Recently I was writing an email to my gaming group about the changes Monte made to the D&D system in Arcana Unearthed. When I was done writing, I realized that I had basically written a review of the product! So I figured I'd publish it here for anyone who is interested. I hope you find this information of value!
ATMOSPHERE:
First, I should point out that the atmosphere of the game world is one in which ceremony and ritual are an integral part in people's lives. In that way, the background of the setting reminds me of Werewolf. Although Monte doesn't rule out the worship of gods, there is no class in his system (like a cleric) that gets spell power directly from the gods. So in this system, gods seem to be more like they are in the real world - beings who are venerated because of what they stand for, not because of the power that they can provide.
CHARACTER CREATION AND ADVANCEMENT:
Basically, all characters in this game start out with a bonus feat. What kind it is depends on whether you know your Truename. All characters in the game can decide whether to learn their Truename - the name of their soul. If they wish to know, then they have to take part in a ceremony in which the name is delivered to them by an angel. If they don't choose to take part in the ceremony, then their Truename will remain forever unknown (by anyone). If you have a Truename, you can gain certain ceremonial feats that require it. The Truename is also used for certain important spells (like Raise Dead). Of course, it is also used for certain harmful spells, so you have to be careful who you give it to.
If you decide to learn your Truename, your bonus feat at first level will be a Ceremonial Feat, one of the feats that requires your Truename as one of the "components". If you decide not to learn your Truename, your bonuse feat will be a "Talent". A Talent is a feat that can *only* be taken at 1st level. Basically, a Talent is just something your character is particularly good at. As I flip through the feats section, I find one Talent called Natural Swordsman - you get a +1 to all attacks made with a sword. Another is called Fast Healer - you heal at 1.5 times the normal rate. (That one may seem crappy, but it may not be as crappy as you think considering that healing magic is much less powerful in this system.) Another is called Spell Artist - you cast spells in a unique way that gives others a -10 penalty to Spellcraft checks to figure out what you are doing. Etc.
In addition to this bonus feat at 1st level, characters still get their normal (regular) feat at first level. This can be swapped out for a Talent, if you prefer. And humans still get their usual bonus feat at first level. So a human character will effectively start the game with 3 feats (although 1 of them has to be either a ceremonial feat or a talent). Other characters start out with 2 feats (where 1 of them is either ceremonial or a talent).
While we're on the topic of characters, it is interesting to point out that there are no multiclass restrictions in Monte's system. So you don't have to worry about your "primary" class or keeping your classes within 2 levels of each other. However, Monte's XP level progression chart basically adds 10% to each level. So instead of becoming 2nd level at 1000 XP, you become 2nd level at 1,100 XP. Etc. So Monte's characters are more powerful, but you pay for it with a slower level progression. Another very important thing to keep in mind with regard to character creation and development is that there are no alignments in Monte's system. You are what you do. You are no longer constrained by asking yourself "What would a lawful good character do in this situation?" Instead you have to ask yourself "What would my character do in this situation?" Although alignment can sometimes be valuable as a check on a player's worst gaming instincts, I think I like this change. It allows players to expand their characters' moral choices beyond the constraints of the 9 limiting options they have in D&D.
RACES:
When I imagine how Monte created his races, I imagine the following sentence as his primary motivation: "This one's going out to all the ladies in the house." (spoken in Barry White baritone) Monte's races seem a little cheesy to me, but maybe I'm just too cynical. He's got humans, of course. But he also has cat people - humanoids with lion heads (called litorans). And don't forget the dog people - humanoids with jackal heads (called sibeccai). Plus, he's got 3 kinds of fairies. One kind are called loresong faen and another kind are called quickling faen. These are size Small creatures similar to (but different from) halflings and gnomes. But it turns out that either one of these "faen" races can transform themselves in a few levels into the third kind of fairy - the spryte. The spryte is size Tiny and has wings - think of Tinkerbell.
So far, Monte seems to be catering nicely to all the female gamers in the world. They can play kitty people or doggy people or Tinkerbells. How precious!

Another race Monte offers us is a human with wine-colored skin called a Verrik. Verriks can have dark blue or white hair, so they seem a bit like human-based drow, in appearance anyway. Although this race isn't "for the ladies" like the others, because it seems so much like a drow in appearance, it seems uninspired.
The only new race that really inspired me in this collection (from a player's perspective) was the Giant. This is a race of human-like people who are about as stocky as dwarves but start out at 7 feet tall. And if they continue to add levels as Giants (rather than taking levels in a class) they can get as tall as 12 feet! I'm sure it's just the munchkin in me, but this is pretty cool. But Giants aren't just for munchkins, they also have a pretty cool backstory/motivation. Giants feel a strong sense of commitment to and responsibility for all other sentient species. Essentially, they are the caretakers of the world. They aspire to protect and serve. So you get your combat munchkin-ism along with a great roleplaying hook. It's win-win!

The last "race" is Mojh. These were beings that worshipped the power of dragons to such an extent that they went through a process to transform themselves into dragon-like beings. They look kind of like lizard men and the get special affinities with magic. Since the dragons were the ancient evil overlords (that the Giants defeated long ago), the Mojh seems more like an NPC class. Mojh would be a good class for bad guys. I suppose it has some roleplaying potential for players with a martyr complex who like to pick a race that is "misunderstood". But mostly the Mojh seems like a race for the villains in your campaign.
Now here's where I make my disclaimer that creating new fantasy races is hard work. Almost no matter what you do, your new race is going to seem silly or derivative. So I grant that making new races is hard. Still, except for the Giant (and possibly the Mojh for villainous NPC's), I didn't find much here that I liked. The Races section is not where the book shines, as far as I'm concerned.
CLASSES:
The classes are more intriguing, though. He's got something called an Akashic, which is basically the Rogue substitute (the class that focuses on skills). However, I think I like the Akashic better than the Rogue. Why should we assume (as D&D does) that someone who is skillful is going to be Rogue-ish or thief-y? The Akashic class makes no such assumptions. Basically, Akashics are good at skills because they are able to tap into the collective memory of all sentient beings and use it to "recall" how to perform skills well or find out important bits of info. I really like the idea of a character that taps into the collective memory. Next is the Champion. This is essentially the Paladin-substitute without the inherent D&D assumption that all Paladins are good. Next is the Greenbond. This is the Druid-substitute in that it is a character that is in close touch with life and the power of nature. However, since there are no clerics in this game, and since the Greenbond has inherent healing abilities, the Greenbond will probably be just as essential to a party of Arcana Unearthed adventurers as a cleric is to a party of D&D adventurers. Next is the Mage Blade. This is basically a class for Fighter-Wizards. If you want to be able to swing a sword and sling a few combat spells, this is the class for you. The Magister is the Wizard-substitute, except it has more of a Gandalf/Saruman feel because a Magister requires a staff as a focus for spell-casting. The Oathsworn is the Monk-substitute. They specialize in unarmed attacks. In fact, Oathsworn characters are not allowed to use weapons of any kind except in dire emergencies. Oathsworn characters are powered by their own will, discipline, and determination. As such, they get bonuses for attempting to uphold certain types of oaths that they may swear over the course of the campaign. The Runethane is a crafter of magical symbols that have magical effects. Crafting magical runes is also a neat fantasy concept. Then there is the Totem Warrior is the Barbarian-substitute. Each Totem Warrior can pick a spirit animal who gives the character certain special bonuses, and over time the Totem Warrior will even come to resemble his chosen spirit creature. (This whole totem/spirt guide idea is very reminiscent of Werewolf.) Next there is the poorly-named Unfettered class. The Unfettered is the finesse fighter. Think of swashbucklers and you've got the right idea. Next is the Warmain. This is the Fighter-substitute. Finally, there is the Witch who is kind of like the Sorcerer-substitute. The Witch has many options. She can specialize in 6 different types of magic and 5 different ways of manifesting it. However, the Witch is the only spellcasting class in Monte's system that requires the use of material components to cast spells.
MISCELLANEOUS:
The Skills are basically the same as in D&D with a few additions, like Craft - tattoo and Knowledge - runes. We've already talked about feats. Monte adds a number of heavy armor types beyond full plate to help provide potential for higher ACs. He also adds a Hero Point system that allows characters to do things they otherwise wouldn't be able to do. So if you do something very heroic, you get a Hero Point that you can use later to help get yourself out of a jam. It's not like a get-out-of-jail free card. Monte does provide explicit mechanics for how the Hero Points can be used. I like this addition. I also like the fact that Monte extends the death and dying rules a bit. Now instead of being disabled at 0 (and only 0) hit points, a character is disabled (and only able to take partial actions) from 0 to negative CON bonus. A character is dead at negative (10 + CON bonus). I like this change, too. It allows characters to do a little bit more before they fall unconscious from over-exerting themselves while disabled. I think this will allow for more drama during combat. Finally, Monte streamlined the magic item creation process. Rather than having artificial distinctions between rods and rings and staffs and wondrous items, Monte splits magic items up into spell completion items (like scrolls), single use items (like potions), charged items (like wands), and constant items (like rings). This brings a great deal more rationality to the item creation hierarchy. The only thing I don't like about this change is that he keeps magic arms and armor as a separate category rather than rolling them into the constant items category, which seems to be where they belong.
SPELLS:
Finally, there is Monte's spell system, which is entirely reworked from the ground up. There are no longer spell lists for each spell-casting class. Instead there are simple spells, complex spells, and exotic spells. These distinctions are used in combination with spell descriptors. All spellcasters have access to simple spells. Non-magister spellcasting classes get access to certain complex spells based on the spell's descriptor. So for example, a Greenbond can cast any complex spell with the Positive Energy or Plant descriptors. Get the idea? If you are a spell-caster that is good at certain types of spells, then you will have access to only those complex spells. Only the Magister class has access to all complex spells. And exotic spells are spells that are so rare that they are virtually the character's own creation. Memorizing spells is also gone in this system. Instead, you prepare a subset of your spell list, and you may cast as many of any one spell on that list as you choose. And you only need to prepare a new list of spells when you want access to different spells. Otherwise, you can keep the same list of spells prepared forever without having to re-prepare them. (Monte calls preparing spells "readying" them. I think this was a poor choice of terminology since "readying" already has a meaning in the combat system.) Another big difference is that you can combine (or "weave") 3 lower level spell slots into one spell slot of a single level higher. Alternatively, you can "unweave" a higher level spell slot to get 2 lower level spell slots. Finally, almost all spells in the system can be cast at their normal level, a level lower (diminished), or a level higher (heightened). When a spell is cast a level lower than it is normally cast, it loses some of its power, and when it is cast at a level higher than it is normally cast, it gains power. All of these changes to the spellcasting system provide a great deal of flexibility, and I for one am eager to try them out.
CONCLUSION:
All in all, Monte's system provides a lot of good, intriguing, inspiring ideas that I can't wait to try out sooner or later. That's what I want most out of any gaming product - inspiration - and as usual, Monte provides that in spades. I highly recommend buying and using this product.