You *might* know it from the back-cover text, because having multiple chapters that made me laugh out loud translated into the easiest copy-writing job I've ever had. It goes like this:
Monsters are people too!
The Emperor expected a city of monsters to destroy itself, but instead the Blue and her people have created a city that’s wickedly unique: Drakkenhall!
Make a splash in the social season alongside a fashionista ooze!
Spend the night at a dybbuk inn at the docks, where possession is a perk!
Dodge the amputation golems until you can get your healing spells back!
Explore the Rubblehoods, the neighborhoods that have been left as monstrously energetic ruins!
Shop (OK, OK, plunder) the Goblin Market and admire (fight) its pet otyughs!
Prove yourself as the most dangerous monster of all–an Adventurer worthy of joining the S.M.A.S.H. Society!
Drakkenhall: City of Monsters is a 124-page 13th Age sourcebook for GMs running adventurer and champion-tier campaigns. Contents include Ailor the Draco-Druid, kaiju shark mooks, 60 other monsters, the secret history of the Dragon’s Orc statue, a couple gnarly ideas for replacing missing limbs, urban planning notes (city of monsters-style), and light rules and guidelines for sea travel in the Dragon Empire that Gareth managed to slip into the chapter on the Docks!
Giving each of the book's authors a full chapter of their own worked better than I could have hoped. Drakkenhall is already on pre-order in the Pelgrane store and we're in the last few days of the layout process, so the final PDF will be part of that pre-order soon. Pick it up and attune your dance card for the Houses of Decadence!