Out of 175 pages, 168 are the contents.
It's a 2d6 plus modifiers system (similar to the Decipher game's: Lord of the Rings & Star Trek RPGs, and probably a few others).
The currency is pennies, farthings, shillings, Guineas, crowns, and halfpennies (Ye Olde money).
The one thing I don't like is the 7 weapon skills (sword/club, axe/mace, pole weapon, unarmed, sling, bow, crossbow).
It could just be Melee, Ranged, Unarmed (would make it simpler - to me, anyway).
A fairly good range of skills ranged amongst these abilities (Combat, Agility, Perception, Craft, Knowledge).
Attributes are: Str, Dex, Con, Wil, Int (3d6 for reach).
The PDF has quite a lot in it: Bestiary, Races, Brief history, maps, gazetteer, Linguistics & pronunciation.
It also has a beginners guide, guidance on being a GM, Argor lite & solo adventure, an adventure for the main rules, blank character sheet and pre-generated characters, pre-generated NPCs, a city resource (Caradelm), plot hooks, technical manual, reference tables, and using Argor rules (or the world) in your own games.
There is quite a lot squeezed into the 168 pages.
At £5.13 ($8-$9?), it's worth pretty much a look.
[4 of 5 Stars!]