Hands down, this is one of the best game pdfsI have read so far this year. I would give it six stars if I could.
The books contains a broad strokes description of a campaign area, with several dungeon areas, several adventurer-appropriate organizations, and a dozen or so NPCs with drives and motives to change the word, challenge the PCS, or cause enough problems to get their attention. The campaign world is not static... change is coming and unless the PCs get in front of it, they'll get swept away by it.
Though written for Dungeon World, I could easily see running this with D&D, Pathfinder or just about any other fantasy rpg system that isn't too outside the mainstream. And the campaign area is written in broad enough strokes that you could - with a bit of pushing and cutting - fit it in an existing campaign world so long as you have a long river valley and some nearby wilderness.
I found this pdf to be well written, easy to read, well illustrated. I enjoyed that the design is clean and easy, the illustrations added to the text instead of being overly indulgent, and there were no annoying style choices (gutter designs, page watermarking, border curliques) that distracted and wasted my ink.
I would recommend this book to anyone interested in a new fantasy campaign and anyone who is a fan of Dungeon World. I will keep an eye on this publisher for future material.
[5 of 5 Stars!]