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Neopia's Fill in the Blank News Source | 7th day of Swimming, Yr 28
The Neopian Times Week 103 > Articles > Neopian Government: Part 2

Neopian Government: Part 2

by englishladygodiva

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.


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