No one has seen or heard from Voi Román, accused of collaborating with Haran terrorists and plotting The Breakout that let hundreds of mental patients loose on streets across the League territories. The catastrophic events that took place shortly thereafter were explained away by authorities as “coordinated acts of illusion and terrorism.” However, as mysterious graffiti depicting silhouetted masquerade masks begin appearing on buildings, along with posters of Voi disguised as her former barnstorming personality Aeronetti proclaiming “See Past the Masque…”
…Some people are growing skeptical.
League citizens must report sightings of potential rogue emelesiacs to authorities—for such “Rogues” were exposed during The Breakout to ambrosia: a contraband drug believed to trigger “extreme psychosis” in emelesiacs especially. A list of suspects with the rare condition has been released to aid in the tedious search for Rogues along with photographic posters of the League’s most wanted emelesiacs, including “Aeronetti,” dispersed throughout metropolitan areas. However, many have long since gone into hiding, drawing out the search for over five years.
Mandated curfews and house raids by authorities have many citizens on edge. However, things change when cryptic radio and television announcements broadcast internationally, heralding a troupe of masked guerilla vigilantes who thwart the League’s attempts at suppressing the truth about emelesiacs. Day and night, they lure public interest with marvelous spontaneous street acts then quickly disperse into the crowd to avoid authorities. Rumor has it that their propaganda is spreading throughout speakeasies, where they secretly recruit those with proven faith in their cause. “See past the Grand Masquerade,” they announce, “for the enemy is in plain sight; fear not The Masqued—for we are The Suppressed. The Used. The Gifted.”
Most mysterious yet is their sign-off phrase: “Aeronetti lives.”
The Elementalist: Grand Masquerade (TEGRAM) is the fourth 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.
Status: brainstorming preliminary scene ideas. (Number of scenes currently planned: 3.)