Entry Procedures
How to Join
There are two ways in, and they are not the same thing. One is walking aboard. The other is bringing a whole ship with you.
Path One: Individual Players
If you want to play, come play. Visit the sim, find the out of character welcome area, join the group, or drop into Discord and say hello. Somebody will point you at the crews that are recruiting and the events that are running.
There is no entrance exam. The Academy exists to help people play, not to prevent them from playing. Self paced courses and training resources are there if you want them, and captains set the training expectations for their own crews.
Path Two: Established Crews
Already running a group? Bring it. A group may bring its existing crew and identity into Rookery, keeping its name, history, traditions, uniforms, internal organization, and culture.
When accepted as a permanent command, the group receives an appropriate place within the sim and its captain takes a seat on the Captains' Council. Depending on availability and circumstances, that may mean a Rookery vessel or station, approval of your own existing build, or another arrangement worked out with the Admirals.
Start with the application. It is short, and it is designed to tell the Admiralty what it actually needs to know rather than to bury you in paperwork.
Guest or Permanent
This is the one distinction worth understanding before you apply, because everything else follows from it.
Guest participation
No framework, no berth
Groups that want complete organizational independence are welcome to visit, participate in public events, and roleplay with us as guests.
You keep total independence. You do not receive a permanent ship, station, facility, or place within the sim.
Permanent command
One Federation framework
Groups that want a permanent ship, station, facility, or place within Rookery are joining the community under the Rookery Federation framework.
You keep control of your crew. You accept that there is one Federation framework, one shared community, and one sim administration.
What Happens After You Apply
- The application reaches the Admirals. It goes to a private channel the Admiralty reads. It is not posted publicly and it is not circulated to other captains.
- You get an acknowledgement within a few days. Even if the answer needs more thought, you will hear that we received it.
- We talk. Voice or text, whichever suits you, before any permanent assignment is made. Both sides should understand what your group wants from Rookery and what it intends to bring.
- You get a clear answer. Yes, not right now, or guest status for the moment. No indefinite silence, no string of maybes.
The goal is not to fill every available ship. The goal is to fill the sim with groups that actually want to be here. A no is about fit and capacity, not a verdict on your crew.
Bringing Your Own Build
We would rather let a crew continue aboard the ship they already consider home than require them to abandon it simply because they have joined this community. Bring the estimate if you have it: land impact, script load, physical size.
Rookery has finite land impact, script capacity, and space, so placement decisions rest with the Admirals' Table. If a build is too heavy, the first move is to find a workable solution together, not to turn the group away. The full detail is in Article 10 of the Charter.
The question is not whether we like your ship. The question is whether the sim can reasonably support it.