"Twin Crowns" by John Faugno and Steven Novella
Published and distributed by Living Imagination
ISBN = 0-9712145-0-6
"Twin Crowns" bills itself as "Age of Exploration Fantasy" and it delivers a nice mesh of quasi-Victorian and semi-Renaissance feel to the world of D20.
There are 304 pages, broken down into three "books" - The Player's Section, the World, and the GM's section.
In Book 1 - in the Player's section lie nine chapters:
1) Races - there are a total of ten playable races
2) Classes - there are 16 classes - some old and some new
3) Skills - some dealing with rituals and some with professions
4) Feats - Feats new to D20
5) Equipment - including gunpowder weapons
6) Naval Adventuring - rules for ships
7) Religion and Magic - much on the unique religious system
Book 2 - The World in four parts:
2) The Northern Empire
3) The Southern Empire
4) Other Lands
Book 3 - The GM's Section covers:
2) Magic Items
There's also a small appendix with maps and tables.
Right now, I can't think of a better book for Naval adventures. Although there are only 20 pages here, it provides detailed info on ships, ship-to-ship combat, and other naval hazards. The religious chapter has a unique take on the Gods and Goddesses of the world. The spells included are in addition to what is normally available in D20. The new "Rituals" section has some rather interesting additions to your D20 collection. GM's may want to limit PC access to rituals, as they can be rather powerful. One of the more interesting additions are the gunpowder weapons, and how they are created so as to not unbalance a campaign. This book includes a small Table of Contents, =and= an index, a rarity to find both in a single game book.
My take on this book is simple - should you want to move ahead in time to at least the Renaissance, if not to the Victorian age, you should highly consider this book.