The Fiery Sugaar
A long time ago, when the first buildings of Atlantis were still wooden huts, Sugaar arose: one of the mightiest wyrms the faerie dimension had ever seen. The cool, mountainous region was already settled by tribes of Jentilaks (giants) and elves, and the humans living there were a primitive but peaceful lot. They accepted Sugaar as their lord and he blessed them with knowledge. They adopted his language, draconic, and mixed it with words from the giant and elven tongues to form the mysterious Basque language that challenges linguists to this day. He taught them how to craft metal, stone, and wood. He was their one and true god: Draa’Herensugaar’Oï, who they called Sugaar. For eons, he guided his followers, looked after them, and protected them.
Then a stranger came to him. Her name was Mari. She was one of the wisest magicians of famed Atlantis, and immortal like him. She came to him to find allies in the Atlanteans' crusade against the Serpent People of Lemuria. Sugaar had no interest in the petty quarrels of lesser beings and rebuffed her. Still, he was intrigued by this human woman of such power, so he asked her to stay and entertain him with tales of Atlantis. She complied, hoping she could win him over, and for weeks she told him the stories of her world. Something blossomed between the giant reptile and the humanoid woman. He took her as a consort of sorts, a revered goddess of rain and weather. However, her home was in great danger, and so she had to leave after she was unable to convince Sugaar to help. The next time he heard of Atlantis, was when he learned it—and all of its defenders—had sunk beneath the sea.
To his astonishment, the old wyrm grew melancholy at losing Mari. Bored and depressed, Sugaar retired to his old lair in the depths of the faerie mountains, and let himself fall into endless torpor. Over time, his dreams grew troubled. A disturbing harmonic reached his mind. A kind of song…the same kind of magic his long-lost consort had used. He woke and immediately followed the strange call through the dimensions.
His wings lifted him into the skies above a strange city of stone and glass, full of frightened humans. An even stranger temple rose below him, calling him as a moth to flame. He soon found the call’s origin: a gathering of human sorcerers. They explained to the mighty wyrm that they found books about him from ancient Atlantis, books written by the magician Mari. For years they had tried to reach him. Finally they used occult architecture to create a dimensional beacon (something they called the Guggenheim Museum) and called him to do their bidding.
A puff of his fiery breath taught them what he thought of that and a flap of his wings scattered their ashes to the winds as Sugaar the Fiery rose up to reclaim his domain.
SUGAAR’S DOMAIN TODAY
Sugaar has come to understand how much the world changed since the time of his reign. Still, he is eager to reestablish his old domain. His pride was deeply wounded when Ajax (then known as Máximo) defeated him upon his first appearance. He cannot accept that a human bested him, nor that his former Basque servants have forgotten him. The magic that the cabal wove into the structure of the Guggenheim Museum exerts a subtle influence on his mind, and while it cannot control him, it does call him to return to Earth.
The ancient wyrm has tried to coerce separatist Basque groups to his side, but being ruled by a reptilian overlord doesn’t exactly fit with their political agenda. He also attempted to invade the Basque country by force, but his army of giants, Cyclops, and elves was repelled thanks to ECHO, SWORD, and los Nuevos Invencibles. Most recently, he tried to create his own human pantheon to rule by proxy, but this scheme failed thanks to Los Nuevos Invencibles. Three members of the pantheon remain: one is the separatist Basque terrorist Harritasun; another is the former “Heiress of Sugaar,” now known as the international spy-thief Sugar Babe; and the last turned against Sugaar to become the cold-controlling heroine Nevasca.
Children
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