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- adrognik 7s
- Mikael 1m No @invis-wow set
- Fogchild1 2m
- SmokePotion 8s Right or wrong, I'm getting high.
- Raven 26m I lost myself, in the dark charade.
- Rillem 6m Make it personal.
- Archangel212168 1m
- Soltan 25m
- freezeway3k 3m
- Woeful 13m
- Sulfurado 46m
- Hivemind 1m
a Mench 1h Doing a bit of everything.
- zxq 32s Tools: https://ansicolortool.neocities.org
- PsycoticCone 19m
- xXShadowSlayerXx 56m
- JanekSembilan 38s
- Pladdicus 1m uh
- Fay 29m
- hex 4s
- Wulf 1m
- Vanashis 7m
- BlackSoul 4m
- FluffyPuff 30m
And 29 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

The weather
What's going on there?

As simple as the title really, some adverse weather can be fun and drive RP, when it's near-permament it just becomes a a hassle, and that's how it's been feeling for a while now. What gives?
City weather as an entire system should have been abandoned years ago but my assumption is now that there's no one left who knows how the weather code works. You have to wonder why anyone even bothered with the conceit of a domed city when every other design contribution that came afterwards would ignore or handwave it away with increasingly outlandish IC explanations that get more and more contradictory.

And it makes it hard to care about any Major Disaster Plot when it was preceded and followed by two automated weather disasters that everyone gets conditioned to mostly ignore. What are players or staff supposed to do that can rival the impact of a script that randomly turns Blue into a flooded disaster zone?

It's a system that traded immersion in depth and coherent worldbuilding for basic cosmetic feedback.