he takes her by surprise and authorizes a visit to Gemma at a privately-owned asylum to assuage her concerns. Despite her seemingly euphoric countenance, the woman secretly passes Voi a cryptic message that smacks all too loudly of not just a cry for help but also a larger conspiracy against emelesiacs at play. With unexpected help from an estranged friend, Voi slips past Andre and the Sector One agents monitoring her. Together, she and her partner-in-crime go on the run to investigate the troubling implications behind Gemma’s message, as Voi’s Aunt Clara may also be in danger.

Realizing the best way to get answers is from within, Voi sets about her craziest plan yet: admitting herself into her aunt’s mental asylum. However, things go terribly wrong when Voi is separated from her only connection to the outside world and finds herself in the hands of an unexpected enemy. Drugged into a state of unconsciousness, she soon awakes to a nightmare at the mercy of an ice pick and a hammer: the telltale tools of lobotomy…

Can Voi escape a seemingly cruel fate, or has the grim past she neglected for so long finally caught up to her?

The Elementalist: Asylum (TEASLUM) is the third installment of the dieselpunk dark fantasy series.

Harken back to the golden ages of the League of Nations, globe-trotting aviators, and majestic luxury airships while exploring metaphysical phenomena such as telepathy and telekinesis in the world of Element 7. Here, a connection with the elements is a tangible thing, the power of the mind knows no bounds, and the politics of such forces may just be a cause worth conspiring—if not dying—for.

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Status: brainstorming preliminary scene ideas. (Number of scenes currently planned: 20.)