Yup, Got it last week by mail order - at least there's one thing good about living in the UK.
First off, I really do not like the cover, the layout is OK, but the colouring and artwork (it is sub-sea) are really not my taste. There is a comparatively low illustration content otherwise, but what there is is OK.
As written, this is s strictly Gloranthan volume, almost all the real ruins and regions (with their typical ruins) are Gloranthan: but like all the recent Mogoose Gloranthan stuff, an inventive GM should have no trouble converting to just about any system.
It is a softback with about half of the contents giving how to create ruins, and a similar portion devoted to actual areas and the ruins PC's are liable to find and nine more-or-less fully fleshed ruins.
The creation section is useable for any RPG, but is obviously slanted to RQ. It has a quick-and-dirty emergency requirement generator and a full-blown, 'By the time I have finished this, the PC's will be imprisoned here for weeks' deep, ruination creator.
The second half is definitely not a campaign resource, but as advertised is an 'Oh-Oh, I need something off the story arc to keep them busy this week while I re-think to account for the changes the PC's have wrought on the campaign'. Currently each of the ruins is set in a different region, which makes it less easy to use in a hurry, but again could be re-worked quickly to fit your Glorantha.
As I have not yet had time to read the book in great detail (Chargers at Saints intervened), I cannot critique each of the ruins. However with the time I have spent I estimate no more than a single session mnaxiumum from each of the ruins.
All in all, I would rate this an enthusiastic GM's purchase, or for a GM who wants to understand just a little more about the forces at work in the end of the First age and the beginning of the Second age, which is when most of these will need to have been constructed in order to fall into disrepair of this order.
Hope this helps.
elgrin