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The Regions.

Posted by TimothiusFor group 0
Timothius
GM, 26 posts
Angelic Cat
Healer and GM
Sun 14 Jun 2009
at 14:08
  • msg #1

The Regions

The regions have their own inner politics, differences, rules and subdivisions. While these differ from region to region, they at least have this much in common: Most anyone in one region will set aside their differences with each other in favor of any disagreements they may have with another region... even if they may verbally say otherwise.



Current alliances:
As a side note, while it may come as a surprise that Chaos is allied with anyone even though they have no ruler, the people of Chaos DO have a "voice" collectively. Their alliances are made by actions. They supported the Fire Nation when it made it's covert attacks on the Nature Kingdom. They invite people from the Wind Kingdom to their homes as though they were members of the Chaos Collective. The people of Chaos may be, well, chaotic, but that doesn't mean they are stupid. If they don't stand with someone, they will fall. And if they change their alliances to whimsically, they won't be trusted enough for an alliance. Besides... being chaotic aligned doesn't automatically mean they are all crazy.

Fire: Wind, Thunder, Death, Chaos
Nature: Water, Earth, Light, Life
Water: Nature, Darkness, Life
Wind: Fire, Thunder, Chaos

Darkness: Water, Thunder, Death
Earth: Nature, Light, Order
Light: Nature, Earth, Life, Order
Thunder: Fire, Wind, Darkness, Death, Chaos

Life: Nature, Water, Light, Order
Death: Fire, Darkness, Thunder, Chaos
Order: Earth, Light, Life
Chaos: Fire, Wind, Thunder, Death


Current enemies:
While Nature and Fire have been enemies for a long time just like Light and Darkness, Nature recently broke off their treaty with Thunder thanks to the recent dethroning of Raichel. Also recent was Chaos making an enemy of the Nature kingdom. Also of note is that Water *tries* to keep it's enemy count to a minimum, but due to recent circumstances, they could not stay neutral.

Fire: Nature, Water, Light, Order
Nature: Fire, Thunder, Death, Chaos
Water: Fire, Thunder, Chaos
Wind: Earth, Order

Darkness: Earth, Light, Life
Earth: Wind, Darkness, Death, Chaos
Light: Fire, Darkness, Thunder, Death, Chaos
Thunder: Nature, Water, Light, Order

Life: Darkness, Death
Death: Nature, Earth, Light, Life
Order: Fire, Wind, Thunder, Chaos
Chaos: Nature, Water, Earth, Light, Order


Current neutralities:

Fire: Darkness, Earth, Life
Nature: Wind, Darkness, Order
Water: Wind, Earth, Light, Death, Order
Wind: Nature, Water, Darkness, Light, Life, Death

Darkness: Fire, Nature, Wind, Order, Chaos
Earth: Fire, Water, Thunder, Life
Light: Water, Wind
Thunder: Earth, Life

Life: Fire, Wind, Earth, Thunder, Chaos
Death: Water, Wind, Order
Order: Nature, Water, Darkness, Death
Chaos: Darkness, Life





Fire (Mittens)

"Energy can not be contained forever."

Primary Power Type: Magic

The fire nation (Called "The Emfire" by those who dislike the nation) is known to be hasty, severe and sometimes wild in just about everything it does. From political decisions to one-on-one relationships. This isn't to say they are more or less fickle than the next region, but they can change at a moment's notice after years of fighting for another cause. This has a lot to do with the fact that because they pour so much energy into a given opinion, they will transfer that same energy to a new opinion if they are somehow convinced of it.

In recent history, the previous ruler of the fire nation set out on a conquest to dominate all the other regions. He wasn't a fool, however, and knew that if enough of the other nations saw him as a threat, they would team up and dethrone him. So he got a zealot to go into one of the nature kingdom's towns and set fire to it, the zealot killing himself in a blaze of glory so that it couldn't be led back to the fire king. Then he pointed this out to the rest of the zealots, claiming that the town catching fire was a sign that the Will of the Flame demanded for the nature kingdom to burn. The zealots fell for it and the king had total deniability. This didn't stop the nature kingdom from fighting back, but with no political reason to wage war and with their current efforts towards peace, they had little choice but to simply go on the defensive. For years. However, the fire king disappeared one day and in his place, a queen arrived. At the start of this game, the zealots are still setting fire to places in the nature kingdom.


Different people groups:

The Zealots
While other regions have people so vicious or so devoted as the Zealots are to the fire nation, the zealots have a way of standing out. Whether by being the loudest, or showing no mercy to their opposition, or their relentless pursuit of those they oppose, or all of the above, the Zealots of the fire nation are known simply as "The Zealots". When referred to this way, every native of the Heart of the Universe knows right away the person referring to them means the FIRE nation zealots. The Zealots believe passionately in the "Will of the Flame", which is what they call their idea of fate. Sort of. They believe that each attribute (Fire, Water, etc) is a living entity that flows through all and that their wills are conjointly "Fate". As such, they believe anything that happens in the Fire Nation is the "Will of the Flame" and so they fight fiercely for the ruler of the Fire Nation, believing his or her right to the throne sealed by fate itself. They neither believe in good or evil for the most part, believing only in the "Will of the Flame."

Students of the Flame
These are the people who have studied fire in so much depth, they know exactly what it takes to douse any given flame, how many degrees it takes to melt any given object. This much and no more. This much and no less. They have fire down to a science and as such are known to be the Fire Nation's best bet at strategic warfare. Individually, they are also usually the most dangerous opponents since they don't waste energy at all.

The Wildfire
As the name indicates, these people will not be tamed. They are the "other" of the Fire Nation and don't even answer to Fire Laws or the Ruler of Fire at all. Everything from respect to downright disdain from their fellow Fire citizens comes their way, but they don't care. All they care about is freedom to live how they want to live. People often say this is the closest to Chaos aligned one gets without being Chaos aligned. Not too far from the truth.



Nature (Alexis)

"You can not go against nature, for that is nature too."

Primary Power Type: Magic (Note: Nature people NEVER use the kind of technology that require harming nature in any way to create said tech. It is literally outlawed.)

The Kingdom of Nature is full of people who are reluctant to embrace technology. Despite this set back, they are quite formidable and considered to be the protectors of the land. Any land. Thanks to recent events, their hatred of the Fire Nation has grown to new heights, but their current "chosen one" Alexis believes fate itself threw a monkey-wrench into the Fire Nation's plans to wipe out the Nature Kingdom. With Mittens now the ruler of the Fire Nation, Alexis plans to do the unthinkable and forge an alliance with the long-time enemies and hopefully rebuild what has been lost from the constant raids that have happened over the past 5 years.

Different people groups:

People of the Forest
The ones who are of the opinion that trees are the sages of the universe. These people hold trees in high regard and are capable of communing with those trees. They stay close to home, having little to no reason to leave the presence of these great sages unless ordered to. They wield the most powerful nature powers and know a great deal of botany and how to work within nature rather than dominating it. The believe that if you humble yourself to nature and serve nature, it will return the favor. They are the ones used as the stereotype when people think of those from the Kingdom of Nature.

Hand of Nature
What healers are to the Kingdom of Life, the Hand of Nature is to the Kingdom of Nature. The Hand of Nature focuses on healing the land, though, and while they know a great deal about healing herbs and how to aid people who need it, their focus on repairing damage done to nature itself. Scorched earth, dry grasses, overly watered plants... these people can help any problem that may ail their environment. Unlike the People of the Forest, however, the Hand of Nature puts just as much importance on a flower field as they would on a forest.

Druids
The Druids practice all kinds of power, be it offensive, defensive or even mundane. They are the most balanced of the people of nature. While they are the protectors of their brethren, they have nothing but respect for the other two groups. While the People of the Forest commune with trees, the druids commune with animals and seek council from the People of the Forest when it comes to what the forest would have them do. Of all the groups in the Kingdom of Nature, however, the Druids understand the circle of life the most and understand its workings greatly. To this end, they are also responsible for making sure that circle doesn't get broken and to do this, they make sure the predators do not out populate the prey and vice versa. While a druid who dies will be happy to return his lifeforce to nature itself, it is said that every time a species goes extinct, the head druid dies. This includes sentient races as Druids believe all life is connected and all the races outside of flora count as fauna.



Water (Maximus)

"A drop of rain to cleanse. An ocean to terrify. All of it, water."

Primary Power Type: Technology

The people of the Water Kingdom are very kind to their own, having negligible in-fighting history compared to most other regions. However, they are by no means pacifists. With a considerably large army and good leadership in the army's ranks, the Water Kingdom is rarely attacked. Despite recent events, the Water Kingdom remains somewhat neutral, only providing food, supplies and flame-dousing to help the Nature Kingdom. With Fire having a new ruler, the Water Kingdom's patience has payed off and they plan to re-work their treaties in hopes of being left alone as much as possible without sacrificing any alliances.

Different people groups:

Inbetweeners
They may still have a strong preference for water, but the Inbetweeners have conditioned themselves to be able to be away from water indefinitely should they desire. They are the scouts who go ahead of the Water Kingdom to check out other nations and their whereabouts. They are also just as likely to know a power or ability from another nation as they are to know something water related. The Inbetweeners have brought much technology from outside back to the Water Kingdom and helped improve relations between the Water Kingdom and the other nations back in the earlier years of the Heart of the Universe.

True Blue
Patriots of the ocean, the True Blue study water closer than the others of the Water Kingdom. Unlike their fellow citizens who prefer technology, the True Blue study the purest form of water magics. It is said that long ago, extremely powerful members of the True Blue got together and focused all their power to manifest the Sword of Urser. But many doubt this due to the fact that there is only one such weapon in all the Water Kingdom.

Forever Flow
These are the people who have learned the art of adaptation to such a degree that it's said even Wind types have a hard time with them. These "tai chi" like people are able to take most any punishment and redirect it. Not very fierce fighters, but able to even most odds.



Wind ()

"The wind blows where it may and none knows where it comes from."

Primary Power Type: Magitech

Much like those of the Water Kingdom, the people of Wind always wanted to be neutral for the most part. But by coincidence and persuasion, they wound up with some alliances that are now costing them some hard choices. Having allied with the Thunder Kingdom because of Raichel, the Wind Kingdom does not want to break the treaty just because a new ruler came along. Likewise, their alliance with Fire is a long one that pre-dates the previous Fire Ruler by far. It's rumored they plan to try breaking off their wars with Earth and Order as soon as possible. It's also rumored they plan to break off their alliances soon after that. But they are only rumors...

Different people groups:

Clan Cloud
In antiquity, a group of people from the Wind Kingdom got together with some of the Inbetweeners of the Water Kingdom and learned together that there was, in fact, water in the sky. The "ocean of the sky" were none other than clouds. The two groups learned together about clouds and how to combine the might of water with that of wind. After the visiting Water people left, a clan was built based off this new knowledge. In the ages that passed since, these people learned more and more of this strange harmonic of nature and now know how to harness water to a degree. Although their control over water is limited compared to those of the Water Kingdom, Clan Cloud is able to control whatever clouds happen to be around, even to the extent of causing storms (Which, of course, opened their eyes to the fact Thunder/Lightning also comes from this unity). Clan Cloud continues to try learning what comes of any unification from other nations and it is even a common practice for members of this clan to search for a mate outside of the clan so as to encourage the birth of someone who can cause yet another harmony to occur.

Clan Breathe
The first clan formed in the Wind Kingdom, Clan Breathe is composed of people who believe in patience, meditation, humility and taking in life as if breathing it slowly. They share legends that when the Universe was created, it was a breathe that gave life to everyone. Today, this legend is taken as truth only by a percentage while others think it only a legend and that the Universe was not created. However, the clan continues to serve as the "thinkers" and "wise ones" of the Wind Kingdom, melding technology with magic. It is also said Clan Breathe were the inventors of Magitech...

Clan Path
Everyone has a destiny and Clan Path's job is to help everyone discover it. They find ways around obstacle, physical or otherwise. Clan Path is known for solving puzzles and instead of finding someone's weakness, simply finding another way to approach the fight that may work. Their ability to change combat to favor them is great and with the magitech Clan Breathe creates, Clan Path is usually able to breeze past enemies to their goal.




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Darkness ()

"We all have secrets; Shadows hiding portions of our lives. Everyone has some darkness inside..."

Primary Power Type: Magic

Contrary to common belief, people from the Nation of Darkness are not so much evil as they are just generally selfish. That said, they put personal safety above all else and have literally dozens of square miles filled with traps surrounding their capital city. They once had an alliance with the Earth Kingdom, but when one too many Darkness aligned officials let their paranoia get the better of them, all while the Earth Kingdom remained stubborn about their issues, a war broke out between the two. This was 10 years ago and the war has calmed down into a cold war. Their plans for the future are not even rumored about, which is one of the reasons many fear them... and why they have so few enemies.


Different people groups:




Earth ()

"Without a solid foundation, you will not stand."

Primary Power Type: Technology

Stubborn, but enduring, the people of the Earth Kingdom are engaged in a cold war with four enemies. Sometimes referred to as "statues" or "the unmoving" because of their reluctance to make the first move, these people believe strongly in letting your opponent have the first shot. They are proud, but rarely arrogant. These people have a fortress individually and as a whole. Their history records no defeats, but some people say that there is an old tale from days long ago when the Earth Kingdom was defeated.

Different people groups:




Light ()

"Once you are in the light, there is nothing to fear."

Primary Power Type: Magic and Technology

The Kingdom of Light is close with the Nation of Order and the Kingdom of Life, having a long standing alliance with both of them. Having a zero-tolerance policy has given them many enemies, rivaled only by the blunderous Nation of Chaos. The people of Light long to "enlighten" the other people in the Heart of the Universe and can often times come off as "holier than thou" even when they really don't mean to be that way. They are surprisingly aggressive for supposedly being "goody goodies", attacking more than defending when it comes to their enemies. Their morality is a two-edged sword, making them reliable, but predictable. While even the enemies of Light will trust what the people of Light say, the Kingdom of Light refuses to use underhanded tactics or cheap shots. They are the only ones left who still believe in the chivalrous "Fair fight".


Different people groups:

Truth Seekers
Unlike the Shining Gospel (see below) who claim they already know the truth more or less, the Truth Seekers are a bunch who while they lay claim to knowledge of certain truths, do not seek so much to enforce it on others but to rather seek more of it. These lore seekers meditate and frequently inquire from others. Some have claimed the Truth Seekers to be the opposite of the Shining Gospel, but ironically the two groups get along famously since they compliment each other. One asks, the other gives answers. In fact, if someone has enough knowledge on the Kingdom of Light, they would realize a good deal of what the Shining Gospel knows is because of the Truth Seekers. However, people are usually too impressed with the humility of the Truth Seekers to bother learning this fact nor caring even when they find out. The Truth Seekers help, of course, in their own ways besides making people feel big by asking them questions. They frequently find niches and cracks in the normal life of the people of Light and then explore them. For example, going to the spirit realm is considered something only people from the Nation of Death do. But a Truth Seeker might explore the spirit world just to see what's there. To every shadow, there is a light and the Truth Seekers know this.

Shining Gospel
The Shining Gospel is disliked by a large number of people because they are constantly trying to persuade people of what they believe to be the absolute truth. They teach there is a god who made the universe and claim their powers come from him. More than any other Light organization, they come off as being "holier than thou" since they actually address people's wrong doings and morality in general. They are capable of interesting miracles. Some of them focus on curing blindness of any kind, others focus on curing paralysis. But their primary ability is not healing. Rather, they are capable of bringing light in many ways, shapes and forms. Dark room? Easy. Darkness that can be felt? No problem. Ignorance? They eat that ALL up... again, why people dislike them. Nobody likes being told they are wrong and like even less being told they are immoral and in need of repentance.

The Warning
These are the people who WILL say "See? I told you so" when the time comes. They warn people of the consequences of their actions, whether good or bad. Their motives range, but the result is the same. Those who don't heed the warnings of these people find themselves in the situation predicted. They usually keep quiet, however, when something bad results in a good outcome or when crime pays. They only warn of the BAD outcome and will usually warn anyone. The spookiness surrounding these people's ability to predict is such that most believe it superstition, but the records don't lie... they are always right in their predictions.



Thunder ()

"When you do something, you may as well put everything into it and make it count."

Primary Power Type: Technology

Impulsive and easy to anger, these people are unlike the fire people in that they are not only *more* impulsive, but less passionate. Not so much because they don't believe in something as much as those of fire, but because they expend all their energy in one moment and then wait for the next chance to strike. However, they have plenty in common with the Fire Nation and have a long standing alliance with them. Some rumors say it was when Raichel refused to support the Fire Nation against the Nature Kingdom that she got "replaced" with the new ruler, who has shown blatantly he was a "yes man" for the previous Fire King.


Different people groups:


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Life ()

"Why die for something, when you can live for it?"

Primary Power Type: Magic

The people of Life value the lives of all sentient races and strive to make sure people enjoy life and live it to its fullest. They understand that there is a time to die, but they also believe it is their place to make sure that time doesn't come too soon. It is for this reason they are not ones to make enemies at all and are only enemies of the Darkness and Death people because of the constant antagonization the people of Life receive from those two nations.

Different people groups:

The Untouched
Called such because everyone has agreed to leave these people alone all together, the Untouched are a group of people who give their services of healing to every wounded of the battlefield. It doesn't matter the nation, they will help after a war and make sure people not only survive, but with the least amount of scars possible. They take vows that include not marrying outside of the Life Kingdom because of how often they wound up being so popular among their patients. While they come from the Life Kingdom, they are independent of the Kingdom in such a way that allows them freedom not only to do their job, but also to assure the other nations that the Untouched are not even in the Life Kingdom's pocket in any sense of the term. The Life King could not, for example, threaten to pull the Untouched from another nation's access. For any reason. There are rumors that the Untouched serve as the "eyes and ears" of the Life King since they are scattered everywhere in plain view, so people usually talk in whispers around them. Killing an "Untouched" is a crime against the entire Heart of the Universe; jurisdiction will not save the killer.

Teachers of Hope
This group of people are teachers who go from place to place teaching life lessons to those willing to learn. They enjoy helping people learn how to live life successfully... both in matters of the mundane and in matters of the heart. The teachers of hope are often sought for council for everything from Marriage to even war. They do not teach those who don't want to hear, but will teach anyone who has a question. It's ironic how much people like the Teachers of Hope when they resemble the Light Kingdom's Shining Gospel so much.

Fire of Life
Called such because they are so excited about *living* life, these people are said to be descendants of Fire Nation people from long ago, though it's still unconfirmed. Basically, they make it their mission to go about having fun and inspiring the people around them to do the same. They have caused many a chaos aligned to fall hopelessly in love with their organization, so they are also composed of people who were once citizens of the Nation of Chaos. In the same way, there *are* ex-Fire Nation people in this group. A common phrase heard throughout the Heart of the Universe is "The Fire of Life is spreading". Not as an ominous phrase, but as a comment on whenever fun is had. Still exclusively a Life organization because of what it teaches (living), this remains the most ethnically mixed group in all the nations.



Death ()

"The thing we all dread, but unifies us all. The thing we can all agree is a single, undeniable truth: Death."

Primary Power Type: Magic

The place where the people of Death live is a very scary, desolate place with little left living there. Light brown grasses, mostly sand, skeletons, wilted trees and other such signs of lacking life are scattered all across the place. The people who are still alive are bored, depressed and callous. A large number of the forces of Death are already dead... but that doesn't mean they no longer fight. Hundreds of thousands of undead "exist" in the Death Nation. Some of them haunted souls who exist simply to avenge their first lives. Some simply just roaming and attacking anything living. There is a structure, though, as all the undead follow their ruler without question, no matter how the ruler got the throne and no matter whether the ruler is alive or dead. The living members of this nation are the only "free" agents left, but even they frequently offer their services to the ruler of the nation, if just to have something to do.

Different people groups:

Soulless
That's what the remaining living of the Death Nation are called. Soulless. They act the part, hence the name.



Order ()

"Without order, all would cease to exist."

Primary Power Type: Technology

The people of Order are highly organized and rarely waver from their set structure. They like settling disputes in a very specific way, following protocol to the letter. They believe if the "spirit of the law" is not expressed in the written word, then the writer was inefficient. They have meetings on a daily basis to make sure everyone is in agreement concerning any given topic, be it law or simply current events. The people of order understand the other nations do not think the same way they do and think of them the same way most think of the people of Chaos. Their biggest desire is to make everything and everyone orderly, organized and "just so". Militarily, they are extremely dangerous as they have been known to lose battles on purpose since they calculate so far ahead that few other individuals outside the nation would even begin to comprehend the plans of the Nation of Order. In recent history, they got hold of something they are trying desperately to keep secret, but the rumor has at least leaked to the ears of the other nations' rulers that the Nation of Order has something they consider to be that valuable.

Different people groups:

The Cog
These people only see the light of day back at the capital city and only at break time. They are the constantly working masses who work like machines around the clock, resting as the body needs. They are key to the success of the Nation or Order as they provide EVERYTHING. Were the Nation of Order to find itself without allies, they are so self sufficient, they are said to be the only Nation that could survive beyond one generation on its own. The Cog is the reason.

The Mind
These are the planners, schemers and governors of the Nation of Order. Though they are divided into groups such as "Military" "Civilian" and "Foreseers", they all meet first thing each morning for a 4-hour meeting to make sure they are all up to date on every last plan. Even though the general of Order's armies, for example, is in charge of military plans, he listens closely to the other plans. In this way, every one of them can plan based on each other. It is, of course, understood that some secrets must be kept until a later time, but these people assure that the Nation of Order continues to move "forward" and not the other way around.

The Intelligence
Not to be confused with "The Mind", these people go out into the other nations and learn everything they can. They can be under the guise of warriors, teachers, students, emissaries, but in the end they all have the same "function": Gather intel on the other nations. The common folk don't know this group exists, but advisers have told their respective rulers of "The Intelligence"... even if just in theory.

The Tool
These are the people who effectively "disguise" the intelligence. They actually ARE the warriors, teachers and such. However, the biggest difference is that while the Intelligence gathers info, the Tool both plants info (Whether True or False) and inter-acts in more efficient ways. For example, the ones who come offering lessons from Order as teachers usually put ideas into the minds of children that later, in adulthood, would serve the Nation of Order greatly. Nothing so drastic as mind control, but stuff like "Tattling is not bad" or "Playing with your neighbors is as good as playing with someone you already know" or other very subtle, yet seemingly harmless lessons. The Tool is frequently held back by the Warning, but the Tool has already made the last several generations believe the Warning to just be a pile of superstition.



Chaos ()

"The wild card is what you play when you want to win. And few expect the wild card."

Primary Power Type: Magic

The people of Chaos are so unpredictable, they wind up being everything from chaotic to orderly. From easily angered to patient. But deep inside, every last one of them is a free spirit. Even the orderly ones do not believe in being bound by rules. Guided, perhaps, but not bound. Of course, like anyone, they are "bound" anyhow by their individual morals or life rules. These are the most versatile people as a whole. While you may find all kinds in other nations, you will never find as much of a given variety as you will in the Chaos Nation. Example: There are more orderly people in the Chaos Nation than there are in the Fire Nation. There are more life-loving people in the Chaos Nation than in the Death Nation... wait... duh. :p But you get the idea. If there is one goal their people have as a whole it's to NOT have a goal as a whole. They almost worship individuality and highly respect those who grab their own destiny by the horns.


Different people groups:

Agents of Chaos
These are the "Shakers". They desire nothing more than to stir things up just to see what happens. They start wars, they throw themselves at traps and they tickle someone in the middle of a serious conversation. There are extreme examples who would even punch someone they consider a friend just to see how he reacts, but those are very rare and usually don't even HAVE friends for the obvious reason.

The Disorganization
Nobody is sure whether this was made to mock everyone else's organizations or if it's a genuine attempt of the people of Chaos to build a special organization of their own, but whatever the case, this group of people accomplishes both something... and nothing. They have people who argue on behalf of every nation and what should be done regarding those nations. The problem is that since it is people of Chaos who argue, little gets done. They also argue points like what the nation should do next. Their primary goal is to figure out what the Chaos Nation is, what it does, what it should do, and its relation to those around them. Unlike popular belief, the people of Chaos actually care a great deal about their relationship with those around them. They are, after all, people like anyone else. Just not bound by regulations or rules as much as anyone. It is a little known fact that the Disorganization is the reason the Chaos Nation joined with the Fire Nation. Even less known is that they actually had a very good reason that had NOTHING to do with being intimidated by Fire, but more interested in restoring balance by giving Nature a major reason to strengthen themselves. They mean well... really, they do...

Disestablishmentarionistic Supercalifragilistic
Also known as the DS, these people focus on making sure nobody ever lays claim to the Chaos nation. They frequently have ceremonial throne burnings in public squares at random dates that mean nothing. The ceremony, of course, means something to everyone in the Chaos Nation. It means they refuse to have a ruler or rules. They've functioned fine without rules THIS long, they will continue to do so until they no longer function, thank you very much. The DS frequently makes silly speeches that mock other "inspirational" speeches (they favor picking on order's speakers) from the political field. Oddly enough, this proves they pay attention to the politics of the other nations, further proving how much they do care about the other nations.

The Ultimodified
Often referred to as "the crazies" or "the others", these are the members of Chaos society who have lost their minds. They either went off the deep end and decided sanity had too many rules and went insane by choice, or they went insane when people used logic to prove how alike they were to someone from the People of Order. Whatever the case, these people are housed and cared for by the others in the Nation of Chaos and sometimes revered as ones have achieved a higher calling. These people are the reason most nations think the entire Chaos Nation is full of crazies.
This message was last edited by the GM at 14:05, Sun 28 June 2009.
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