The religion I've expressed as being "alternative" — due to the existence of the officially established pantheon-style religion in the GvE Wiki — is lifted more or less intact from the "Dark Wing" series of Walter Hunt. This sci-fi/epic saga introduces an alien religion with emphasis on four main components, which simplify into Good, Evil, Life, and Death. Though nowhere near the epic level presented in the series, these concepts blend - and change - just as much in our everyday lives; a soldier killing enemy soldiers (death) to topple an oppressive regime (good), but can also kill innocent bystanders (evil). Add in that the soldier could also be a medic and thus be able to save those injured (life), and you can see just how unusual this system is. Unlike a fixed alignment system like AD&D, a character's alignment can change from moment to moment.
In the "Dark Wing" saga, these blend and mingle to create an epic adventure where characters get immersed in a fight —though scripted, nearly impossible to predict— for the survival of humans and aliens alike. Naturally this general storyline lends itself quite well to the concept of The Darkening and the Vorem on Thistledown. In terms of the series, they would be portrayed as the Dark Wing, the bringer of death and destruction to all.
Applying this religious viewpoint to a fantasy setting obviously required including elements of nature or representative deities. The most obvious choice was to use wind, due to its multi-directional nature and relative ease of use in crafting "thoughtful" phrases. There is not much of a distance to jump to see the Dosem walkabout as the people "scattered by the winds". That the wind can physically represent Life (a windmill powering a grindstone or water pump) and Death (blowing a tree down onto a person) certainly helps as well.
One major divergence from the novel comes from the fact that the when applied to Thistledown, there is only a few situations in which life and death can become interchangeable as they are in the novels. Instead, I created the "Que" role to allow for this sudden change to be represented by a characterization of fate or trickery. The name -- and some of the behavioral quirks -- of the character were clearly inspired by "Q" of "Star Trek", though admittedly it fits the purpose of the character well. Que is a character who at any given moment could be working for or against the player characters, after all. (It should also be noted that that Thistledown or a similar planet exists in the Coronado universe, which would make visitation by Q a very probable event.)
Sadly, it is not known how much of the total Dosem population are sailors or make their living working on ships, as the winds would play a pivotal role in their daily lives.