"Then mankind would have become as the Great Old Ones; free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. Then the liberated Old Ones would teach them new ways to shout and kill and revel and enjoy themselves, and all the earth would flame with a holocaust of ecstasy and freedom."
The truth is that anarchist philosophy and action are secretly promoted and supported by extraplanar forces. Anarchists claim communion with beings of raw chaos, crippled and lobotomized by the irruption of crude matter and banal casuality into their realm. These ultimately formless beings, are often portrayed (or disguised) in anarchist works as vaguely unsettling frog-like creatures, or sometimes seemingly innocuous cartoon characters of various sorts. These beings want nothing so much as to destroy the irritant that is the Prime Material Plane.
Anarchist initiates and potential recruits may serve or aid anarchist masterminds in their various schemes, which are often ill-conceived and needless complicated, but always promote fear and sow discord. Masterminds are a diverse lot (their masters place no premium on conformity, after all)--some appear as scientists others masquerade as normal criminals, while still others dress and act like sorcerers out of old legends.
Anarchism is more popular in Ealderde, particularly in the east, but Anarchists have been known to effect outrageous accents, regardless of their true origins.
Symbol: A featureless black flag, or a stylized eye.
Special Benefits: The induction into true anarchism is the learning of aklo--which allows interpretation of anarchist messages and communication with the chaotic null-gods (Aklo can't be learned without becoming an adherent of the chaos beings, attempts to do so will lead to conversion). More advanced followers may develop boons, which are magical powers which often take on an unwholesome or disturbing manifestation. Anarchist magic-users essentially become something like 3e sorcerers--they don't require memorization or spell components. However, every spell casts requires the caster to make a saving throw, with every failure resulting in some sort of physical manifestation (a skin lesion, tic, change in color of one eye, etc.). Every two failed saving throws in a row deal 1d4 points of damage. One of these manifestations will "heal" for every 24 hours without magic use. Any game effects of the manifestations are at DM discretion.