fiction
Island Folk move effortlessly, from their state out amongst the seas, to many places all over the Cooperate, and also undeterred in dangerous lands of conflict under the yoke of War-machine and Secret.
The all-reaching yet unassailable nature of their pathways and Islet facilitate their frequent travelling, and ensures instant recall home in the event of threat or actual harm, or very rarely, demise.
This connectedness extends in the perpetual state of networking and mutual awareness of fellow citizens, which enhances their already formidable capabilities to overcome any obstacle and withstand any foe.
Their consistently versatile person-of-trades profiles, which quickly specialise & upgrade in needed narrower aspects, make them top experts in whichever mission they happen to be pursuing at a given time.
Island also has the Unreturned, individuals most often living in the Cooperate, who do not realise they are sleeper Island folk, and have not realised the unbeatable potency within, which activate upon being convinced of their true identities.
The Unreturned are not always well-known as outstanding, upstanding persons within their adopted countries; they also exist inconspicuously, with seemingly mundane actions & lives.
One common pattern seldom detected of them, is that they are uncommonly aware of the world, and uncannily able to sidestep even sure death or ruin; whatever positive causes they work towards, invariably & eventually succeed and bear fruit.
Cooperate's best are often Professionals, highly educated in a particular field, and devoted to bringing out the best work through their expertise.
They prove what ordinary people can do, usually without any special gifts beyond their integrity and determination to succeed.
Those particularly attuned to innovation, trailblazing and the avant-garde become Entrepreneurs in Cooperate.
Not just focused on making wealth through trade and other means, these Entrepreneurs lead in their own chosen fields, from improved new methods in technology, through new expressions of communication in entertainment media and knowledge production, to new systems of thought or survival training.
War-machine expansion is led by Warlords, who mostly initiate hostilities from their territory bases through overt conflict, and less commonly engage in propaganda and spin to achieve expansion.
Complementing their goals are War-machine's Sowers, who move into target future acquisitions to spy towards an understanding of the target land's vulnerabilities, before generating discontent and dissent, until countries and communities are ripe for invasion & takeover.
Hostile denizens are most strongly represented by Havocs, who promote the Hostile ideology of spreading chaos and violence, by generating extreme terror in regions unfortunate to be in the vicinity.
This is done similarly through physical force and mental trauma, as War-machine might do, but more disruptively and aimed towards devastating rather than absorbing territories.
Because of this, Hostile and War-machine appear to be converging to common cause, and their expected merger in the foreseeable future is also seen as given.
Secret's Latents are found in every community, except where they have been rarely but repeatedly and thoroughly weeded out.
They are highly adept at fishing for intelligence, to be later used to Secret's advantage and the community's detriment, especially by Puppeteers.
In this they are more effective than War-machine's Sowers, but pale in comparison to Island Folk.
Which brings in Secret's elite workers, the Puppeteers.
Besides maintaining ever control on preferably all major cultures, or ideally all creatures on World, at the same Puppeteers also have to maintain a strong semblance of authentic volition, on the part of the countries they have infested, such that compromised Cooperate towns and infiltrated War-machine bases appear to be what they are expected to seem like.
So far, utter failure continues where Island & Islet are concerned, and an unexpected handful of Cooperate settlements.
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