From the back of the book:
The world of Dawnforge is a mythic land rich in magic and wonder where great empires clash, intrepid explorers journey beyond wild frontiers, and mighty heroes brave epic dangers. It is a land where familiar and beloved races and archetypes are reaching the pinnacle of their glory and wonder. It is a vast and rich realm where newborn nations are still islands of civilization in a dark and unexplored wilderness sea. The world of Dawnforge is a land where the greatest deeds have yet to be done and epic heroes are wrought in the crucible of legend.
This book gives the background for the Dawnforge setting, describing the history and geography of the world. In terms of rules, it defines all the (sub-)races available for character (sixteen in total). Each race has certain racial transformations, special abilities that may be selected when a character gains levels.
Four new classes are defined. These are:
- Disciple: Worshippers of powerful beings, the immortals, who draw power from these immortals. Replaces the Cleric.
- Shaman: Spellcasters who use the force of nature for their magic. Replaces the Druid.
- Shaper: Spellcasters who directly use the Spirit, the true divine essence of the world.
- Spirit Adept: People soaked in the Spirit, resulting in increases abilities.
Characters in Dawnforge are supposed to shape the world, and become characters of legend. Each important deed that helps shape the world will gain a character a Legend Point, which will make him advance along a Legendary Path, gaining more special abilities, and eventually gaining access to the legendary classes: Dawn Archer, Fleetwind, Epic General, The Icon, Master Arcanist ahd The Unsuffering.