|
TRAINING SCHOOL, MYSTERY ISLAND - In my earlier article "Neopian
Government, Part 1", we took a look at the governments of Neopia Central,
the Haunted Woods, and Tyrannia. In this article, we shall examine the oceanic
realms of Neopia: Mystery Island, Krawk Island, Roo Island, and the once prosperous
kingdom of Maraqua.
Mystery Island-This realm has long held large interest for the political
science scholars of Neopia. The only thing that even closely resembles a government
rests in the Tribe of Pango, headed by the great chief Umma Bunga. Though none
have ever successfully assimilated themselves into the Tribe of Pango, it is
has been reported that Umma Bunga presides over the tribe as an enlightened
despot. The island natives, referred to as Cocos, elect a new chief upon the
death of the current one. Cannibal Village is the Cocos' only known city, hidden
deep within the jungles of Mystery Island.
The government appears to be focused around religious rituals. If you may
recall a few years back, the Cocos' sacrificed Neopets staff members to the
great Mumbo Pango. Even now, the three rock heads found on the Northeast isle
of Tiku Taku Island form a shrine to the great god Tiku Taku, who is venerated
by the Cocos for protecting their island far in the past.
Today, investors from Neopia Central have opened up the island to tourism
and the Mystery Island's economy has skyrocketed to over 240 million NP annually,
making it the fifth largest economy in all of Neopia. Secret agreements have
given the natives a percentage of all business done on the island, but how much
none can say.
Summary-A tribal enlightened despot community that balances religious rituals
with foreign investors for great profit.
Krawk Island-This small isle off the cost of Mystery Island is a haven
for thieves and pirates from all across Neopia. Here, martial law reigns as
pirate captains from all over Neopia come into port. "Sometimes crowds get a
little rough," says the keeper of the Little Nippers petpet store, "and that's
why we've got strict laws here about being uncouth and sedition, not to mention
street brawls!" In fact, Krawk Island does makes more NP by collecting bail
for pirates that have been arrested for breaking the law than they do in business!
In any situation where martial law reigns, the real power lies in the police
commissioner. On my quest to find the source of power, I was quite surprised
to find that the Fontaine Sisters themselves were the police commissioners of
Krawk Island. "Nobody else wanted the job, so we decided we'd take it," said
Loretta. "It's really easy for us to keep tabs on people because everybody who
comes to Krawk Island goes to the Golden Dubloon. The mean ones stand out like
sore thumbs because they're usually very sloppy and don't say 'Thank you' at
all. Besides, nobody really thinks of us when they think of the police," Rosetta
added with a smile.
The lawlessness of Krawk Island has hurt their economy, which weighs in at
64,000 dubloons (or roughly 24 million NP) annually in GDP (gross domestic product).
Summary-Krawk Island's concentration of pirates and scoundrels has created
the need for martial law, which has stifled their economy to a degree.
Roo Island-One of the more forgotten realms of Neopia, Roo Island is
one of the wealthiest monarchies in all of Neopia. Lately there has been a resurgence
of interest in Roo Island. The island was founded by the famous Count Von Roo,
and since then has been the Blumaroos' homeland. Today, King Roo, the inventor
of the famous game Dice-A-Roo, rules over Roo Island with a kind heart and gentle
hand. As of late, however, accusations have been flying about a possible palace
coup that has put Advisor Broo in the real position of power and made King Roo
nothing but a puppet king.
Few would think that Roo Island would be Neopia's second largest economy,
dwarfing even Neopia Central! It brings in 1.8 billion NP each year in business.
Much of this revenue comes from Dice-A-Roo, but the peaceful environment fostered
by the monarchy over many years has contributed to the success of the island.
The main center of Roo Island is, naturally, Roo City. Here, the steady political
climate has led to the development of industry, as well as tourism.
Summary-A traditional monarchy that stabilizes the land, allowing for a prosperous
kingdom and community.
Maraqua-This once proud kingdom now lies in ruins. A look at the government
of this formerly proud realm is a useful history lesson for any young Neopet.
Built, like so many of Neopia's worlds, on a monarchical system, Maraqua flourished
under their gentle king. However, it would turn out to be the King of Maraqua
who undid his own realm. When Captain Dread came to collect protection money
from the kingdom, the King refused to pay. Why this was, no one has yet ascertained.
Some former residents say it was due to the slumping Maraquan economy, while
some of Maraqua's detractors claim that the King's luxurious palace and insatiable
appetite for gourmet foods that kept a cook engaged 24 hours a day spent the
palace reserves.
Whatever the cause, it was not long before Maraqua was destroyed by a vicious
whirlpool that ruined the realm. Within the past months the whirlpool has stilled
and the ruins of the royal palace can be seen. No one would have expected the
signs of vitality that Maraqua shows today. A few Acaras and Aishas have returned
to the city, and a small statue of an unknown Faerie can be found there. These
both hint at a return of the King of Maraqua and the restoration of the monarchy
and Maraqua.
Summary-A prosperous monarchy brought to its heels, but is starting to show
slight signs of vitality.
That concludes our look at the ocean kingdoms of Neopia. Next week we'll examine
three of Neopia's most influential monarchies: the Lost Desert, Faerieland,
and the kingdoms of Meridell & Darigan.
|