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Neopia's Fill in the Blank News Source | 19th day of Swimming, Yr 27
The Neopian Times Week 100 > Articles > Neopian Government: Part One

Neopian Government: Part One

by englishladygodiva

GUILD HQ, NEOPIA CENTRAL - Many people are concerned with earning Neopoints, fighting in the Battledome, fostering new guilds, or building up their shops. Few Neopets and their owners recognize that there is a commonly ignored system that makes everything possible. I've taken it upon myself as my personal mission to enlighten Neopia to this crucial part of modern society: government.

Without government, Neopia would simply be a realm of chaos and anarchy. Neopets would run through the streets, breaking store windows and pillaging goods. NeoHomes would be set aflame by ruffians looking to create trouble. Lawless vigilantes would roam the streets engaging Neopets at will, using extortion to fatten their own bank accounts and deprive poor, innocent Neopets of their hard-earned Neopoints. In short, government gives Neopia a stable, prosperous environment that allows Neopets and their owners to flourish and grow peacefully. In this first in a series of five articles, we shall take a look at the governmental systems of Neopia Central, the Haunted Woods, and Tyrannia.

Neopia Central-Naturally, this is the first land one must look at when treating anything in Neopia. Oddly enough, though, it is very hard to find any sort of government at all here. Close examination reveals that the guild system actually plays a vital role in Neopia Central's government.

The guilds give Neopets and their owners the opportunity to voice their opinions on many issues. The guild leaders then meet in what is known as the Grand Council, essentially an oligarchy (government run by a council). The Grand Council debates issues and votes on them. They also administer many different public facilities and institutions (like the Hospital, Bank, and Auction House) and see to the operation of the government owned and run stores. In addition, the government is also a very large benefactor for the arts. Everything you find in the Deep Catacombs, like paintings, stories, and The Neopian Times itself are all financed, at least in part, by the government in Neopia Central.

Many residents of Neopia Central are very happy with this form of government. It has allowed their land to become the capital of Neopia in almost every respect. To quote the Health Food Shopkeeper, "I absolutely love the job the government does here in Neopia. I can sell my goods at reasonable prices to the public and people can also open their own stores and go into business for themselves! How much better could things be?"

Summary-A stable system where Neopets can be heard and their issues addressed, combined with many public works, has allowed Neopia Central to become one of the most prosperous lands in all Neopia.

The Haunted Woods-This is one of Neopia's more troubled realms, largely due to its unstable government. Though it may not appear that there is any form of government reigning in the Haunted Woods, closer examination disproves this theory. The Haunted Woods are ruled by a number of warlords that are constantly competing for influence within the Woods. There are only four warlords currently in power in the Haunted Woods: Edna, the Esophagor, the Brain Tree, and Sidney. Each of the four controls a section of the woods and none of them appear to hold an advantage over the others. Whenever one warlord has tried to seize more power for himself, the other three have thwarted the attempt.

According to Edna, "We're all dependent on one another. The Esophagor relies on me for the food I make, and the Brain Tree needs the Esophagor to grow in knowledge. If one of us were to be removed, then the others would crumble. And, to be honest, everyone needs that wretched Sidney since he brings so many people to the Woods." When asked to comment on this, the Brain Tree said, "I am already formulating my next plan to subjugate all of those pathetic weaklings and make them my vassals. Soon the Haunted Woods will be mine and then I can move onto grander conquests, like all of Neopia! MUHAHAHAHA!"

The lack of formal government has virtually quashed the Haunted Woods' economy. Only the Deserted Fairground under Sidney is able to reap any sort of profit in this dismal forest, and then only very little.

Summary-Four warlords rule the Haunted Woods keeping one another in check. Though it preserves status quo within the Woods, it creates an unstable atmosphere for economics.

Tyrannia-this prehistoric kingdom of Tyrannia operates through a republic. The Council of Elders, elected by the people of Tyrannia, meets in times of emergency, such as the invasion of Tyrannia led by Dr. Sloth. Kyruggi holds the position of Grand Elder and reigns over most of Tyrannia and the capital of Tyrammet.

Unlike other kingdoms, the Elders of Tyrannia have specific jobs they must attend to. Many people are familiar with Saber-X from their visits to the Giant Omelette, but few also know that he is in charge of strategic defense for Tyrannia. Plesio commands the naval forces while Grarrg serves as Battle Master. Myncha is the head of espionage and reconnaissance and Tekel is the spell and potion master for the realm. Who said that prehistoric peoples don't pack a punch?

When examining these roles, one notices that no attention is given to civic matters, such as legislation and public services. According to Kyruggi (all quotes translated): "In Tyrannia, things are much simpler than in the rest of Neopia. We don't need all of these fancy things that you talk about. Instead, we vote within the village whenever issues arise and majority rules."

In fact, many people living in Tyrannia seem to be happy, even though Tyrannia is one of the poorest realms in Neopia with a GDP (gross domestic product) of only 32 million NP annually. According to Myncha, "Why would anyone want to live anywhere else? You've got the lush jungle, free food, and an amazing army, if I may say so myself, to protect you. Many Neopets come here, hoping to escape the pressures of this soc-called 'modern' society."

Summary-The elected Council of Elders rules Tyrannia, seeing to the defenses of the realm to keep a land already happy safe from envious enemies.

Next week we'll discuss the government of the oceanic kingdoms of Neopia: Mystery Island, Krawk Island, Roo Island, and the former kingdom of Maraqua.


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