I have the first three books(Core setting, Manual of Monsters, and Alliance and Horde Compendium), and the fourth (Magic and Mayhem) is on the way. As an ardent follower of the warcraft Universe, I enjoyed them immensely.
The Core book has a nice balance of rules and description. The races of the warcraft universe are a refreshing change of pace from their stereotypical D&D counterparts. DMs are encouraged to start at second level rather than first, and several of the races have +1 Level Adjustments. In addition, the Warcraft Races are slightly stronger than the PHB versions.
Next up is classes. Several PHB Classes (such as the paladin) don't exist in the WC rules, having been replaced with prestige classes. Clerics and Druids are replaced by the Healer, which is structured like the wizard with bonus feats every five levels. Then at 6th level, The Druid, Shaman And Priest PRCs are available. It reminds me of the Basic/Advanced Class system from d20Modern. Likewise, Ranger has been replaced With Scout, with the Elven Ranger and Hunter as the PRC for Human Alliance and Orcish Hord respectively.
Speaking of the alliance and the horde, The conflict between the two is represented by the affiliation system. Most of the races belong either to the horde or the alliance (Although Switching teams is allowed), and several of the PRCs are only available to one side or the other
The book also contains a multitude of spells and feats mimicking the unit abilities from the warcraft games. The most interesting of these are probably the feats that mimic the auras of the various WC3 Heroes.
The book also presents rules for crafting Guns and other Steampunkish devices, along with the Tinker, a new base class who does just that.
Last up is the Flavor. There's enough that someone otherwise unfamiliar with the warcraft world could run a game, but there's also stuff to satisfy the hardcore fan. The book describes the western continent of Kalimdor (including the heretofore unseen southern regions), and discusses the religions (and religious organizations) of the Warcraft World.
The Monster of Manuals is a great resource if you're sick and tired of the WotC versions of various mythical beasts. The creatures of Azeroth and Kalimdor are clearly not those of Oerth or Toril, and the flavor differences are backed up with solid mechanics. The only problem with this book a couple of typos and 3.5 conversion issues.
Of course, Dragons and Demons aren't the only threats in the Warcraft Universe. The book also stats up the world biggest villians, including Kael'thas, Sylvannas, Illidan, and the all-powerful lich King.
The Alliance and Horde Compendium, the third book contains several of the critters covered in the manual of monsters rebalanced for PC use, as well as new prestige classes and feats. In addition, the middle part of the book is devoted to descriptions of the various races' outlooks, and an explanation of how they get along (or don't get along) with others. Finally, the book contains a scaled back version of the Cry Havoc mass combat rules, plus some seige engines to make large scale combat even more fun.
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On another note.
Impeesa, I think Fiery Mike was trying to get ahold of you regarding the stuff you won at the developer chat. His e-mail address is mikejohnstoneATfierydragon.com
(replace AT with @)