The Selkie Wiki
OOC: The High Kingdom, not to be confused with the Age of the High Kings in the Free Lands, is a variant of the Free Lands to be used in FanT-RPs. The High Kingdom involves Strike Witches Witches (locally known as Bebinni, Kanmusu as well as several other fantastical elements. Reader dscretion is advised.

The High Kingdom of the Selkie is a large nation in the Open Ocean, where the Selkie live in their cities and towns. The High Kingdom, ruled by High King Niad the Shipwright, is known as a nation with a strong agricultural base and a decent industry, but also for a strong military force, the Muster of the High King, separated into the Muster of Horse and Foot and the Muster of Ships.

Aside from the Selkie, the Demhanachta (familiar ghosts) and the Bebinni, a.k.a. the Selkie-Witches.

Ever since their first appearance in the modern era in 1903, the High Kingdom has been in occassional combat against the Neuroi and has been, since the Fall of Almadaldima-Hayana in 1948, in an uneasy We don't attack you, you don't attack us-situation with the Neuroi-Hives in Almadaldima-Hayana, which was occassionally broken by short confrontations (like the 1950 Great Neuroi Incursion in the Ruthanar-Archipelago). The High Kingdom is a nuclear power.

Chronological History

See also: List of High Kings of the High Kingdom.

Mythical and Prehistoric Times

The Tribal Kingdoms (ca. 2,500 - 509 BCE)

The First High Kingdom (509 BCE - 450 CE)

Turbulent Times of Kingly Rule (450 - 900)

Second High Kingdom (900 - 1106)

Split Realm (1106 - 1280)

The Crusade (1280 - 1336)

Third High Kingdom (1336 - 1799)

  • 1651-1653: Famine
  • 1740-1741: Famine

Golden Age (1799 - 1924)

  • 1845-1849: First Great Famine
  • 1879: Hunger Times

Second Great Famine (1925/1925)

20th and 21st centuries





The High Kingdom is in a difficult situation politically: On one hand, there are Neuroi-Hives in Almadaldima-Hayana, which is, geographically speaking, right around the corner (6,500 km from Fortham to Almadaldima). These Neuroi-Hives present a clear and present danger. At the same time, the High Kingdom lacks the ressources to rid the world of these hives. So, as far as defensive policy goes, the High Kingdom's main focus is defense, keeping the uneasy We don't attack you, you don't attack us-situation going and combatting the Neuroi whenever they step out of line.

The High King

The current High King is High King Niad the Shipwright, standing in a long line of High Kings. While formally serving as the Head of State, and being elected by the local magnates, the Kings (and Queens), he is not an absolute monarch, but a constitutional one.


Technically, the High Kingdom is still a confederation of localized magnates, Kings, banding together and electing one of their midst as their head, as it been since ancient times. Practically, the High Kingdom is a constitutional monarchy, every higher political position of power being elected by the people since 1850 (in the aftermath of the First Great Famine).

The High King is the Head of State, the lands of the local Kings act as sort-of federal states,

Foreign Relations

The Neuroi

  • known locally as Rha-Eraill, the Other Ones
  • uneasy We don't attack you, you don't attack us-situation
    • especially with Neuroi-Hives in Almadaldima-Hayana since 1948 and 1950
    • several short bouts of conflict ever since:
      • 1983 Neuroi Incursion in the Vellenge Islands

Law and Law Enforcement

Polices of the High Kingdom

There are several Bebinni with the Polices, organizes in local Bebinni Police Units. Among others, they operate the Brecharn B-16.

While crime does exist, organized crime is on the backfoot, as the limited (and mostly legal) activities of the Bitinaghi Syndicate attest. Larger gang or syndicate conflicts are usually not observed.

The Tribes

In total, there are twenty-three Tribes left, each Tribe being led by an Elder and by a Tuathri or Local King. The Local Kings are nowadays serving as an upper house while the Elders advice both the High King, the Parliament and the Kings' House.

More importantly, the Tribes serve as a census category and their ancient lands as a sort-of federal state.


  • 23 Tribes, 8 Old Tribes, 15 Young Tribes
  • Old Tribes:
    • Tribe of Bruchlochanna: Lives around Lake Mór (literally, Tribe of those, who live by the Lake).
    • Tribe of Seantana.
    • Tribe of Cuara.
    • Tribe of Cyfarthfa, lives in the South-Western Great Woods.
    • Tribe of Mwywastad.
    • Tribe of Craigstell.
    • Tribe of Gaillimadún, from the Trossach and famed for its mounted warriors and horse-Bebinni.
    • Tribe of the Wedibentio, the Painted Ones (literally), live in the Archipelago.
  • Young Tribes:
    • Tribe of Athy
    • Tribe of Dochaid
    • Tribe of Cirdháin


Also see: Equipment of the Muster of the High King, Bebinni-Gascioch, Structure of the Muster of Horse and Foot in 1950, Structure of the Muster of Horse and Foot, Structure of the Muster of Ships in 1950, Structure of the Muster of Ships.


First Sector

Second Sector

Third Sector



The High Kingdom's Infrastructure relies a lot on trains for long-distance transport of goods overland and on lighters and liners for transport over water, as well as horses for short-distance transport. While the mechanization of private transport is proceeding further and further, this is mostly limited to the areas around Lake Mór and the South-West of the Mainland in general, while especially the mountainous regions rely heavily on equines in various forms.


See also: Selkie (High Kingdom).

In total, around 45 million people live in the High Kingdom.






Visual Art and Architecture



Fashion and Dress