This is pretty bad. I'm tempted to give the following advice, given how much they're just beggin' for it:
Consider that your PC has been charmed into believing in an ethos he finds repugnant, and is tortured by this internal contradiction. He finally finds a way to resolve it while staying true to both philosophies:
Next time you're on watch, let the Chaos side take over. Go quietly from PC to PC and commit a coup de grace on the chaos worshippers who have foisted this horrific slavery on you. Have ready the page reference to the rules for making listen checks while asleep, and be ready to make sneak checks--or just cast a silence spell prior to your treachery. Once you've finished this, wander out of the story.
But that's bad advice, even though the other PCs really have a big dose of karma built up, and even though it'd make sense from a character perspective, and even though it keeps in the DM's philosophy of not telling folks what you're going to do because it ruins the suspense.
Instead, I think it's time to make it clear to the DM what you're looking for from the game, and make it similarly clear to the other players. If they want a monkey on a chain, that's a role to be filled by an NPC; you're unwilling to be the monkey. Either the story progresses very quickly to a point wherein you have control over your character, or else you get to come up with a new character, or else you bid them a fond farewell until the next campaign.
I don't normally advise threatening to quit a game, but what you describe sounds to me like fairly bullying behavior on the part of the DM and the other players, and I just can't see any resolution short of the measures I suggest above.
Good luck, and I hope they'll treat you right!
Daniel