Fleet Register
Commands
Who holds the table, who holds the bridge, and which berths are open.
The Admirals' Table
Final administrative and command authority for the sim. Land, infrastructure, funding, shared assets, membership standards, technical administration, build placement, and the Federation framework.
The Captains' Council
Every active ship or station command has representation on the Council. It is where captains coordinate shared stories, major events, new groups, collaborative projects, and the development of the larger setting.
It is not a second governing body that shares ownership of the sim. It is where captains get a real voice, and a real responsibility to use it.
Command Roster
Every berth is currently open. Rookery is standing up its first permanent commands now, which means the pick of the assignments and a real hand in shaping the shared setting from the beginning rather than inheriting somebody else's.
If you run an established crew, this is the moment to talk to us.
Sim Activity
Live figures from the sim itself, not a claim. This panel only appears when there is something real to report.
Welcome Center Presence
Recognized commands may request a presence in the main Rookery Welcome Center: an information board, a command description, recruiting status, insignia, and contacts for players who want to know more or sign on.
It is how a command introduces itself and recruits without waiting for somebody to wander aboard. Placement, size, and appearance are coordinated with the Admiralty so the Welcome Center stays organized and useful for everyone. The space is a benefit of recognized command status, not advertising space for outside organizations.
Commands keep their own information current. The full policy is Article 13 of the Charter.
Stewardship, Not Ownership
A ship, station, or facility provided by Rookery remains a Rookery asset. The captain or group assigned to it becomes its steward, with primary authority over normal roleplay aboard it. Other groups should respect that command's home and coordinate its use with the assigned captain.
If a command becomes inactive or leaves, stewardship returns to Rookery and the berth goes back into the pool. That is stewardship, not punishment. An empty ship should eventually become somebody else's opportunity to create roleplay.
Builds brought in by a group remain the property of that group at all times. See Article 9 and Article 10.