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Wonders WorkshopHEART OF STEAM
Cinematic aerial vision of an Aetherium-powered world with three fantastical cities and a cartographer’s table

THE ILLUSTRATED WORLD

Three cities.
One living world.

Aetherholm, Velmira and Lunaris are more than backdrops. Discover the places, institutions and memories that shape Heart of Steam.

Explore the interactive atlas ↓

CINEMATIC WORLD VIEW

Beyond a single skyline

Three distinct visions of invention, ceremony and the tides. This original panoramic artwork introduces the feeling of the trilogy; the atlas below lets you select each city and examine the places named in the books.

Cinematic panorama of the three cities: industrial Aetherholm, ceremonial Velmira and the tidal city of Lunaris

INTERACTIVE ATLAS

Choose a city on the map

Select Aetherholm, Velmira or Lunaris on the illustration or use the city buttons. Open any of the four dossiers to explore a place without leaving the page.

Illustrated cinematic map of Aetherholm, Velmira and Lunaris

ARTISTIC OVERVIEW · NOT TO SCALE · THE MAP’S GEOGRAPHY AND DISTANCES ARE NON-CANONICAL

Book I · The Gear of Fate

Aetherholm

The heart of invention, political ambition and the Academy of Aetherium.

PLACES TO EXPLORE

01Academy of AetheriumInstitution

Aetherholm’s technical academy, where Lyra works amid laboratories, records and the discipline of Aetherium research. It is the natural starting point for the first novel, and the place from which scientific curiosity collides with political responsibility.

02Glass PalacePower

The Glass Palace houses the Hall of the Houses on an upper floor and the Observatory of Frequencies above its western dome. Its polished ceremonial architecture makes the politics of the city visible: beauty, rank and oversight share the same spaces.

03Mechanical CathedralSite

On a western hill, the Mechanical Cathedral rises through the fog with copper-and-glass spires. Its imposing design is part of the story’s recurring question: how do institutions make decisions appear inevitable?

04Forge of MemoriesAetherium

An underground structure associated with early experiments on the Heart, Aetherium and the attempt to make memory governable. It is a key part of the first book’s technical mystery; this introduction avoids its later revelations.

Book II · The Dance of Shadows

Velmira

A city of masks, memory and the authority of the Houses.

PLACES TO EXPLORE

01Palace of VeilsPower

The ceremonial center of Velmira, where hospitality, diplomacy and the control of perception meet. Its rotating opaque-glass arches and embroidered curtains express a city in which political language is also visual theater.

02Hall of a Thousand LanternsMemory

A ceremonial hall where each flame preserves a memory granted to the Eastern Houses. Colors, ritual and archival practice make memory a public matter rather than a purely private possession.

03Archive of Quieted NamesArchive

An archive for names removed or reduced by political and ritual procedures. It reveals the disturbing connection between administration and identity that lies beneath Velmira’s elegant ceremonies.

04Low LanternsArchive

An underground archive for memories that were never publicly celebrated. Its trembling lights connect forgotten records with the need for witnesses, a recurring concern of the second novel.

Book III · The City of Shattered Moons

Lunaris

A city of domes, tides and custodians, where older living systems demand to be heard.

PLACES TO EXPLORE

01Harbor of DomesPlace

A broad harbor made of moving platforms, salt-worn dark stone, black wood and opaque glass. Its domes rise among walkways and water, establishing the changing, maritime architecture of Lunaris.

02Guild of CustodiansInstitution

An institution involved with the city’s records, memory and the regulation of the tides. As the story unfolds, the Guild becomes one of the places where inherited authority and new testimony must confront one another.

03Black OysterRefuge

A clandestine refuge associated with people wounded by the tide. The black oysters symbolize boundaries and memories that cannot simply be taken or shared by force.

04Bed of AetheriumAetherium

A living, coral-like growth beneath Lunaris, older than its domes and rites. It is neither a mine nor a conventional engine; it anchors the third book’s questions about response, memory and the limits of command.

CITY DOSSIER

Keep exploring the trilogy

Meet the characters who travel through these places or follow the reading order from the first book onward.