This Fate World book covers an alternative 19th-century Europe where dirigible and biplane technology have been pushed to its limits. It seems to read like a ground-bound version of SPACE 1889. The authors say it's okay to relate this to steampunk, but suggest the manners of Jane Austen novels mixed with the technology of H.G. Wells or Jules Verne is a good way of thinking about it.
The Great Powers in this setting are Brittania (which also covers France, as the Plantagenet dynasty was never eclipsed), the Muscovite Empire and the Caliphate of Baghdad, with other minor countries. There are adequate settings notes to give the exotic flavor of this alternate history and the individual countries. A mini-game is offered which expresses these powers as characters, and an Attack or Creating an Advantage from the Fate Core actions translates into an effect on entire countries which will generate stories for the Player Characters at the regular character level. This feature is a novel concept and adds flavour resembling a Diplomacy board game or the scenes in the movie Doctor Zhivago, where the Bolshevik Revolution tosses individuals back and forth and governs their, er, fate.
Next, once players have played the mini-game to generate overarching political story-arcs, much of the book is given over to an adventure set in a flying hotel called the Pension Bellevue, where player-characters are supposed to mingle with stylish, upper-crust NPCs for adventure and intrigue across all the major cities of Europe and beyond.
The "great game" in particular seemed to be well done, and a commendable effort to spread the "Fate fractal" idea where even countries can be dealt with as characters but on a different scale.
[4 of 5 Stars!]