I don't know... Jokerman font
Thankfully it's more or less limited to the book title and a couple of headings. If even 1% of this book was written in Jokerman I would be singing a very different tune. That tune would sound remarkably similar to screaming.
Also, something interesting I've realized while going through the mechanics: Allen Turner mentioned that the idea for this game originated when he was running D&D for Native kids as a counseling strategy, and with that in mind I can definitely see some D&DNA mixed in with the usual FATE mechanics.
Weapon skills are broken down into Melee and Ranged, and each of
those are then broken down into types. So instead of taking Weapons (Melee) you would take Weapons (Sword) or Weapons (Bow) for each type you want to wield effectively, rather than the FATE standard where a character with Weapons +4 is pretty much a master of every implement of war ever constructed by man. If you want a character who is an all-around weapon master like a D&D fighter then you need to invest a good portion of your character pyramid into Weapon skills. I was skeptical about this at first, but after making a few test characters and going over the rules a bit more I think it was the right move. Ehdrigohr is a game about narrative and story and FATE is suited to that, but it's also a bit more down to Earth than your usual D&D power fantasy--Turner cites
Chronicles of the Black Company as one of the influences. Splitting the skill apart also helps with differentiating characters--in classic FATE a party might have the guy who's really good with Weapons or Guns (Or just Fight), but in this everyone can have a category of Weapons at Great and still feel distinct.
Mysteries (Magic) are the same way: the game breaks them down into four Schools (Elements, Natures, Essentials, Principles) which each have four Paths, and when taking a Mysteries skill you have to specify which Path you're trained in. Elements are Earth/Fire/Water/Air and are your typical Avatar benders, Natures are Body/Mind/Spirit/Soul and are sort of adept/psionic abilities, Essentials are Weave/Moment/Space/Truth and are honest-to-God
reality manipulation, and Principles are Life/Love/Honor/Destiny. Principles are the hardest to define as a group because they're kind of all over: Life is mostly about healing and protective spells, Love gives you social boosts and lets you control animals, Honor lets you establish "vows", "oaths", "compulsions", etc that people are compelled to follow, and Destiny is just straight-up fate sorcery where you push odds one way or the other (Mechanically you give people boosts or penalties on their rolls).
There's enough meat with each School and Path mechanically and lore-wise that it seems you can make a character entirely geared around one Path (As far as magic is concerned) and not have to worry about being a one-trick pony. You could have a Katara-style water witch, a time wizard, a beast tamer, a fate weaver, a mind-over-matter kung-fu monk who can karate chop stones in half, etc etc. Just like with Weapons above, this means you can have an entire party of magic users and yet avoid the overlap of two Sorcerers elbowing each other for the spotlight.
There are also Traditions, which basically act like Permissions from Wild Talents; if you want to be able to use the Mysteries you need to choose either Ecclesiastic Order (Magic school), Mystics (Obi-Wan mentor), Solitaries (Self-taught), Warrior Society (Swordmages), Eclectic (Picked up this and that here and there), Dynasts (Magic bloodline), and Makers (Artificers with magic gadgets). Your Tradition has some effect on how many Mysteries you can wield and how well you can wield them--for example, a Dynast character is so powerful in 1-2 Mysteries that they don't even have to roll to activate them, but it's almost impossible for them to learn anything else. By contrast a Maker character can't use the Mysteries unless they imbue a contraption with the power they want, and they need a contraption for every effect they want to recreate (Attack, Defend, Overcome, Gain the Advantage). So you could be jumped by bandits on the road, only to whip out your
clockwork Iron Man repulsor gauntlet and set them on fire.
Finally comes the big question: do Mysteries make martial characters completely irrelevant as in certain editions of D&D? I would say no, firstly just because of how FATE mechanics work and secondly because using Mysteries in the first place is a bit of a gamble if you don't know what you're doing. If you botch a roll hard enough you can
fuck up bad and have the spell backfire on you regardless of what school or Path you're using. Rolled a -4 to summon water for an attack? Everyone gets the Aspect "Dehydrated" because you accidentally sucked all the moisture out of the air, or you accidentally started a firestorm instead of just setting that Shiver on fire. This is actually one of the main reasons that the Beyduun (Steampunk Arabs) stopped using Mysteries and turned to Alchemy and Contraption; they felt like
gunpowder was more stable and reliable than Mysteries. :V
So yeah, a surprising amount of complexity from a FATE game. I'm really digging it.