Hammer of the Dwarven Lords is a sourcebook about dwarves, with a particular focus on alternate dwarven cultures. The first part of the book describes three such cultures, based loosely on Celtic, Viking, and Mongol themes, respectively. They are described in a fair amount of detail, with a lot of thought into the various features that really bring a culture alive. For example, there are sections on the various stages of life for each culture, as well as information on clothing, food, music, and so on, in addition to more obvious features such as warfare and government.
The fourth chapter covers a range of dwarven gods. Each is described in general terms, with a number of variant options, allowing them to be easily tailored to any campaign, and, as with the cultures, imbuing dwarven society with a real variety, rather than forcing it into a single mould.
The chapter on equipment describes some new weapons and armour specific to the cultures described earlier. It also includes eleven alchemical items and twenty two magic items. All of these, obviously, have a dwarven theme, but many would be more generally useful in a campaign and there is a good range of powers and effects here. Especially interesting in this chapter is a section on magically strong alcoholic beverages. These are effectively potions, but each has a nasty alcohol-related side-effect triggered if the imbiber fails a Fortitude save. It's an interesting and original idea for d20, reminiscent, perhaps, of the drinks in the old RQ Trollpak.
Chapter six deals with magic, and includes nearly fifty new spells, running the gamut from first to ninth level, including many that would be useful in any campaign. In addition, there are two new cleric domains for the gods described in chapter four, and a section on creating magic tattoos.
Chapter seven provides a number of feats for use in wrestling matches, bringing something of a WWF feel to the game (and, again, not just useful for dwarves). The final chapter provides two NPC classes and six prestige classes, all of which seem well thought out and that cover a good variety of different themes. All have a clear dwarven flavour, bringing different aspects to the fore.
The book is well laid out, with mediocre to good artwork. Aside from the cover, it's all line artwork, and easy to print. I didn't spot any problems with proof-reading or editing. All in all, its an excellent book, and, for 86 pages, a bargain at $4. If your campaign has dwarves in it (or even if it doesn't - a lot here is more broadly applicable) and you're looking to give them some more detail, flavour, or magic, I highly recommend this book.
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