Lankhmar: City of Thieves is a 98-page supplement for the Savage Rules game system, adding new rules for Lankhmar roleplaying, as well as an overview of the city Lankhmar and the world of Newhon. The supplement includes additional rules for general city adventuring. The source material can be changed to suit the GM's needs.
Introduction: The introductory chapter provides an overview of Fritz Leiber's Fafhrd and the Gray Mouser series.
Characters: This chapter starts off with a description of the archetypes in the City of Lankhmar, most of which, of course, can be used in any large city (eg. bandit, explorer, guard, noble). The chapter then reviews character generation, with race, new hinderances, and new edges. Races are limited to humans, ghouls, and ratlings, with humans culturally divided into Lankhmar, Kleshite, Northerner, and Mingol. Most of the new hinderances and edges can also be used in generic fantasy roleplaying.
Gear: This chapter begins with short rules for selling "acquired" goods (hint: take Streetwise), then goes into detail of various adventurer's equipment, weapons, tavern costs, and vehicles. This section works quite well for city-based generic fantasy.
Setting Rules: These rule modifications reflect Lankhmar stories, but can also be used for more heroic and thief-based adventuring. Characters can be knocked unconscious, recover wounds faster, and even have bonuses for eschewing armor. Rules are provided for shadowing other characters. Also, an overview of Guilds is discussed.
Sorcery: Lankhmar's Black, White, and Elemental magic system is entirely different from the conventional generic fantasy magic of Savage Worlds. This chapter, then, provides a detailed, alternate magic ruleset to reflect the magic in Fritz Leiber's stories. Savage World players who want to use magic should be aware of these rules changes (including the absence of offensive magic).
Adventures: LCoT comes with two city adventures. While they show the callousness of Lankhmar towards human life, these adventures could have just as easily taken place in any large city. I didn't get an impression of how these adventures were uniquely Lankhmar.
Gazetteer and Nehwon: Both of these sections provide an overview of the city Lankhmar and the geography of Nehwon, with the Gazetteer being player knowledge, and Nehwon for the GM. Details will be needed to be fleshed out by the GM.
Heroes and Villains: Savage World stats for Fafard and the Gray Mouser, at various stages of their lives, are provided, as well as NPC stats for various city archetypes, and Newhon races. Fafard and Gray Mouser's patrons, Ningauble of the Seven Eyes, and Sheelba of the Eyeless face, are described. (No stats are provided as befits their alien and strange natures.)
Conclusion: Lankhmar: City of Thieves does a good job summarizing Lankhmar for Savage Worlds play, as well as providing rules and source material supplements for any large city. The source material are conventional high-level descriptons, which rules changes are specific. If the GM has a copy of this supplement, and, for whatever reason, doesn't wish to adhere to the Newhon world (eg. wishes to use a different magic system), the material can be easily adapted to their needs.