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Thaumar Dai flies away as Atlantis sinks

Thaumar Dai and allies (Ashtoreth, Dubh Magus, Yuki Onna, Echidne, Moloch, El Dorado, Søtrold the Sea Troll


Context

In 1982, there was this strange and somewhat out-of-the-way story starring Superman and the soon-to-be Global Guardians (this is the issue where the team is created).

They fought a bunch of mystical villains all across the globe, and these guys were loosely patterned after local myths and legends.

So who could resist documenting such villains ? Well, yes, the vast majority of people I guess. Look, this was meant as a rhetorical question. Let’s move on.


History

Superman (see Superman sourcebook  or any edition rulebook) gets a message from Dr. Mist (see Magic Sourcebook ) to meet him to deal with a great threat.

Superman shows up at Dr. Mist’s HQ, where he is told of the villainous Thaumar Dhai. Dhai was an Atlantean sorcerer 12,000 years ago (I should check to see if this contradicts the Atlantis Chronicles…) in fact his six talismans made him the mightiest.

These talismans consisted of:

  • A silver armlet.
  • A crown with a diamond in it.
  • A gold necklace.
  • A scepter with a pearl in it.
  • A breastplate with a meteoric fragment imbedded in it.>/li>
  • A belt with a buckle made of orichalcum, a metal mentioned by Plato as being used in Atlantis.
  • (You can tell this is an E. Nelson Bridwell story, can’t you ?)


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    Fate of the talismans

    Escaping from Atlantis 600 years before Dr. Mist’s time, Dhai lost his belt.

    When Dr. Mist and Dhai fought in Kor (where Mist ruled), Mist, unable to defeat Dhai, banished him from Kor. Dhai, however, went on to do evil in the Fertile Crescent (Egypt, Sumer, Babylon, and Assyria), losing his breastplate in what is now Israel.

    Dhai continued to travel the world, losing talismans wherever he went. His necklace was lost in Ireland before the Celts arrived, his armlet was lost in Greece during the heroic age, his crown was lost in a pre-Inca city, and his scepter in Japan, a mere 1700 years ago.

    Without his talismans, Dhai was destroyed. However, it remains possible to revive him with those six lost items. Looking into the future, Mist can tell that nothing can stop certain wizards from reviving Dhai!

    Yet, he sends Superman out to team up with the Global Guardians (see Who’s Who entries or the updated ones at the FTP site (now writeups.org — Ed.) one at a time. (This is before the Global Guardians formed as a group, but I will refer to them as such.)


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    Global quest for magic

    So, Superman and the Seraph fly out and encounter Seraph’s old foes Ashtoreth and Moloch. These “bear the names of ancient deities”, as opposed to *being* ancient deities.

    Superman flies at Moloch, who hurts Superman with his flaming body before punching him with his “mighty, magical strength.”

    Then Ashtoreth blinds Seraph with her moon-amulet, causing Seraph to cry out, “Joshua’s shofar! You never used THAT spell before! I’m as blind as Samson in slavery!”

    While the villains are distracted with Seraph, Superman has apparently found the breastplate which the villains seek, and arrives holding it. Ashtoreth, however, pulls it from his grasp with magical magnetism, and teleports herself and Moloch away. One down, five to go.

    Ελλάδα

    Superman then arrives in Greece to team up with the Olympian. They encounter Echidne, an old foe of Olympian’s. (She has no relationship to any other Echidne or Echidna in the comics.)

    Her upper half is that of a beautiful blonde woman in armor; her lower half is that of a snake, at least 40 feet long and spiky. She uses the teeth of the dragon slain by Kadmos (also known as Cadmus) to cause warriors to spring up from the earth.

    Superman and Olympian easily battle them, despite Echidne’s complaint that being magical they should be able to hurt Superman. (However, as they have no magical powers, they cannot). Superman finds the armlet, and shows it to the Olympian.

    Echidne then summons forth the Hydra which snatches the armlet from Superman’s grasp, as Echidne teleports herself and the Hydra away. Two down, four to go.

    Denmark

    Superman arrives in Denmark to team up with the Little Mermaid, and they swim down to “one of the Atlantide cities that *didn’t* survive the sinking of the continent.” (Oops. I’m almost certain that’ll contradict the Atlantis Chronicles …)

    Echidne, one of Thaumar Dhai's allies

    They discover the Little Mermaid’s old foe, Søtrold the Sea Troll.

    Søtrold causes the skeletons of the city’s original inhabitants to rise up and attack. These skeletons are hard to defeat, as they won’t stop even when smashed completely. Supes and the Little Mermaid have to spin at top speed to throw the skeletal parts in all directions.

    Supes finds the belt, and Little Mermaid swims away with it, allowing Søtrold to punch her out and take the belt. The Sea Troll is gone by the time Superman arrives to help her (?). Three down, three to go.

    Éire

    In Ireland, Superman teams up with Jack O’Lantern and his friend Fergus of the Sidhe (pronounced Shee). Actually, Fergus is a fir dhearga  (whatever…). They fly towards one of the “fairy hills” some of which “still hold relics of ancient times.”

    At midnight, when Jack’s powers are at their height, they fly through a hill into a cavern where they meet Jack’s old foe, Dubh Magus. Magus has already found the golden necklace. (D‘oh!)

    Superman’s super suction breath pulls it from Magus’ grasp, but Magus’ pet wolf Lupus attacks Superman; being magical, Lupus can harm Superman and can’t be banished by Jack’s lantern.

    However, Jack can and does teleport Superman away. Lupus is sent to sniff out Superman (the wolf flies through the wall). Meanwhile, Dubh Magus conjures up the imps of the inferno with the power of his Blackthorn stick.

    Narrowly defeating the imps by creating a flaming cross with his lantern, Jack is helpless, as Lupus drags back Superman through the wall, along with the necklace. Magus grabs the necklace and teleports himself and Lupus away. Four down, two to go.

    Brasil

    In Brazil, Superman teams up with Green Fury. Her magical powers include Instachange, Flight, Flame Project, Cold Project, and Hypnotism – unlike the post-Crisis Green Flame/Fire.

    They fly towards the pre-Inca city, where they encounter El Dorado. El Dorado is *not* the Superfriends TV show character; instead, he is one of Bushmaster’s old foes.

    He conjures up spirit jaguars which can hurt Superman, yet Superman can’t touch the intangible creatures. However, since Green Fury’s fire is magical, it can hurt the jaguars.

    Superman finds the crown, but a jaguar snatches it from his grasp. El Dorado takes it, and teleports away with his jaguars. Five down, one to go.

    日本

    In Japan, Superman meets up with Rising Sun. They travel to Mt. Fujiyama, where they encounter Rising Sun’s old foe, Yuki-Onna the Snow Woman. She conjures up a fubuki (a blizzard) to stop them. Not even Superman’s superbreath can defeat it.

    Thaumar Dhai and allies

    However, Sun knows that she is vulnerable to his heat powers. Before he can make use of this fact, she conjures up her giant friends the Oni, whose “strength is great, as is their magic—but their intelligence would shame a monkey!”

    Rising Sun uses Flash on one Oni, while giving a bad sunburn (?) to the others with ultraviolet rays. While they are distracted, Superman finds and snatches the scepter. Yuki-Onna sends the Oni after him. Supes flies into the sea, but they follow and wrest the scepter from him.

    They return to Yuki-Onna who teleports all of them away. Six down, none to go.

    All according to plan

    Have the villains won ? Then why does Rising Sun say “But—our plan worked!”

    On Easter Island, the villains use the six talismans to revive Thaumar Dhai. After they finish, the heroes, hiding behind those big head statues, rush out to stop them. Dhai animates the statues, but his magic is weak, and they are easily defeated.

    Superman reveals why Dhai’s magic is weak: he substituted fake versions of the talismans for the real ones! The villains all got away with the fake versions, while the real ones are safely with Dr. Mist!

    Jack and Fury use their magical attacks on Dhai, and the spell which revived him is undone. (The fate of the talismans is unclear.)

    The magical villains are then easily defeated:

    • Seraph’s Staff of Moses deprives Magus of his Blackthorn Stick.
    • Little Mermaid knocks together the heads of Ashtoreth and Yuki-Onna.
    • Olympian punches out the Sea Troll.
    • Rising Sun absorbs Moloch’s heat.
    • Superman ties up El Dorado with the tail of Echidne.

    Then Dr. Mist shows up and turns these international heroes into a group called the Global Guardians.


    Individual profiles — DC Heroes RPG


    Game Stats — DC Heroes RPG Print Friendly

    Tell me more about the game stats

    Ashtoreth

    Dex: 06 Str: 03 Bod: 03 Motivation:
    Int: 07 Wil: 06 Min: 06 Occupation:
    Inf: 08 Aur: 09 Spi: 09 Resources {or Wealth}:
    Init: 021 HP: 040

    Powers:
    Sorcery*: 09

    Skills:
    Occultist*: 09

    Ashtoreth prefers to use moon-based powers (light, magnetism, etc.). I have also assumed that her “moon amulet” is just a special effect of the use of her Sorcery power for Flash.


    Dubh Magus

    “I am the greatest villain in all Ireland !”

    Dex: 07 Str: 04 Bod: 04 Motivation:
    Int: 07 Wil: 06 Min: 06 Occupation:
    Inf: 08 Aur: 09 Spi: 09 Resources {or Wealth}:
    Init: 022 HP: 040

    Skills:
    Occultist*: 09

    Equipment:
    Blackthorn Stick [BODY 08, EV 03, Sorcery: 09].

    Pet: Lupus

    Dex: 04 Str: 04 Bod: 04
    Int: 03 Wil: 03 Min: 03
    Inf: 03 Aur: 03 Spi: 03
    Init: 010 HP: 010

    Powers:
    Claws: 05, Intangibility: 09, Life Sense: 10 (he couldn’t have really sniffed out someone who was teleported away), Analytical Smell/Tracking Scent: 06

    Bonuses and Limitations:
    Intangibility can make others who are touched intangible.

    Dubh Magus' wolf attacks Superman

    Attack of the imps from Hell

    Dubh knows how to summon the Imps of the Inferno (see Summoning under Dimension Travel ; he is summoning them from Hell). Imps have 03s for all stats, as well as Shrinking: Always On of 06. Dubh summoned ten at once, and they Team Attacked. They have a Catastrophic Irrational Fear of the Christian cross.

    Dubh Magus vs. Jack o' Lantern


    Echidne

    Dex: 05 Str: 03 Bod: 08 Motivation:
    Int: 07 Wil: 06 Min: 06 Occupation:
    Inf: 08 Aur: 09 Spi: 09 Resources {or Wealth}:
    Init: 020 HP: 040

    Powers:
    Sorcery*: 09, Omni-Arm: 07, Stretching: 02, Claws: 03, Animal Control: 07

    Bonuses and Limitations:

    • Omni-Arm and Stretching are Always On and represent the fact that her lower torso is that of a giant snake.
    • Animal Control only works on snakes and dragons. (“She has power over all snakes and dragons—that’s why she assumed the form of the half-serpent monster Echidne.”).
    • I assume she used Sorcery to Summon an already Controlled Hydra to the fight at the end of one Phase, and it got initiative on the attack on the next turn.
    • She may not use Sorcery without being able to move freely; this includes her tail (-1).
    • Claws represents the spikes which are all over her tail (-0).

    Skills:
    Occultist*: 09

    Equipment:
    Bag of Teeth [Body 01] producing Dragon Teeth. A typical Dragon Tooth  : (x24) [DEX 03, STR 03, BODY 03, INT 02, WILL 02, MIND 02, INFL 02, AURA 02, SPIRIT 02, Gadget: ARMOR [/BODY/ 04], Insta-Change. May only use Insta-Change to change from tooth form to man form when “sowed” or even sprinkled on the ground.]

    Echiden's soldiers vs. Superman and the Olympian


    El Dorado

    Dex: 06 Str: 03 Bod: 04 Motivation:
    Int: 07 Wil: 06 Min: 06 Occupation:
    Inf: 08 Aur: 09 Spi: 09 Resources {or Wealth}:
    Init: 021 HP: 040

    Powers:
    Sorcery*: 09

    Bonuses and Limitations:
    He uses Sorcery only to somehow summon his pet spirit jaguars and to teleport away with them. He also “mentally ordered” them around.

    Skills:
    Occultist*: 09

    Advantages:
    Pets (spirit jaguars).

    Equipment:
    El Dorado wears armor made entirely of gold. However, it does not cover much of his upper torso. I considered giving him armor but decided against it.

    Spirit jaguars (x2)

    Dex: 04 Str: 04 Bod: 04
    Int: 03 Wil: 03 Min: 03
    Inf: 03 Aur: 03 Spi: 03
    Init: 010 HP: 010

    Powers:
    Claws: 05, Intangibility: 09

    Bonuses and Limitations:
    Intangibility can be Partial, Intangibility cannot pass through magical objects or attacks.

    El Dorado summons his jaguars


    Moloch

    Dex: 07 Str: 09 Bod: 08 Motivation:
    Int: 04 Wil: 05 Min: 05 Occupation:
    Inf: 05 Aur: 06 Spi: 05 Resources {or Wealth}:
    Init: 016 HP: 035

    Powers:
    Flame being: 07

    Skills:
    Occultist*: 05

    Drawbacks:
    If the flame from his Flame Being is Neutralized, diminished by Flame Control, or absorbed by Energy Absorption (or whatever Rising Sun is doing to him), Moloch is defeated (knocked out?).


    Søtrold the Sea Troll

    Dex: 06 Str: 06 Bod: 06 Motivation:
    Int: 06 Wil: 06 Min: 05 Occupation:
    Inf: 07 Aur: 08 Spi: 07 Resources {or Wealth}:
    Init: 019 HP: 040

    Powers:
    Water Freedom: 06 Skin Armor: 02 Sorcery*: 08

    Bonuses and Limitations:
    I assume his skeleton animation was done using Sorcery to mimic a variation of Animate Dead. I don’t consider it significant enough to bother detailing.

    Skills:
    Occultist*: 08


    Thaumar Dhai

    Dex: 06 Str: 03 Bod: 14 Motivation:
    Int: 08 Wil: 07 Min: 07 Occupation:
    Inf: 11 Aur: 12 Spi: 15 Resources {or Wealth}:
    Init: 025 HP: 075

    Powers:
    Sorcery: 28 (see below), Invulnerability: 15

    Bonuses and Limitations:
    Without his talismans, Thaumar has only 5 APs of Sorcery. Each talisman adds 3 APs of Sorcery, and having the complete set ads 5 more APs, for a total maximum of 28.

    Skills:
    Occultist*: 12

    Advantages:
    Even though dead, he can be revived by a certain spell that uses the six talismans or talismans that look like the originals. Copies of the talismans must contain the same precious metals/minerals. If defeated (killed? knocked unconscious?), however, the effect of the spell is reversed.

    Drawbacks:
    His BODY is only 04 against magical attacks


    Yuki-Onna

    Dex: 06 Str: 03 Bod: 03 Motivation:
    Int: 07 Wil: 06 Min: 06 Occupation:
    Inf: 08 Aur: 09 Spi: 09 Resources {or Wealth}:
    Init: 021 HP: 040

    Powers:
    Sorcery*: 09

    Bonuses and Limitations:
    She uses Sorcery to mimic Air Control for a blizzard (with special effects of snow), which Superman’s superbreath can’t affect presumably due to the blizzard being magical.

    If you don’t like this idea, give her Air Control: 13 since his Superbreath is only 12. She also uses Sorcery to summon her friends the Oni (two or three of them)

    Skills:
    Occultist*: 09

    Pet: Oni (x2 or 3)

    Dex: 03 Str: 10 Bod: 10
    Int: 01 Wil: 02 Min: 02
    Inf: 02 Aur: 02 Spi: 06
    Init: 006 HP: 010

    Powers:
    Sorcery: 05, Flight: 08, Water Freedom: 03

    By Sean MacDonald

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