Pierre Savoie RELIGION IN SCIENCE-FICTION ROLE-PLAYING GAME CAMPAIGNS by Pierre Savoie I want to throw together a few thoughts on how to handle the historical development of religions in a spacefaring science- fiction future, for use with role-playing games. I draw my inspiration from the DUNE novels and a look at how religions with recognizable elements from our day might change and spread 10,000 years later, through the important influence of a space diaspora. DUNE mentioned odd developments such as the Orange Catholic Bible, the Dune Tarot, and a "Luddite" revolution against computers called the Butlerian Jihad. In this essay, "people" mean all beings of the same species as you, as opposed to science-fiction "aliens". A different religion may come from aliens, or just a different group of people. ASSUMPTIONS: Here are some general working assumptions, bearing in mind that we ARE talking about future-fiction here. Although some real-history cases are mentioned as illustrations of general effects, no offense to existing religions or their "truth" is intended. 1) No religion stays the same. Over centuries, wars, spreading into new peoples, gradually mutates the "message." The plausible lifetime for a religion as humans know it seems to be about 3,000 - 5,000 years, beyond which it bears little resemblance to its forebear. Observe, for example, the Blacks of Ethiopia who are Falasha Jews, a long-hidden Jewish tradition that had the Torah, but not the Talmud. The more Orthodox Jews don't want to recognize them as truly Jewish. The "parting of the ways" may have occurred 2,500 years ago or more. Hinduism has lasted a long time, although it has also changed from INTERNAL changes of emphasis and the dropping of certain gods: the Hinduism of North India resembles an ordered pantheon with only a few "prime movers," and Hinduism in the southern regions of India has a greater number of goddesses, and more of the two million possible Hindu gods. Each god has its origin as the patron spirit of one single village, or of a location, and Hinduism absorbed them all (accretion). A similar process occurred for Greek mythology (Athena being the goddess for Athens, Poseidon of the sea, each of Jupiter's human lovers, etc.; each was at one time exclusively worshipped as the sole or major god depending on locality, or represented various heroes and heroines). One can almost speak in evolutionary terms about speciation, diversification, natural and random selections. 2) The urge to revamp a religion is strong. Claims of religious miracles or momentous events in religious history, involving an uncertain, semi-legendary past, tend to minimize the worshippers of the present day. They wonder why they are not themselves privy to miracles and massive revelations in "interesting times." Therefore, ONE method of religious revival is to take existing beliefs and combine with new beliefs, to steer the ship in a new direction (syncretism). Some canny figure may find a way to do this, by changing or adding to existing doctrine (Joseph Smith of Mormonism, or Prince Gautama of Buddhism) or by fusing two existing belief-systems in close proximity (Guru Nanak of the Sikh religion, drawing from Hinduism and Islam). They will gain followers by being able to involve people of the present directly, in essence resetting the calendar to Year 1 of a new era. The people are told they are at the crux, the turning point of history, which is a strong appeal. Sometimes they will violently denounce the precursor religion(s) (otherwise, why make a new religion at all?), or sometimes they will make surprisingly generous overtures to the past, the better to give followers of the old ways a bridge to the new. For example, Guru Nanak emphasized monotheism as in Islam, and yet at the same time religious legend has it that millions of Hindu gods witnessed his birth and foretold his future as a great man. The apostle Paul appealed extensively to Greek-speaking Jews to have them adopt Christianity. 3) When there is more personal freedom, religions are adopted no longer through heredity, but through free-market forces. No matter how odd or alien the religion, or even if it COMES from aliens, a small minority will be interested in adopting it. In Larry Niven's RINGWORLD novels, it was mentioned that a small number of Kzinti became Kdaptists, a belief that since their human enemies were winning so many wars, God must favor humans. Kdapt worship ceremonies at the peak of a war with humans were performed wearing human masks, hoping to fool God long enough to win favor. The majority of Kzinti despised them. Even in our own history, radical shifts have been observed. There was an invasion of Eastern religions into North American young in the 1960's, although not all these religions were considered true religions in the Western sense. For reasons tied to politics and an imagined ancestral link and non-oppression, many Black Americans have converted to Islam. 4) Space travel causes many changes, and these to the nth power. If a tiny and weird religious minority moves off and colonizes a favorable planet, they may later number in the billions and colonize an entire arm of space, all with that particular religious character, and become a local majority. If a planet is cut off, isolated from interstellar cultural currents, their religion will drift or even severely mutate. Religions caught together on such a planet may fuse peaceably (or conversely blow the entire planet to NOBODY'S Kingdom Come). In current Japan, people are comfortable with many religions at once, marrying as Buddhists but with Shinto funerals, and may even be partly Christian in the bargain. There is another effect: space secularizes people. Unless one is running a fantasy RPG campaign, space travel and smallpox cures are not achieved through Oms, Koans, Insh'Allahs or Hosannahs! To be able to explain the nature of physical reality, and to exploit (or prevent) its properties to suit one's own use, the Scientific Method must be turned to as the methodical way to construct theories and test observables, and becomes the most efficient way of arriving at the nature of physical reality. The truth of a thing becomes tied to its proven effectiveness. Religion thus retreats from the causal to the "spiritual," "emotional" or "behavioral." Religion becomes more personal, less the product of everyday interaction with the world and with others, and people abandon one ancient use of religion as an attempt to explain previously unexplained physical phenomena. The harsh nature of space and the relentless physics of lack of fuel, food or oxygen may also drive home the point that miracles won't happen, not on THIS trip; only personal effort and resources count, despite all the necessary wishing tied to the preservation of life. Or, conversely, it may lead to fatalism and a warrior-religion like Zen Buddhism was to the samurai or Klingon beliefs to the Klingon. They may seriously want to seek death in battle rather than pass up this "honor" and die horribly in an accidental decompression or a crash instead. 5) Religion causes grave conflict. More correctly, religion granted temporal or secular power will assert itself over people's lives, or be affiliated too closely with a ruler, and a conflicting religion will indeed cause conflict. If there is a government of guaranteed neutrality or secularity, then religions, forcibly put on the back-burner, may coexist peacefully, and this hastens the speed of some of the previous effects. So, how do you generate a religious "history" of future space? The sharpest religious divisions might be that between human and various alien outlooks. Within each race, a unique history may be developed, and some religions survived and some didn't. This is a product of RANDOM selection, rather than natural selection, for I would hesitate to claim that there are specific traits ensuring the survival and spread of specific religions. Most disseminations and conversions have been intimately tied to the unrelated parallel business of the fortunes of war, or the filling of ethical vacuums: In a decadent and ethnically confused Rome, many cults, including the cult of the sun-god Mithra, were contenders to be the dominant religion of the Empire. Christianity only HAPPENED to win out. A non-violent monotheistic cult, no matter how sublime its concepts, may have been smashed by the more violent Viking culture nearby and its less developed, "barbarian" religion. Zoroastrianism, a religion of fairly peaceable and life-affirming concepts, was hounded out of Persia by Islam, and settled in India instead. ---------- Therefore, for a race and planet or a specific spatial region, decide the religion's basic type. This is my shot at rough classifications, forcing a fit to come out to exactly 10 categories (I wonder why?), and some examples given may fit in more than one category. Roll or choose on the Base Religion Table: BASE RELIGION TABLE (1d10): 1 Animism 2 Spirit Religion 3 Polytheism 4 Pantheon 5 Monotheism 6 Supernaturalism 7 Personal Transcendence Religion 8 Psychologism 9 Atheism (or non-belief) 0 Radicalized Materialism ANIMISM: A belief that spirits or occult phenomena exist, tied to every living and non-living object. Larger or more important objects have more powerful spirits. Beliefs about what these spirits mean to people and their conduct is not well systematized. Examples: caveman beliefs, American Indian religions, African religions. SPIRIT RELIGION: A form of Animism where certain spirits are emphasized, and the idea that these spirits intimately influence people is advanced. A prominent priest class to manage the details may appear for the first time. Examples: Shinto, Voodoo, Wicca, spiritism and the Latcher cult (superstitions about the spirits of those who last died in a mining spacesuit.) In the Latcher belief, since mining spacesuits are too large and expensive to be given final disposal after someone dies in them, they must therefore be repainted and renumbered. The miners, to soothe their unease, must propitiate the spirits of dead miners, the "Latchers", so-named because they are said to hang on to the last object in space they knew in life, and terrorize the living. POLYTHEISM: A belief in many gods of greater power and influence than is normally attributed to spirits. There may be a hierarchy of gods, avatars, spirits, etc. To varying degrees, these have a message or seek to guide people. Example: Hinduism, Mayan religion. PANTHEON: A fixed and well-developed order of gods by functionality, who may be in conflict to mirror conflicts in the forces of nature. Small-scale spirits may not exist at all. A pantheon may be as little as two gods, one for Good, another for Evil (for these are the ultimate moral and behavioral functions). One could have different "teams" of gods in the pantheon, for example, a Tricameral Pantheon: each "team" representing greater and lesser gods for Good, Evil, and the alien concept of Pruignath, which is neither, and represents some alien statement of a remaining uncaring component of insane, random nature. Examples: Greek, Chinese, and Viking mythology. MONOTHEISM: The belief that the universe is unified under the control and view of one God. In North America, this is the type most familiar to people, although they somewhat tend towards being bipolar pantheons for Good and Evil. Examples: Judaism, Christianity, Islam. One advantage is that different people and even aliens may rally under the same banner. If they sincerely believe there can only be one God in the cosmos for different alien races, and are prepared to engage in the emphasis of common ground (as in ecumenism), then the concept unifies. SUPERNATURALISM: The rejection of powerful deities controlling persons, but the affirmation of various paranormal influences upon people. What these mean for people and their conduct may vary widely. Examples: UFO religions (such as Raelians in France and Canada), mentalism or beliefs in psychic phenomena, astrology, auras, ritual magick, etc. PERSONAL TRANSCENDENCE RELIGION: The rejection of ultimate controlling deities, but the affirmation that spirits, great or small, or supernatural effects, represent only other people in transformed states, eventually achieving some sort of heaven or perfection. Example: Buddhism. PSYCHOLOGISM: A rejection of theism or spiritism, but belief in self-improvement and even supernatural transcendence through psychological techniques which themselves are occult in belief, not founded on any scientific process or rules of evidence. Example: Scientology, EST, half of California! ATHEISM (OR NON-BELIEF): Technically, what is called Atheism or non-belief in gods would also apply to Buddhism or Jainism, but in this usage it represents no belief in gods or spirits or paranormal processes of any kind. The physical world is seen as just being there, to be dealt with as it is, and people are encouraged to make their way and set their own goals and conduct in the most auspicious way. Probably first expressed publicly by an ancient Greek, Protagoras: "MAN is the measure of all things." In cross-cultural contacts, between aliens or people of vastly different religious belief, the only common ground may be a tacit refusal to discuss religion, to stick to material issues for trade or cooperation. Hence, non-belief becomes the common basis to achieve a goal. RADICALIZED MATERIALISM: My own science-fictional concept of a category of strict non-belief. RadMats believe not only that all the universe is unified, and strictly material, but supernatural belief is the only evil force there is. This may take root when advanced space cultures doing planetary surveys constantly observe the link between religions or superstitious beliefs and technological primitivism and misery, or have experienced a horrendous past war based on religious lines. They have respect for science, Atheists, non-believers and free-thinkers, but murderous fanatical hatred for any kind of occultism, blowing up the offices of a Webnewspaper just for carrying an astrology column. RadMats often verge into occult and less than mellow rituals of their own. For example, if they accept that they will have a limited and final lifespan, they may for example leap into occult corollary beliefs in fanatical self-improvement. It is almost as if AbFlex machines, Tony Robinson motivations, and speed-reading courses were sermons inflicted upon all instead of simply products to be sold in late-night info-mercials, for those who wanted them, since "life is short!" A youth rebellion against such strictures, BACK to religion or simple non-belief, may occur and annoy the older, Orthodox RadMat generation, but the youthful aim may simply be to be less "uptight!" Example: Communism had a touch of the RadMat attitude in it. Add details to this religion as you see fit. Now that you have a religion, you may consider how far or in what way it propagates. Here is a simple scheme. Roll or choose on the Propagation Table (1d10): PROPAGATION TABLE (1d10): 1 Propagates modestly through space (following the colonization route of the race) 2 Propagates modestly through space (roll on Mutation Table) 3 Propagates widely through space (roll on Mutation Table) 4 Propagates widely through space, AND develops modest following among aliens encountered (roll on Mutation Table for the way the aliens practice it) 5 Propagates widely through space, AND develops wide following among aliens (roll on Mutation Table for all followers) 6 A form of the religion (perhaps reduced to its basics) has gained a universal foothold (roll on Mutation Table) 7 The religion has not done well at all, limited to a few systems or one planet (roll on Isolation Table) 8 Religion is in retreat even on its planet of origin, or a planet is cut off from interstellar contact (roll on Isolation Table) 9 Religion goes extinct except as a series of legends, or remains only in a small region of a planet (roll on Isolation Table) 0 Religion goes completely extinct and no longer even known MUTATION TABLE (1d10): 1 ORTHODOXY: Great respect for the religion as it is, as a stable moral center. Absolutely no changes regardless of technological or cultural currents. 2 FANATICISM: strict adherence with the urge to convert others. Religion spreads because of victory in war or economic domination or some other physical advantage of the religious group. New emphases to suit the culture of expansion may be added. Example: Islam after its origin, Christianity to the New World. 3 EVOLUTION: concepts of ethical and moral improvement stressed, primitive concepts from an ancient past or concepts specific to one people or alien race down-played. Fair legal processes ignore religious rules to cut off hands of criminals, for example, or modern medical aid for dangerous pregnancies abolishes religious laws on sexual taboos or sexual segregations. Rules on circumcision are abolished if an alien race has nothing to circumcize! 4 MODERATION: All major religious concepts downplayed or modified, particularly when it crosses over to aliens. 5 MODERATION: All major religious concepts downplayed or modified, particularly when it crosses over to aliens. 6 SCHISM ("skizm"): A split in the religion, with a new group as the offshoot of the old, turning the religion in a new direction. The old religion survives; treat both as separate religions for further historical processes (roll again on Propagation Table for each?). 7 PHAGIC SCHISM ("FA-jik skism"): A split in the religion, with a new group as the offshoot of the old, and the new group consumes the followers of the old group, often with much violence. The old religion is reduced or disappears. 8 ECUMENISM: the religion emphasizes common ground with a different religion, causing a peaceful, equal OR unequal fusion. 9 DOMINATION: the religion has consumed (or been consumed by) the followers of another, but the prevailing religion contains traces of the suppressed religion's beliefs or practices. 0 WEIRDNESS ADDED: "space is big," some strange new unexplained effect or "miraculous" aliens discovered somewhere in space, disturbs believers, reinforces supernatural belief, may lead to Schisms or Fanaticism. ISOLATION TABLE (1d10): 1 TIME CAPSULE (ORTHODOXY): Great respect for the religion as it is; absolutely no change on the planet or in the area for hundreds of years. May end up looking bizarre when outsiders chance upon the place, even to outsiders of the same original religious current. 2 FANATICISM: strict adherence with the urge to convert others, and any discovery by outsiders would cause them to exert tremendous pressure on outsiders to convert to the Truth. 3 DRIFT: beliefs change or evolve, not necessarily in fanatical ways. Totally random process; can be considered a new religion (and may repeat Propagation Table roll?) 4 DRIFT: beliefs change or evolve, not necessarily in fanatical ways. Totally random process; can be considered a new religion (and may repeat Propagation Table roll?). 5 DEVOLUTION: many original concepts lost, simpler in content, original meanings forgotten. Often accompanies a technological downfall. People may stop worshipping a monotheism deity and start worshipping the crashed colony ship which brought them to the planet, since it contained the only chapel for the religion. 5 TYPE SHIFT: Religion may not only mutate, but change its fundamental type. A monotheistic religion may introduce a bipolar pantheon, or go polytheistic. A psychologism may become supernaturalism or vice-versa. Atheism may go RadMat or vice- versa, etc. 6 SCHISM: as in Mutation Table. 7 PHAGIC SCHISM: as in Mutation Table. 8 FUSION: the local religion has fused with a different religion from other people OR aliens in the area. Treat as a new religion and roll again. Like Ecumenism, but the resultant may be less moderate, more bizarre, seeing as it draws from a smaller, local pool of ideas. 9 DOMINATION: the religion has dominated or been dominated by a religion of local people OR aliens, and the prevailing religion may contain traces of the suppressed religion that remain in its beliefs or practices. 0 WEIRDNESS ADDED: some strange local effect particular to the area is treated as supernatural; assumes importance in the local religion, mutating it. Attempts by outsiders to explain the real cause of this phenomenon may upset the religion, mutating it again (a common STAR TREK plot!) ---------- THE LATCHER CULT, AND THE GERNSBACH DATACUBE CRISIS a sample religious current for Humans and Vrusk in the Frontier by Pierre Savoie Somebody asked me to take my essay, "Religion in Science Fiction Role-Playing Game Campaigns", on the propagation and evolution of religions in space, and give a working example, specific to the Frontier if possible. Here is one on the evolution of the Latcher cult. One thing to remember is that the tables given were best used by CHOOSING the event which occurs on the Propagation, Mutation or Isolation tables, rather than rolling on 1d10. I did not feel like making choices about the relative frequency of each event, except to hint that slow evolution of a religion was more likely (shown with TWO entries out of the ten in the Mutation and Isolation tables instead of just one). At the risk of insulting believers in Eternal Truth, religious evolution is a common reality. In one age the Catholic Church allowed priests to marry (one Pope was the son of another) and abortions to occur up to "quickening" (20 weeks of gestation); in another age, not. The game-master must use his creativity as he dreams up his science- fiction "future history", and make guesses as he pleases about how a fictional religion will change. If people truly want to develop religious detail, they can take a map of space from their game campaign and put arrows on it showing the migration of different groups (like many historical atlas maps do). Arrows are shown pointing together for conflicts, an arrow can show a small group leaving if oppressed by a large one ("The beauty of space travel is that there is ALWAYS some place else to go." --Robert A. Heinlein), and so on, in different colours. The width of the arrows indicates the size of the migrations involved. There is another dimension: whether people are fervent believers or only nominally of that religion, which can be shown in varying shades of colour intensity (or on a computer RPG mapping program, the number of pixels of that colour per area). As I mentioned before, the Latcher cult was a folk-belief of miners who lived in and worked the Asteroid Belt of Sol, in the early Human space colonization period. Because mining spacesuits were large pieces of expensive heavy equipment, bristling with tools and long-term life-support apparatus, they could not just be disposed of if a miner happened to die in one. The suits were just cleaned out, refurbished, repainted and renumbered, and issued to a new owner. However, many miners of a superstitious bent were highly uneasy working in these suits. Folk-tales of "Latchers" sprang up: these were the spirits of dead miners who were so-named because they were said to attach themselves to the last object in space that they knew in life, and bring all sorts of fright, bad luck and woe to the current owner. Such deaths were caused by gruesome accident, or a miner getting lost or cut off from help, to face slow death as some element of his life-support supply ran out first. The superstitions were self-fulfilling, with the most superstitious miners feeling the greatest unease, losing concentration, making dangerous mistakes and even causing accidents short of death. Such a miner, convinced that a Latcher was present, would then seek out a Voodoo-like priest to help "exorcise" his suit or propitiate the spirit. These priests were given various names such as Suit Shamans, Belt Shamans, Decrocheurs, Lacheros, or Kshenzha, depending on the ancestral language of the Belter citizen. Officially, the mining arm of the Company concealed details of a suit's history, but in any Belt sector with a high number of Latcherites, infiltration and digging out death records was impossible to stop. Latchers could then be identified as Bloaters (spirits of people who died from explosive decompression), Chokers (dead from oxygen running out), Parches (dead from being isolated and running out of water first), Corpsicles (heating units failed) or Roadkill (dead from impacts, or caught between two asteroid fragments colliding). Lore and ritual developed for each type, including protective designs painted onto the suits. A small side-ritual also developed to pray for the good functioning of the spirit of one's radio, since many causes of death resulted from not being able to call for help. The cult beliefs evolved, and became more systematic and self-consistent, adding legends of particular spirits. Spirits of "evil" miners, destined for hell but prevented from reaching Earth for all eternity, were said to be gathered by a spirit known as NastyAss Johnston, an immoral miner of bad social reputation who happened to be the Belt's first fatality in a mining suit (rumor is that he was helped along). Originally just one of the many spirit-legends of the Latcher cult, the figure grew to prominence in the belief after a few centuries. In a similar way, spirits of "good" people were said to be gathered by a beautiful female spirit named Estelle Starlight. This legend was dreamed up at a time when, at first, most Belt miners were male, cut off for long periods from female company, and this did not represent an actual woman but an idealized fantasy. The Latcher cult was ridiculed back on Earth, and Earthside media occasionally satirized them to the point of straining laws against religious bigotry in general media. Many fundamentalist religions sought to stamp out the Latcher belief. But Belters were isolated from these efforts: media signals from Earth were too faint to be heard on most individuals' radios, the Company often repackaged Earth's major faxpapers and censored offending cartoons or articles, and in any case the Belters set up their own media. Missionaries out to change the "heathen" Latchers were for the most part not trained for any labor the Company needed. The Company controlled the only fleet of ships capable of reaching the Belt, and did not give out joyrides to just anybody for something not work-related. For that matter, particularly in the rough-and-tumble early days, a whole lot of illicit moral behavior was going on in the Belt, which overshadowed private beliefs (an excellent illustration of mining colony life is the movie OUTLAND.) Now that we have the outlines of a religion, let's fast- forward, making use of the tables for ideas. In hundreds of years, as interstellar colonization spread, the spacefaring Belters represented a disproportionate number of Human colonists, more fit for long trips through space than the Earth "groundhogs". It was estimated that as many as 21% of colonists had some form of openly professed Latcher belief. In the Propagation Table, let us choose the entry that the Latcher cult "propagates widely through space" -- although, to be sure, it is not the only religion to do so. Space conditions were the same for miners in any star system, preserving a core Latcher belief. However, groundside colonists no longer shared the same attitudes towards death, which came to them in more normal ways. A certain favorable planetary settlement was in a state of Isolation, so let us choose on the Isolation Table that the religion underwent a Type Shift. As technology advanced on this populous planet, the Latcher cult changed from a Spirit Religion to LatcherISM, a religion with a Bipolar Pantheon. People developed a bipolar belief in Good and Evil, typefied by the goddess Stel (personification of the widespread and savage beauty of space) and the evil Nastas, or Natas (Satan spelled backwards!) They believed that, not spirits, but past influences and events may latch on and stain the soul and its ability to grow and develop in Good, and they sought to root out these influences by religious precepts that verged into Psychologism. At the same time, advances in transport meant that miners in remote locations in the star-system were not so isolated any more, and ended up sharing the viewpoints of the planetary majority. This shift represented only the general trend: a large population of Latcherites will vary and consist of more religious or less religious people, or perhaps contain different sects. Linguistic shifts also disguised the origin of religious terms, and no one connected the changed name of the religion to spirits "latching" onto spacesuits. Let us now postulate that this new version of the religion Propagated widely through space, and a check on the Mutation table shows it to have Dominated other Latcher beliefs, with little change to itself. A few miners in some systems faithful to the Spirit-Religion current were ridiculed into disappearance or violently uprooted. But, for many centuries, the religion was a widespread and fairly stable Human belief. Then, a Human sector of space came into contact with the Vrusk. [I will not name any particular planets of contact where Humans and Vrusk mix or colonize together. Nothing was ever said about racial contact and settlement history of the Frontier in the STAR FRONTIERS [SF] game, and some have had more developed models for this; so I leave it up to the reader. I am not even certain whether the Humans of SF are related to Earth Humans, or originated in some other, fictional, way.] As someone observed, Alan Dean Foster wrote novels about the Thranx, whose story begins in NOR CRYSTAL TEARS. These are a likely insectoid race that the Vrusk can be modelled on. The main character, Ryozenzuzex, mentioned after tumultuous first contact with Humans that his religious belief can most be likened to a Human Theravadist. This probably went WAY over the heads of most readers of the book, so I will explain. Theravada Buddhism (or Hinayana Buddhism) is classified in my earlier scheme as a Personal Transcendence Religion which is most common in Sri Lanka, Burma and parts of Southeast Asia. Unlike mainstream or Mahayana Buddhism, Theravadism does not believe that EVERYONE will achieve Nirvana through progressive reincarnations. Mahayana and Hinayana mean, respectively, Large Vehicle and Small Vehicle, expressing their relative view of how much room there is on the "boat" to Nirvana. It is plausible that Vrusk may believe in a Personal Transcendence Religion. It is not stated in the SF rules, but Vrusk like other insectoids may begin as eggs which hatch into some kind of larval phase, then to a pupa, and then to a normal adult form. They may have some ancestral hive society as well, which explains their love of corporate structure. Now, since they have consciously experienced such radical transformations in their being, more traumatic than puberty would be to a Human's self-identity, it is reasonable that they are remarkably tolerant of differences in form, and tend to view moral development by analogy to these radical changes. They can easily believe that death is just another transformation leading to a return to an egg, or something else (something more transcendent), and that spirits and the paranormal are just different forms of themselves, or altered states. [VRUSK PHONETICS: As an aside, my understanding of the Vrusk physiology is that they will have a range of sounds of buzzes and clicks surpassing the variety of clicking sounds a Bushman from southern Africa could produce, and can approximate most Human sounds, but will have trouble with sounds that place the most demands on soft lips that they do not have (such as the letter "b"; they tend to say it as "p".) They also have no nostrils, so a distinction between nasal-resonance sounds such as "m" and "n" is difficult, although they make this sound understood as a strong glottal stop instead (as in the missing "t" sound in "mountain", the way some people say it).] In a certain sector, Vrusk came into contact with Human Latcherites. What happened? This time a roll on the Isolation table may say that some Vrusk Fused the religion ecumenically with some of their beliefs, and called the mixture Klirr't Sstel, or the Way to Stel. Maybe they were not strong believers in the transformation religion of the Vrusk, or discouraged at the prospect of going through endless cycles of egg, larva, pupa, adult and death for a chance at some different, advanced spiritual state. A belief in being gathered up to Stel (whom they also called the Cosmic Egglayer or Cosmic Creator), after only one life, held out some appeal. This held particular comfort for a life cut short by space-accident, which by the old Vrusk religion would be unable to have evolved the soul much, or even have caused backsliding to a rebirth in a lesser egg, retarding ultimate transformation. Since Latcherism still had some associations and religious imagery to mining (much as Freemasonry bases religious imagery upon the tools and practices of architecture), Klirr't Sstel spread among one particular Vrusk mining corporation. The relative success of this corporation, in newly colonized areas jointly managed by them and the Humans caused increased self- regard, and may even have caused religious Fanaticism -- inasmuch as the Vrusk were even capable of this emotion. At least, they tended to believe their successful expansion and prosperity was tied to their new moral outlook, and they back-propagated the religion down that particular arm of Vrusk space, particularly to other mining corporations. For a century or two, Latcherism and the related Klirr't Sstel settled into phases of peaceful evolution, and a moderation of Klirr't Sstel's rough edges when it became widespread. Relations were peaceful between them and with other Human and Vrusk religions. But then an archeological discovery changed all that. Out in the original Sol asteroid belt, an archeological dig led by Professor Leo Gernsbach turned up the remains of a disused mining station from 1,700 years earlier. The find produced a number of data storage devices, including a datacube which held a documentary on the original Latcher cult of the time. Although it had been produced with a favorable outlook to the cult, the intact sections of the decoded and translated holovideo represented the original Spirit Religion beliefs. The holovid footage was quite at odds with the evolved form of Latcherism and Klirr't Sstel, but definitely recognizable from core terminology and some practices. It forced a revision of religious history in a way much, much more devastating than the Dead Sea Scrolls. The discovery was not treated as controversial by the Earth sector (which by then was populated by people of non-belief plus non-Latcherite religions), but the news and information was carried intact to the Latcherite-dominated sector of Human space, and to the nearby Vrusk in the Frontier. In particular, it included an unfortunately lewd representation of Estelle Starlight, painted on the suit of a miner of the time, who was lonely for female company. The Human Latcherites were furious, and accused the Earth- sector people of forging that artifact. The holovid itself mentioned Earth oppression of the Belter beliefs. That was one part that the Latcherites were willing to believe, and the artifact was likened to early anti-Latcher propaganda. This encouraged Latcherites to declare an all-out war for a short time between the Latcherites and the neighboring Human sectors closer to Earth. The high priests of the Klirr't Sstel were also annoyed. Had they not adopted many Human religious and cultural ideas in good faith? Why was the whole idea of Stel deemed to be an imaginary myth, a mere Human pin-up girl? Why were they handed that particularly ignoble representation of Stel? The Vrusk also thought the artifact might be a fake, but blamed the nearby Latcherite Humans. They imagined that the Humans were introducing a demoralizing view of religious history in order to gain more control of the jointly mined sectors. They brooded over where all those Vrusk souls gathered to Stel really were, if Stel did not in fact exist except as some lonely miner's fantasy from the past. If Stel was false, were all those souls doomed to start reincarnating again from scratch?? The Vrusk did not war with the Humans, but considerable power struggles occurred among Vrusk factions trying to interpret the artifact's meaning. The mining corporations most heavily involved in Klirr't Sstel lost prestige among other Vrusk. An insulting pun was coined by some Vrusk: "Klirr't Zt'l," the Way to Nowhere (or Oblivion). There were some skirmishes, and things would have been more bloody if not for a long-standing principle of non-violence rooted in the original Personal Transcendence Religion, and all Vrusk acknowledged non-violence to some extent. Eventually, everyone calmed down, and the revelation forced Evolutionary changes in Latcherism and Klirr't Sstel, favoring moral principles over legends and literal history. Keep in mind that this represents only one current of Latcherism, in the area of the Frontier. In different parts of space, the religion could Schism, Evolve, Devolve, Fuse with something else, Dominate, be Dominated, stay absolutely the same for thousands of years, or decline and die out. Given enough time, two different currents of Latcherism would not even recognize each other as related, and might even make war! I hope this totally off-the-cuff historical development of a Star Frontiers religion was of interest. Many more ideas can come to you if you stare at the table options in the original essay long enough. I was also helped by the fact that the variety of existing Human religions makes any sort of fictional religion plausible. Whereas other elements of a science-fiction campaign such as technology and propulsion systems must be rigorously plausible, invented religions don't suffer from a lack of believability, for you can always pretend that there will be enough people willing to believe in them! SOURCES OF INSPIRATION: --"Who's There?" by Arthur C. Clarke (1958), the inspiration for the early Latcher Cult --NOR CRYSTAL TEARS by Alan Dean Foster (1982) --OUTLAND, starring Sean Connery. Also novelized by Alan Dean Foster (1981). --LAST AND FIRST MEN by Olaf Stapledon (1930) --A CANTICLE FOR LEIBOWITZ by Walter Miller (1959) --DUNE series by Frank Herbert --FOUNDATION series by Isaac Asimov --Larry Niven: stories dealing with the Belt, such as the novel PROTECTOR (1973). Information about Belter culture was also beautifully detailled in an entry in the RINGWORLD RPG (Chaosium, 1984, now out of print). --MYTHS AND LEGENDS by David Bellingham, Clio Whittaker, and John Grant. Quintet Publishing, London, 1992. Previously appeared as AN INTRODUCTION TO VIKING MYTHOLOGY; AN INTRODUCTION TO GREEK MYTHOLOGY; and AN INTRODUCTION TO ORIENTAL MYTHOLOGY. ----------