6182 in-depth character profiles from comics, games, movies


Everquest , released in 1999, was one of the first modern Massively Multiplayer Online Role-Playing Games (MMORPG) .

Despite being an early effort aimed at a hardcore public, it was remarkably successful and invented many MMORPG genre conventions. It paved the way for another landmark game, World of Warcraft, which drew liberally from Everquest but made it more accessible.

The feeling of immersion and the community around the game remained remarkable for several years. This led derision about how obsessed with the game its enthusiasts were. I played it heavily from 2000 to 2004, and retains fond memories  of it.

For more context, you can read one of the better articles published for the 20th birthday of Everquest .

Gitane is a sample Player Character  in that universe. As usual when we present sample video game characters, the profile segues into explaining some interesting aspects of the game world closely linked to the character’s background.


  • This profile features a sample or customized Player Character. See our video games writeups FAQ for more.
  • This profile features non-canon hypotheses about in-game events and mechanics. See our video games writeups FAQ for more.
  • The latter parts of the biography use the Everquest II continuity. See the Gitane II profile for more.


  • Real Name: Princess Ezmirella of the Karanas.
  • Marital Status: Single.
  • Known Relatives: Karanas Gypsies’ Queen (mother), unrevealed father, reportedly two children (name unrevealed) and a husband (name unrevealed) during the Age of Cataclysms, several alleged descendants (including Carmen Bayle aka Gitane II) during the Age of Destiny.
  • Group Affiliation: The Silent Minority ; Karana Gypsies.
  • Base Of Operations: Norrath and Luclin during the Age of Turmoil.
  • Height: 5’5” Weight: 115 lbs.
  • Eyes: Preternatural green Hair: Raven black.



Here’s a short 1080p sequence. It is a very simple sample thing that starts in Surefall Glade (Gitane’s starting town), engages a running speed buff  for brevity’s sake, crosses Qeynos Hills (with a detour to the Blackburrow entrance and a special guest appearance by Holly Windstalker), enters North Qeynos and stops at the club house of the Silent Fist Clan (where I used to sell off my pitiable low-level loot).

The video is of interest for two kinds of people, I reckon :

  1. Ex-EQ players with nostalgia aplenty.
  2. Curious people who’d like to see how Everquest looked like.


The footage was taken using the Free-to-Play version of the game in 2016, with some GeDoSaTo enhancements. The environment is mostly faithful to what existed in 1999, but most character models are the Luclin overhauls (released in 2001). A handful of briefly-visible models (I’m thinkin’ bats) are a later generation, I think.

I could do a “pure 1999” (well, Velious era) version, but I doubt the interest exists. 🙂

And yes, this was considered highly immersive back in those days. The graphics were slightly behind the curve for 1999, but knowing that the other players all shared the same space more than made up for that.

The Combine and the Gypsies of Norrath

Everything’s not lost

The Combine Empire was the first empire of humanity. It was founded a surprisingly short time after the divine siblings Mithaniel Marr  and Erollisi Marr  created mankind. It fell within mere generations, leaving very few records and confused memories.

Since this era is a bit of a blank space for historians, it is called the Lost Age in the chronology of the Ages of Norrath.

The Combine Empire was reportedly as advanced as any power of the present day. It is said to have allowed all sapient beings to live together without prejudice. This is what indirectly caused its downfall as a dispute arose between the Emperor (one Tsaph Katta) and a powerful inquisitor (or general, depending upon accounts) named Seru.

Seru was opposed to accepting certain races (and in particular the dark elves) within the population of the Combine, and ended up murdering the Emperor over this.


There were *apparently* two stages in the disintegration of the Combine Empire. Much of the population fled when it became obvious that a civil war was about to erupt between Seru partisans and the loyalists, led by the immortal bard Lcea Katta. It would seem that many realms of the Age of Turmoil, and in particular Qeynos and Freeport, stem from these fleeing Combine populations.

A level 1 Everquest Ranger

The second stage took place during the civil war. The various factions (Katta loyalists, Seru partisans and the non-aligned population who had chosen not to emigrate) left for the moon of Luclin using the so-called Combine Spires. These teleportation-facilitating structures still can be found throughout Norrath, though despite the name they are actually Shissar artefacts restored and modified by Combine wizards.

On Luclin the non-aligned citizens would create the trading burg of Shadowhaven. The bright side of the moon would see the establishment of the gleaming town of Sanctu Seru, and the dark side saw the founding of the Katta Castellum.

This departure was sudden. Then the Spires ceased to function correctly due to the lack of Combine-trained wizards. As a result, it was assumed on Norrath that the remaining Combine population at the time of the civil war had been destroyed.

Gypsy eyes

The gypsies of Norrath are reminiscent of the romanticised, Victorian version of the European Romani of Earth. Thus, they dress in colourful and dashing clothing, live in brightly painted wooden chariots that are essentially mobile homes, are fine musicians and dancers, are tribalistic and wary of outsiders, etc..

Everquest 1 - Karana gypsies - camp at dawn

Karanas gypsies camp at dawn.. Click for a larger version.

They also have a well-deserved reputation for dealing in subtle magics such as charms and scrying, complete with crystal balls.

How they make a living is unclear. It would seem that they are chiefly travelling merchants, arbitraging  between distant markets on their annual travelling circuit. They are also purveyors of certain secrets – a trade with fewer deals, but much higher margins.

The various bands of gypsies are small. Thus, the overall population of gypsies might be in the low thousands. They seem to constitute separate political entities. For instance the Karanas Gypsies acknowledge kinship with the gypsies in the Desert of Ro, but are completely independent from them.

Nomad secrets

They let themselves be named by the area they frequent. Thus, the Karanas Gypsies spend most of the year in the Karanas, also known as the Plains of Karana. They presumably have names of their own for their clans, but Gitane never mentioned anything akin to a clan name or family name.

Map of the northern plains of Karana

Map of the Northern Plains of Karana, with the Karanas Gypsies encampment at the crossroads.

Many people are wary of Gypsies. One reason for this is that several Gypsy tribes living in Faydwer have become dominated by the mysterious vampire lord Mayong Mistmoore  (the Norrathian equivalent of Dracula). These now act as his agents in Faydwer and overseas.

Gypsies are secretly the inheritors on Norrath of the fallen Combine Empire. This has been deduced by a handful of adventurers. These put two and two together when pondering the provenance of those newly-forged Combine-style longswords , of a light and strong steel, which the gypsies occasionally sell for a small fortune.

The discovery of Combine cities on Luclin also led to the realisation that the Gypsy languages were actually patois of the Combine trade language. It is possible that most Gypsy clans actually map to noble families of the Combine Empire who did not end up in Shadowhaven.

Gypsy vengeance

How much the Gypsies know about the Lost Age is unclear. But when it became possible to reach Luclin  and the city of Sanctu Seru was discovered, Gitane started a one-woman guerilla war against Seru troops. Obviously the Karanas Gypsies still nurse centuries-old grudges about the Fall of the Combine.

Everquest 1 - Qeynos North entrance

The majestic entrance of Qeynos, where low-level characters killed vermin for hours on end, occasionally running to the guards for help after getting into trouble. Click for a larger version.

How accurate their knowledge is is another question. Part of the difficulties about learning about the Lost Age is that the various parties have different versions of the facts. And most of them aren’t talking anyway.

A note about the term “Gypsy”

On Norrath, “Gypsy” is the accepted term for certain cultures in the Karanas, Ro, Faydwer, etc.. In the real world, it’s a slang term given to a number of cultures, often with dismissive and xenophobic overtones. The word “romani” is the neutral term to use in the real world to avoid being pointlessly impolite.

Powers and Abilities

Gitane was one of the most brilliant rangers of her generation at Surefall Glade. She was trained in all the skills of these famous fighters and woodrunners. Like many rangers, she has been trained in basic druidic magic, which she supplements with her native Gypsy tricks of the trade.

Gitane is quick and lithe, and impossibly strong for her size. She can draw war bows that would present difficulties for some Barbarians.

Everquest 1 - house in Qeynos Hills

An isolated, guarded house in Qeynos Hills. Next is Konem Matse, a roaming monk involved in a quest that’d earn you a water flask. A whole water flask ! Click for a larger version.

Her core skills are archery, survival and pathfinding. But she is generally a very well-rounded and deadly adventurer and explorer. Using magic, stealth and subterfuge she can reach unlikely places. Like most natural mystics she can call upon the spirit of the wolf  to run very swiftly and without fatigue.

Gitane has crisscrossed Antonica, Faydwer, Odus, Velious, Kunark, etc. innumerable times. This shows in :

  • Her encyclopaedic knowledge of Norrath and Luclin.
  • The numerous allies and friends she cultivates in the most unlikely corners.
  • The impressive range of languages she can communicate in.

Woman of many edges

Gitane is highly adept with an arsenal of melee weapons. It ranges from the humble dirk to wielding paired broadswords using the Kithicor style. She further developed her own style of fighting with the unusual bladed staff she acquired in the extraplanar Bastion of Thunder.

Her druidic and Gypsy magic allows her to :

  • Run on the air (especially to swiftly cross badlands or bodies of water).
  • Ignore cold and heat.
  • Hurl bolts of flame or ice.
  • Animate the vegetation to hold and restrain opponents (in DC Heroes terms, Glue).
  • Heal using magic (Regeneration).
  • Somehow have an unending supply of arrows (Projectile weapons).

Map of Northern Qeynos

The Northern half of the walled city of Qeynos, with the Silent Fist monk clan and the Temple of Life.

Other, rarer tricks (in game terms, Rituals) include spells to suspend her breathing to adventure underwater or in areas with nearly no atmosphere. Gitane also knows how to magically turn into a large wolf, though in DC Heroes terms this is just a special effect (Insta-change).

Though she never mentioned it, Jaggedpine Treefolks  scrolls list Gitane as a member of an elite task force of Surefall Rangers. These fought and quested to reforge the legendary swords Swiftwind and Earthcaller  during the Age of Turmoil. These documents attest that she was one of the Rangers allowed to wield this unique pair of weapons in honour and service.

One of her descendants also stated that Gitane was the one who took these swords to safety when Surefall was destroyed during the Sundering.

Ayr’dal power!

Gitane ages very slowly – more slowly than most half-elves. Her lifespan covered several centuries. One of her descendants alleged that she had House of Thex blood on her father’s side, but this seems very unlikely. It is faintly possible that Gitane is still alive in the Age of Destiny , though if that is the case she would be ancient.

Everquest 1 - Surefall Glade entrance cliff face

The cliff wall with the guarded tunnel that leads to Surefall Glade. Some evil characters camped Mrs. Miller, killing her then waiting for her to respawn over and again. It was safe and (relatively) lucrative experience. Click for a larger version.

Other Ayr’dal traits — to use the pseudo-elvish word for half-elves — include infravision and a high strength-to-weight ratio, plus some general talents for the arts. Gitane chiefly applies the latter to her maps-drawing. She also seems to have a gift for picking up languages, though she maintains that it’s a lot of work in any case.


The restless daughter of the Queen of the Karanas Gypsies and an unrevealed elf, Gitane was sent in her youth to Surefall Glade to study the ways of the rangers. Her mother said that it was to follow a remarkably vague bloodline prophecy. But Gitane always assumed that it was get some rest away from her mischievous, hyperactive daughter.

The youth was also aware that having a fey offspring was considered a bad omen against their Queen by the Gypsies. Shoving her daughter out of the sight of her people would facilitate the Queen’s rule.

It was in Surefall that the gypsy girl was nicknamed “Gitane”. This local term for a Karanas Gypsy woman essentially became her actual name. She seldom had to answer to “Ezmirella” during her decades-long adventuring life.

Everquest 1 - the ranger house in Surefall Glade

The “rangers’ house” – the Surefall Glade headquarters of the Protectors of Pine. That’s where Gitane trained as a youth. Click for a larger version.

Though not a major city (or even a burg, really), Surefall was a change of pace for Gitane. The Gypsy communities in the Karanas, though steeped in history, are very small, quite closed and live in the middle of a flat, boring, remote area.

Most of her contacts with the outside world had been with fools coming to the Karanas to hunt the griffons. Or short contacts with travellers buying food and water from the Gypsies as they made the long trek across central Antonica.


The trainers of Surefall Glade found an exceptionally receptive and methodical pupil in Gitane.

As with most young rangers, she did her duty in patrolling against the gnolls of Blackburrow  and the poachers threatening the sacred wildlife of Surefall. She even caught numerous glimpses of Mammoth , the nearly mythical giant bear of Surefall who was the Moby Dick  of many poachers.

Though many saw her as an undisciplined airhead, she actually worked harder than any member of her cohort. Gitane trained and worked out at all hours.

Soon she was running alone in the Qeynos hills and farmlands, doing solo patrols like the famous ranger Holly Windstalker . Over the following years she travelled far and wide, almost always alone.

Map of Surefall Glade

Map of Surefall Glade, with the Rangers and Druids infrastructures.

Often did she cross the entire breadth of Antonica to go to Freeport. She often went as far north as Halas, and as far south as the great swamps. She visited the Odus isles numerous times, as well as the realms of Faydwer.

Because levelling was hard

When the Firiona Vie elven outpost was restored on the lost continent of Kunark , she joined the great exploration effort, charting and fighting in these savage lands. When the Combine Spires were reactivated, she became a veteran Luclin hand – and a bitter enemy of the Sanctu Seru militia. She spent years in Velious , tracking her prey across ice and blizzards.

Eventually, she would venture across the planes  and into the Elemental planes themselves. Along with her close friend Silencieuse, she ran a months-long campaign of terror against the goblins of Nurga, derailing further conquest from the powerful goblin clan occupying the mines.

Although she operated alone for the first few years of her fantastic career, she eventually joined a guild of stout yet light-hearted adventurers, the Silent Minority . Outcasts all, they found solace and joy in each other. The unlikely rag-tag band became one of the most fearsome adventuring companies in the land, poised to break the gates to the Plane of Time itself.

The end of the Age of Turmoil

Gitane eventually retired after suffering serious wounds in Doomfire. She self-nursed for several years in Stonebrunt, living in the Kejek village on the hilltops. She was still in Stonebrunt, far from any major power, during the War of Fay . Thus, she only learned of it after the fall of the House of Thex.

Everquest 1 - the archery range in Surefall Glade

Ranger training grounds in Surefall Glade. Click for a larger version.

During the late Age of Turmoil, she came back to the Karanas to succeed her late mother as Queen of the Karana Gypsies. She reportedly married and had two children, though the records from that era are lost.

Gitane allegedly came alone to the ruins of Surefall Glade during the Age of War. She was there to recover Swiftwind and Earthcaller from the flames and take them to safety. That it was her could never be confirmed.

But there are records of a masked half-elf woman coming out of nowhere, beelining for a specific spot and diving headlong into the flames where the swords are thought to have been hidden.


Gitane’s fate and that of the Karanas Gypsies remains unknown. But much later Theena the Nomad (also known as the Gypsy Knight Lady) stated that they had found safety from the New Rallosian armies by fleeing their ancestral grounds.

According to Theena this flight and the secret spells of the Gypsies allowed the majority of the Karanas Gypsies to survive the Age of Cataclysms.

Everquest 1 - druid tree headquarters in Surefall Glade

The small druidic temple in Surefall Glade. Click for a larger version.

In the Age of Destiny, one Karanas Gypsy family lives in the Isles of Refuge  – specifically Sandshore. These are claimed to be descendants of Gitane the Gypsy Queen of the Karanas, though they deny it. Their daughter, on the other hand, has come to call herself Gitane and has dedicated her life to rebuilding the Combine Empire.


Gitane has a nasty-looking scar over her right eye. She used to cover it with a smudgy, hastily-applied streak of red grease to make it look like decorative war paint. But she eventually gave up.

Her eyes are of an impossibly intense hue of green, and her wild, short hair is jet black. Like most half-elves she’s quite attractive.

Map of Stonebrunt Mountains

Map of Stonebrunt Mountains, with the Kejek village in spot B.

She’s generally clad in light, silent chainmail of extraplanar origin, painted black and green for camouflage. She also wears dark, faded red boxer-like wraps of fabric around her lower forearms, wrists and back of her hands. These cover burn marks in that area, and are rubbed in a scentless balm for burns.


Gitane is an hyperactive adrenaline junkie with a seemingly bottomless sense of humour. She is forever babbling about this or that, making bad jokes and atrocious puns, and extensively sharing her feelings with her adventuring companions.

Aside from her volubility, extroversion and extraordinary enthusiasm for danger, she is known as being a reliable and helpful fighter. She provides solid firepower – whether at a range or up close.

Though she was very popular and greatly enjoyed her life as an explorer, fighter, mercenary and adventurer, she was forced to retire due to her wounds and her mother’s advancing age.

Despite their wariness toward their Ayr’dal Queen, it would seem that she was accepted as a ruler. How well she dealt with no longer exploring the big wide world and discovering new people and wonders is unknown.

Map of the Plane of Hate (entrance area)

Map of those parts of the Plane of Hate close to the teleport-in point (spot A).

Gitane is something of a Manic Pixie Girl . Note the lack of the “Dream” part, as she isn’t interested in real romance at this point of her life. What she craves is danger, discovery and adventure.

Gitane talks in something akin to, like, Valspeak  or surfer/Californian English, since, you know, I needed a shorthand to convey her fun-loving, constantly-babbling and very relaxed attitude. MMORPGs are not the best media for lengthy dialogue, and playing a motormouth was already a strain on my fast-typing skills (or rather my fast-typing-with-less-than-a-flurry-of-typos skills).

I know, right ?


“I’m on it, guys ! Wheeee !!!”

(Nocking two arrows at once) “Hey guys guys look at this ! One plat I hit him in both knees at once !”

“And this is where, you damn pig, you learn what happens when you try to trick the Gypsy woman and she comes for you !”

“Okay, so, look – an erudite, a barbarian and a gnoll walk into a bar. Wait, like, you know that one ?”

Everquest 1 - Karana gypsies - camp and fire

Gypsy camp in the Plains of Karana. Click for a larger version.

“Ladies, gentlemen, gnomes, welcome to the magical, mysterious and slightly pungent Wakening Land. Which is totally cool and I really like, especially the unicorns but not the holgresh, who suck. Like, sorry about that giant back in Kael but, well, you know, running is good for the health, and stuff !”

Gitane: “So, no, first I’m going to do the levitating thing on us both, because the idea is to cross pretty fast but if you cross too fast – which is what we’re totally going to do – there’s like a pretty good chance you’ll end up in one of these crevices or ravines, which are like always being hidden behind some lousy bush, and that would be bad…”
Martelmort: “Mmm mmm.”
Gitane: “…because down there there are sort of tribes of skorpikis – I think that’s the name anyway, or something close to that – which are like centaurs, only you replace the horse with a very big scorpion and the guy with an Iksar. Well, the top of an Iksar. The upper end. Anyway, it’s pretty obvious that they’ve been magically constructed, and there are like rumours that this is tied to this ancient Iksar leader dude, Venril Sathir , but I digress. The point is…”
Martelmort: “Yes.”
Gitane: “… the point is that we probably can’t take down more than one or two, they’re supernaturally tough and they’ve got paralysing venom and they’ll eat you alive and they’re very weird and hostile and they look kinda like in constant pain, and they tend to drag people away underground, and well, you know, with our luck we’re gonna land on top of like six of them, so with the floaty stuff that’s one big problem of being dead and poisoned and eaten that we’re not gonna have, you see ?”
Martelmort: “How much coffee you have left ?”
Gitane: “That’s a/ my coffee and b/ not your problem.”
Martelmort: “How much sugar you have left ?”
Gitane: “That’s a problem.”
Martelmort: “When we get near Overthere, I go buy you sugar because guards kill you but me they like. I give you sugar for your coffee, and you stop the talking until next morning. Deal ?”
Gitane: “How much sugar are we talking about, and do they sell coffee ?”

Ambrosie: “At this stage and on my mark, the archery team drops down and engages the giant gargoyles, one ranger per gargoyle. Keep them snared and running around after you – they’re just animated guardians without intelligence, so keep them focused on you and run laps to keep them out of our hair. After a while and on my mark, form up on Nuwar so her team can engage and dispatch them ; Kity might give an abort order if the healers are not ready. As soon as Nuwar’s team has the gargs busy, you guys switch your fire back to Terris  ; there will be a full burn order soon after that. Any questions ?”
Gitane: “Yeah.” (beat) “Like, why do some people dress up poodles as if they were people ?”

“Rangers, assume Trueshot  firing stance… on my mark… UNLEASH HELL !”


Character concept notes

Incidentally, you can skip this part. Nobody cares.

Ms. G. was a spontaneous development whilst playing, not a thought-out design. Frex having her be from what-Everquest-calls-Gypsies communities was a random decision. Though vague annoyance at their cliché appearance likely played a role.

Building blocks

Originally, the components for the character were sarcastic references to dated, but classic, Romani characters in non-Romani art. Meaning :

  1. Georges Bizet’s Carmen, one of the big big operas in the world répertoire.
  2. Hugo’s Esmeralda from Notre-Dame de Paris (or rather, later reinterpretations of this been-adapted-a-million-times work).
  3. A classic piece of commercial art for French cigarette packs . The dancing girl silhouette was a 1947 design.

The latter led to her nickname. Which meant that it had to play a role in the concept. But the twiiiist is, I misremembered this design ! In my mind’s eye, the dancing girl wasn’t a clearly-based-on-1875-exotic-othering-imagery. Rather it was the smoke who was forming the fluid, dancing silhouette.

So I kinda liked the idea of the fluid, graceful dancer that no-one can touch or hold, floating to wherever she feels like along with the winds. It matched the nomadic theme… in a slightly sarcastic way, since the “Gypsies” in Everquest never actually roam.

(The Bizet and Hugo references aren’t too visible in this here profile. Since it’s a non-fiction piece, not a narrative.)

The plot thickens

Having the vaguely-referring-dated-1700s-and-1800s-tragedies character speak in a sort of over-the-top Valspeak was a random product of logistics (and trembling hands). But it was fun (“Love is, like, a Gypsy’s child, y’know and, like, it’s never known what law is, right ? I know !”  (video)).

And it underlined there was nothing tragic and doomed and fated about this “Gypsy” for a change. Instead she was free from, well, everything. Except having to do corpse runs .

The “Manic Pixie Dream Girl” term hadn’t been invented back then — we talkin’ 2001 or so — but of course the archetype had been there for decades. And it was *starting* to look iffy, at least among us smug over-educated people who know better than you. Yet it’s fun to have a zany, high-energy, motormouth, hot chick (*of course* she’s hot) bouncing off the furniture.

So the crude counter was simply to have nothing whatsoever tying her down, beyond being an active guild member. That’s the logical prolongation of “an untouchable, graceful shape in the smoke” aesthetics.

And a lot of the minute-to-minute gameplay involved crossing dangerous landscapes using speed-enhancing, floaty, invisible-ish spells. Again with the free-flowing, can’t-be-pinned-down, can’t-catch-me thing. Since not being caught is critical in solo classic Everquest gaming – the monsters’ power being scaled to meet a group of Player Characters.

Normally I’d thrown in additional character elements. But since it’s a game with zero intrinsic characterisation stuff, let’s stick with the small amount of texture we need to convey the setting and general ideas.

Hunt down the gypsy Esmeralda / Don’t let her flee / And vanish in the night

I’m not a Disney person (aside from liking the original Tron when I was rather young). So wasn’t really aware of their 1996 sort-of-Notre-Dame-de-Paris adaptation until, oh, 20+ years later.

But I *am* amused by the (vague) parallel evolution thing. Though to my regret I don’t think I’ve ever been accused of ripping off Disney… What’s the point of creating anything if angry people on the Internet don’t do the weird accusatory projection thing ? 🙁

Game Stats — DC Heroes RPG

Tell me more about the game stats


Dex: 06 Str: 03 Bod: 04 Motivation: Thrill
Int: 06 Wil: 04 Min: 05 Occupation: Adventurer
Inf: 05 Aur: 05 Spi: 06 Resources {or Wealth}: 005
Init: 021 HP: 030

Air-Walking: 01, Cold immunity: 02, Fabricate: 04, Flame immunity: 02, Flame project: 05, Glue: 05, Ice production: 05, Regeneration: 06, Running: 05, Truesight: 03, Ultravision: 03

Bonuses and Limitations:

  • All Powers but Ultravision are Mystic-Linked.
  • Air-Walking has a maximum Range of 0 APs from the ground.
  • Fabricate is limited to arrows.
  • Ice production is limited to attacking with raw cold.
  • Both Flame Project and Ice Production have a Range of but 02.
  • Regeneration requires all Actions for that Phase to be used.
  • Regeneration has a Range of 01. Gitane can heal herself, or others if they are close enough.

Acrobatics: 05, Animal handling: 04, Artist (Brewer, potter): 04, Gadgetry (Bowyer): 04, Martial artist: 04, Medicine (First aid): 03, Military science (Camouflage, cartography, tracking): 07, Occultist (Occult knowledge, ritual magic): 04, Thief (Stealth): 05, Weaponry (Melee, missile): 06, Weaponry (Archery): 07

Area Knowledge (Most of Kunark, Luclin and the Old World), Expertise (Fishing), Familiarity (Combine and Gypsy lore), Language (Barbarian, Combine, Dark Elvish, Dark Speech, Erudian, Elvish, Ogre, Thieves Cant, Troll, Vah Shir, some Elder Elvish), Insta-change (Wolf form), Lightning Reflexes, Scholar (Survival), Schtick (Lightning Release, Mighty Thews (Archery), Paired blades), Slowed Ageing.

Silent Minority (High), Qeynos guards and nobles (High), Surefall Glade and Jaggedpine folk (High), Karana Gypsies (High), Sarnaks of Chardok (High), Coldain Dwarves of the Crystal Caverns (Low), Halas barbarians (Low), Firiona Vie outpost (Low), Freeport’s Temple of Marr (Low), Coldain Dwarves (High), Riverdale Halflings (Low), Dragons of Skyshrine/Claws of Veeshan (Low), Stonebrunt Kejeks (Low), Wayfarers (Low), Vah Shir of Luclin (Low), Katta loyalists (Low).

Authority Figure (later in life).


  • MAGICAL SUIT OF CHAINMAIL [/STR/ 05 /BODY/ 05, Cold immunity: 01, Flame immunity: 01, Lightning immunity: 02, Skin armour: 01].
  • Greatstaff of the four winds [BODY 10, Enhance (EV): 02 (cap is 09), Sharpness (EV): 01, Descriptor: Slashing, Bludgeon, Lightning: 04, Limitations : Lightning has No Range but can be Combined with EV]. A sort of naginata forged by planar storm giants.
  • Stonewood compound bow [BODY 06, Enhance (EV): 01 (cap is 05), Enhance (Range): 03 (cap is 07), Ammo: 01, Recommended STR: 04, R#02, Limitation: Low Penetration, Descriptor: Piercing].
  • Fighting daggers (x2) [BODY 05, Enhance (EV): 01 (Cap is 06), Descriptor: Piercing, Slashing].
  • Several metallic bottles of coffee, enchanted to stay hot inside for several days.
  • A fireproofed, waterproofed scroll case with an impressive collection of annotated maps.

A collection of useful spells with significant casting times (and occasionally components), usually in the 3-4 APs range.
Examples include Water Freedom, Flame Project (No Range but Can Be Combined with hand-to-hand attacks), Flash (Steady Illumination only), 2 APs of Claws Being, Invisibility, Lightning (No Range but Can Be Combined with melee attacks), a version of Air Walking with an Area of Effect to make a small group levitate, etc.

Earthwind & Swiftcaller [BODY 16, Enhance (EV): 02 (cap is 09), Descriptor: Slashing, piercing, Enchantment: 01, Slow (EQ) (No Range): 08, Limitation: Enchantment can only increase the melee AV of the wielder]. This represents a pair of swords. These are not commonly used in the field.

Design notes

See the FAQ for further discussion of scale for game stats in MMORPG. The Weltanschauung  – perhaps even the Vision™  – informing the power levels is that of a very early Everquest level. Back when soloing was extremely hard, PC power levels low, the game pretty punishing, reaching level 50 was remarkable, etc.

Which means in turn that most adventurers have very reasonable stats. This also helps explain why taking on major mob requires the assistance of 71 of your closest friends. In DCH game terms means that an old-school full EQ raiding party is essentially a military unit, somewhere between a platoon and a company, and uses the rules in World at War .

Technical notes

Like other MMORPG entries this is very, very simplified compared to to all the fiddly bits in EQ1. This is thus Gitane as I remember her, rather than the character as it existed in the game.

FWIW, Gitane retired a few months after Gates of Discord , as a lvl 67 Ranger with 214 AA. She was in the process of replacing her Plane of Tranquillity chainmail with Elemental gear. So, not world-breaking elite, but highly developed.

Everquest 1 - Karana gypsies - Ezmirella and house wagon

Click for a larger version.

Game Stats — DC Adventures RPG

Tell me more about the game stats

Gitane (Ezmirella of the Karanas Gypsies) — Averaged PL9.8

01 (02) 02 (03) 04 03 04 02 02 02


Half-Elf ● 2 points ● Descriptor: Ayr’dal physiology
– Senses 1 (Low-light vision).
– Feature 1 (Extended lifespan).

Pupil of Maesyn Trueshot ● 6 points ● Descriptor: Skill
– Much stronger than she looks — Enhanced Strength 3 (Limited 1 to drawing bows).
– Endless quiver — Feature 1 (Unlimited ammunition when shooting bows).
– Throwing Mastery (Bows) 1, Improved Critical (Archery) 1.

Druidic magic ● 74 points ● Descriptor: Druidic, magic
– Spirit of the eagle — Movement 5 (Water walking, Trackless, Sure-footed 2, Safe Fall).
– Spirit of the wolf — Speed 4.
– Strength of the Elements — Protection 4 and Enhanced Fortitude 4 (both Limited 2 to heat/cold), plus Immunity 2 (Environmental heat/cold).
– Sylvan fire/frozen wind — Ranged fire damage 4 (Variable descriptor: cold).
– Ensnare — Snare 4.
– Magical sight — Senses 6 (Magical Awareness, Counters Invisibility, Counters Illusion, Direction Sense).
– Healing spells — Regeneration 5 (Concentration, Source (Mana), Reach 3).
– Wolf form — Feature 1 (Can turn into a wolf, but this is cosmetic).
– More obscure spells — Variable 4 (Everquest ranger spells), Activation (Standard Action).


Magical chainmail ● 8 points (Removable) ● Descriptor: Body armour, enchanted, planar
– Vitality enchantment — Enhanced Strength 1, Enhanced Stamina 1.
– Armour — Protection 2, Enhanced Fortitude 2.
– Gauntlets — Strength-based bludgeoning Damage 1.
– Silenced — Feature 1(as noisy as cloth would be).

Greatstaff of the four winds ● 8 points (Easily Removable) ● Descriptor: Weapon, enchanted, planar
– Strength-based slashing Damage 3.
– Quick-Draw, Improved Critical 2.
– Extremely hard to break — Feature 1.
– Thunderstrike — Linked lightning Damage 3.

Combat Advantages

Close Attack 1, Defensive Attack, Defensive Roll 1, Improved Initiative, Move-by Action, Ranged attack 4.

Other Advantages

Animal Empathy, Benefit (Ambidextrous), Connected, Equipment 3, Hide in Plain Sight, Languages 5 (Barbarian, Combine, Dark Elvish, Dark Speech, Erudian, Elvish, Ogre, Thieves Cant, Troll, Vah Shir, some Elder Elvish, possibly more), Tracking, Well-Informed.


Acrobatics 3 (+7), Athletics 7 (+8), Close combat (Ranger weapons) 4 (+9), Deception 3 (+5), Insight 3 (+5), Perception 5 (+7), Persuasion 2 (+4), Ranged combat (Archery) 4 (+11), Stealth 3 (+7), Treatment 2 (+4) (Limited 2 to Revive and Stabilise).

Skills (Expertises)

Expertise (Riding and caring for mounts) 4 (+6), Expertise (Brewer) 4 (+6), Expertise (Potter) 4 (+6), Expertise (Bowyer) 7 (+9), Expertise (Cartographer/geography/first-hand knowledge of the land) 10 (+12), Expertise (Magic lore) 5 (+7), Expertise (Fisherwoman) 6 (+8), Expertise (Combine era lore) 4 (+6), Expertise (Gypsy lore) 6 (+8), Expertise (Wilderness survival) 9 (+11).


Big-arse knives Strength-based piercing Damage 2, Improved Critical 1 ● 3 points
Stonewood compound bow Ranged ballistic Damage 3 ● 6 points
Several metallic bottles of coffee, enchanted to stay hot inside for several days ● 1 point
A fireproofed, waterproofed scroll case with an impressive collection of annotated maps ● 1 point


Initiative +8
Unarmed +5, Close, Damage 1
Unarmed but armoured +5, Close, Damage 3
Big-arse knives +9, Close, Damage 3 (4 w/Chainmail), Crit 19-20
Greatstaff +9, Close, Damage 4 (5 w/Chainmail) plus 3, Crit 18-20
Stonewood bow +11, Ranged (5 Ranks), Damage 4


Dodge 10 Fortitude 06/09**
Parry 10 Toughness 02*/03/06***
Will 08

* Without Defensive Roll.
** With Chainmail.


  • Challenger of the Unknown Gitane is very curious, and a born explorer.
  • Motormouth She keeps talking… and talking… and talking…

Powers Levels

  • Trade-off areas. Attack/Effect PL 8, Dodge/Toughness PL 8, Parry/Toughness PL 8, Fort/Will PL 9.
  • Points total 230 Abilities 40, Defences 22, Skills 47, Powers 82, Devices 16, Advantages 23. Equiv. PL 16.


I ended up splitting the Expertises to facilitate parsing her Skills. She may look like a space cadet, but girl got science.

This is an EQ1 that was at a high level of development *for the times*. So the numbers are significantly more robust than for a run-of-the-mill EQ character. Especially since the narration angle is that she was one of the few persons in the world who made it possible to recover the epic swords, Swiftwind and Windcaller.

Throwing Mastery (bows) simply applies to archery rather than thrown weapons. It also means that her Strength is considered the applicable Rank when calculating Range (her Enhanced Strength applies).

Design notes

See the FAQ for further discussion of scale for game stats in MMORPG. The Weltanschauung  – perhaps even the Vision™  – informing the power levels is that of a very early Everquest level. Back when soloing was extremely hard, PC power levels low, the game pretty punishing, reaching level 50 was remarkable, etc.

Which means in turn that most adventurers have very reasonable stats – this also helps explain why taking on major mob requires the assistance of 71 of your closest friends.

Technical notes

Like other MMORPG entries this is very, very simplified compared to to all the fiddly bits in EQ1. This is thus Gitane as I remember her, rather than the character as it existed in the game.

FWIW, Gitane retired a few months after Gates of Discord , as a lvl 67 Ranger with 214 AA. She was in the process of replacing her Plane of Tranquillity chainmail with Elemental gear. So, not world-breaking elite, but highly developed.

By Sébastien Andrivet.

Source of Character: Years of playing Everquest I.

Helper(s): Rgorman, Darci, Woodrow Hill. Maps from Everquest: The maps of Myrist.