Shadows of Humanity: the Everlasting RPG
Questers

"Humans Sustained through Devotion to a Higher Purpose" (quoted from the Everlasting, Book of the Spirits, page 253, © 1997-98 by Steven C. Brown)
"Noble Heroes Who Refuse to Die" (quoted from the Everlasting, Book of the Light, page 169, © 1997-98 by Steven C. Brown)

The following quote is being re-printed from page 170 of The Everlasting, Book of the Light, and describes these semi-immortal "Knights" who have such a dedication to their specific cause or Quest (wether it be as a "Grail Knight" or some other honorable cause) that they can not and will not die of old age or natural causes:

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There are those rare few individuals who are so driven by their determination to achieve some great, yet virtually unattainable goal that they transend the limitations of mortal life and become something more; they become Questers. All questers were originally mortal, but they achieved a form of immortality through their own faith and willpower, which lead them to some sort of mystical union with a Divine Force. Many were privileged to drink from the Cup of Christ, attaining immortality. Others received visitations by the angels or toehr Forces of Light, which granted them the divine gift of eternal youth. Still others achieved immortality through more unusual means. Upon attaining their immortality, the questers were changed with undertaking some great personal quest for the betterment of the world. They were given many physical and spiritual tools and weapons, the least of being immortality- which is provided only so that they can accomplsih their mission, which take far longer than a mortal lifespan.

Questers are, by far, the most good and noble of the everlsting gentes. Questers suffer great hardships and walk many weary roads in their travels, yet only those who attain sufficient wisdom eventaully realize that their quests are as much internal as they are external. While they much indeed achieve some great goal, they must first prove their own worthiness thorugh enlightenment.

These poor driven souls still suffer heartache, fear, depression, and doubt, the same as all otehr humans. They can lose the value of their efforts through these wearisome toils and forget their quests; this terrible condition is called the Slumbering. It is a time when questers pass away the years as mere mortals, aging rapidly, but never dying. For as their faith declines, their health, memories, and youth appear nearly a hundred years old and believe themselves to be merely elderly mortals.

Still, they do not die; there is something inside of them that does not beleive their few surviving memories are simply dreams and delusions. Subconsciously they simply cannot forget the truth... it will not let them rest or die until the quest is complete. Through this undying determination a quester can be Awakened to her quest by a fellow quester, or by some other means, allowing the quester to unage, regain lost health and youth, taking up the quest once more.

Questers seldom reside in a singel place for very long, unless their quest requries them to do so. The divine quests usually lead questers to countless places all over the world- and throughout other realms- where they must overcome trials and obstacles before moving onward to the next hurdle. Some of these ordeals take years for questers to overcome them. Questers are loners by the very nature of tehir existence. However, many questers have begun working with other immortals, so long as their goals are related and tehir intentions are just.

The Questers have garnered a fine reputation of honr down through the centuries, largely due to the chivalric code followed by the Grail Knights, the largest group of questers. Even the questers of other cultures are respected, however since they too have learned the value of justice, wisdom, honor, and fiarness.

In the modern age, it would seem that many questers are discovering their personal quests are actually facets of some greater Monoquest. [ CUT ] More and more questers are joining forces with one another, and other everlasting, finding their goals are strangely similar. They are realizing they must stand together against the Fallen Host (the demons). Together they must seek peace, understanding, and unity among all the eldritch of the world.

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As can be seen from the above quite from the book, Questers are Knights (or other types of individuals) who have sworn their lives to accomplishing or performing some grand quest. The Grail Knights immediately come to mind, however they are not the only Questers to walk the earth. Also remember that some Questers are quite young, having only recently sworn to their particular quest, while others predate the Grail Knights by more than a millenia. Doubt is the torment that questers suffer from, and as this doubt grows they become less and less able to keep focused on their life's mission, eventually becoming a hollow husk of a human being that wanders the world in search of something but often not knowing what that something is. Some even go into a state of slumber that can last for days or even centuries, until some event occurs that shakes them from their doubt and reafirms their quest.

As with all Everlasting, Questers also suffer from a Torment, with theirs being Doubt. As this torment grows and becomes stronger, the quester can start to loose their special abilities and longevity. A quester who's Doubt reaches a very high degree starts to show their true age as well as often going into what is refered to as the Slumber, which consists of the quester becoming less active and social. Sometimes Questers who have gone into this slumber state of being have been mistaken as homeless bumbs due to their behavior. It is possible for some unusual occurence to re-awaken a quester from this slumber state, however it is rare. If a quester remians in their state of slumber for too long then can eventually perish. This sense of doubt results from many years of striving towards an almost unattainable cause, while the world seems to take little notice of their deeds or the importance of the cause.

Questers- Relations with other Gentes

The following numbers represent the degree of friendliness of the various Gentes to Questers. A 1 represents an Arch enemy, while a 9 represents a staunch ally.

Abominations: 2-3
Angels: 8-9
Daevas: 4-8
Dead Souls:
Demons: 1 Arch enemies
Djinn:
Dragons:
Elves:
Faerie:
Gargoyles:
Ghuls:
Manitou:
Osirians:
Possessed:
Questers: 7-9*
Reanimates:
Revenants:
Vampires:
Wer: