The book has 500 numbered sections of text along with the beginning portion which takes characters through the character creation process, ability scores and stats, equipment, and rules for combat and such. This is significantly more than the 350 section Lone Wolf series books that I grew up with, fell in love with, which serve as a large part of my inspiration for writing this series, and to whom my first book is dedicated (thank you, Joe Dever). The gamebook is also similar in nature to Holdfast and Maelorum (search for these on Kickstarter as well as points of reference).
At the end of the book is a glossary of terms, a bestiary with images and descriptions of the monsters you may encounter, a Random Number Table, a spirit warrior name table, a blank and sample filled out character sheet, FAQs, and more.
The book is 255 6" x 9" pages (I have place-holders in the manuscript for where the illustrations will go if I can get funded to have them completed) and just a hair over 92,000 words.
The protagonist is a martial arts warrior monk named Tsai (gender never identified and up to the reader) skilled in the use of various animal styles of armed and unarmed combat (like kung fu but not called that in the book) living within a monastic guild set in a medieval kingdom within a fantasy genre world.
In terms of combat, characters pit their combat scores against the defense scores of their enemies (such stats are modified by ability scores, weapons, special items, and character proficiencies). You and your enemies have PPs (Physical Points which are comparable to hit points in other games). The protagonist also has SPs (Spiritual Points) which fuel his/her use of skills associated with the esoteric animal arts (e.g., extremely acute vision with eagle style, or lightning fast precision with snake style). Sometimes you can attack with missile weapons before closing distance to fight melee combat.
Fantasy elements are involved but not overdone. There is not magic everywhere you turn. Fantastical beings or persons such as wizards are not commonplace. Warriors are not wielding swords which look like they would weigh 200 lbs. And not every warrior is built like a body-builder, that is incredibly unrealistic. The tone is more serious and realistic. There are graphic scenes, but the gore is not over-the-top, glorified, or gratuitous. That being said, I do not shy away from describing the bloody details when they are pertinent, such as when Tsai finds a unit of his/her brother monks lying bloody and dead after having been scalped by monsters or the pain felt when a broken rib pierces Tsai's lung.
Women in the campaign setting are more realistic as well . . . they are not simply used as sex objects and all scantily dressed such as we see in so many movies and fantasy genre works today. Storylines are not cliché or predictable. Characters end up becoming more multi-dimensional than they might seem at first blush. Sometimes good guys let you down or less heroic characters end up being useful for a change. And you, the protagonist, can certainly die if things do not go well in the story--that's life and I'm striving for such complexity of consequences.