Like Blood Rift, Clangor is a battlefield. Unlike the primary site of the Blood War, however, the armies that clash on Clangor are all native to that plane. Home of the goblinoid deities Maglubiyet and Hruggek and the kobold deity Kurtulmak, Clangor rings with the sounds of endless battle. Vast armies of petitioners swell and break upon each other, fighting to bitter and bloody death, only to rise with the next red dawn to resume their endless war.
Clangor is a landscape of iron, pitted with rust in some places and carved into warrens and barracks in others. Its battlefields are dusty plains of rust under blood-red skies. The tromp of soldiers' boots combined with the screams of dying warriors and tortured prisoners produces an almost constant din.
Clangor has the following traits.
- Alterable morphic. Each divine realm is divinely morphic.
- Mildly evil-aligned.
- Minor Positive-Dominant: Clangor is not a place where many things can live, but those who battle on its killing fields are suffused with positive energy. Every creature on the plane gains fast healing 2 and can even regrow lost limbs in time. Additionally, those slain in the never-ending conflicts on Clangor's battlefields rise each sunset fully healed and ready to fight anew, as if they had received the benefit of a true resurrection spell. Even petitioners, who as outsiders cannot normally be resurrected, awaken fully healed. Only those who suffer mortal wounds on Clangor's battlefields get the true resurrection effect; dead characters brought to this plane don't spontaneously revive.
Both Maglubiyet and Kurtulmak maintain portals to the Nine Hells, and Hruggek guards one leading to the Abyss. The denizens of those destination planes are only too happy to allow their own Blood War to overlap the war on Clangor, and they enjoy serving as "advisors" to all sides in the conflict. The River of Blood also flows through Clangor, connecting it with most of the other fiendish planes.
The only outsiders native to Clangor are the goblin-fiends called barghests. These creatures frequently command units of goblin petitioners. Other creatures found on Clangor include many kinds of fiendish wolves, particularly worgs and winter wolves, which are used as mounts by goblin cavalry.
Clangor Petitioners: Almost all the petitioners of Clangor are goblinoids (including hobgoblins and bugbears as well as ordinary goblins) and kobolds. Each has the following special qualities.
Additional Immunities: Acid, cold.
Resistances: Electricity 10, fire 10.
Other Special Qualities: None.
Features Of Clangor
On this vast planar battlefield, divine realms frequently shift their boundaries, and even the seats of divine power look more like frontier forts than permanent palaces.
Hruggek: Hruggekolohk is the realm of the bugbear deity Hruggek. Its name means simply "Hruggek's Place." Hruggekolohk is a warren of caves worn from the iron of the plane over millennia. Its interior is red-brown with rust, and stagnant pools dot the floors, interspersed with piles of bones and garbage. The bugbear petitioners that stalk these tunnels are far less regimented than their goblin cousins, and they tend to congregate in small "villages," each of which might boast a single building or a temporary shelter. The. bugbear petitioners are no less inclined to war than the goblins - they simply have a different view of it. Stealth and ambush are their favored combat techniques, and since the caves of Hruggekolohk seem to stretch underneath the entire plane, such tactics serve the bugbears well.
Kurtufluak: Draukari, home of the kobold god Kurtulmak, is another warren of caverns, though its tunnels are narrow and short. The twisting warrens of Draukari are muddy and reek of death, and they twist so maddeningly upon each other that those not accustomed to them are doomed to get lost. Any visitor larger than a halfling must crawl through the mud, which often hides unpleasant surprises. Like the bugbears of Hruggekolohk, the kobolds of Draukari prefer stealth over brute force, though kobold sorcerers are plentiful and offer a magical advantage over the goblinoids.
Maglubiyet: The goblin god's capital is a fort called Grashmog, the Heart of Battle. Usually far from the lines of battle, Grashmog is a temple-city that serves as a training camp for the elite forces of the goblin and hobgoblin army. Clerics from Grashmog advise generals on upcoming battles, and the elite warriors trained here (called the Steelbiters) are respected throughout the plane for their combat prowess and their bonds with their fiendish winter wolf mounts.