INNER DOME ARCHITECTURE and FASHION AND LIFE

Each dome is different owing to the culture of the genetic clones who controlled it and their influences and the state of their infrastructure when the fall happened and they were cut off, and the situation they're in now. Most cities resemble Italian renaissance capitals, Florence and Rome and Milan, etc. But a peculiar feature of architectural magic is that they can change a building's shape on the fly, and the city's shape on the fly. A distant observer can actually watch towers move side to side and up and down, and castle walls expand and retract. This is actually very helpful in sieges, as elan is used to shore up city walls.

Rooves are red, walls are off white. Vegetation is abundant, with artificial trees. Public fountains are centered around a frog man bound in a glass globe which oozes water. There are community ovens, mills, wine presses, washing centers. Foremen ride through filthy cobbled streets with gutters running down the middle overflowing with waste. Chimney smoke rises high.

Fashions change all the time. Currently clothes are close fitting, with high collars and high boot tops. The poor or dim wear clothes that are less well fitting. Sans cullotes. Simple jackets or vests that can withstand the heat of the artificial sun when they're working.

The common laborer resembles a medieval one. They work all manner of trades in the cities and some in the towns. They farm and cultivate livestock, although in a sort of neo-fedual corporate drone role. They have a supervisor that they rarely see, and much of their motivation to work is that they get a share of the profits they generate, and this enables them to eat, though at bare sustenence level.

Much of that labor outside of the cities however is devoted to the warlord they owe vassalage to. They cannot work their own lands or their own subsistence until they've taken care of their Lord's. When they die, if they've purchased manumission to forgive their indulgences, the imago they become will belong to their lord, and not their family. Thus, the lord's stock is replenished and maintained, and his people's is not, they are led to privation and desperation.

A rural peasant's life is hard and short, and brutal. Outside city walls they are vulnerable to all manner of threats. But this is where most of them live, subsisting on the industrial crops they grow to feed everyone, and living lives free of much of the political and media wrangling. In that sense they are freer.

In exchange for this, he nominally offers his protection as a Knight. Invaders are kept at bay, or dueled in Murderball to vanquish them in formal order.

The poor outside of cities exist in simple huts, some in buildings constructed by an engineer that are falling apart and shored up with improvised materials. The trees around their villages are all made of manumitted ancestors and the offpsring of those human trees. All other foliage etc come from the original seeds planted there by the first agriculturalists in the colonization phase, and manages to spread easily in climates where it belongs.

Horticultural engineers are wise enough in their art to know that these weeds and other crops are essential for the biosphere, and very attuned to the needs of the greenery. It is their job to keep these forest areas healthy and biodiverse, and they're paid to do this. Sometimes domes are so damaged that Ether leaks in and kills all life. When a dome is reclaimed these engineers bring the seeds with them and regrow the land. This has happened maybe 3 times in living history.

These woodland engineers enjoy an unusual sense of autonomy and neutrality. Most civilizations and cultures understand the extreme importance of plant life to their continued existence, the same way we do about air. Thus because they still stand in tension with builders who need wood, they are allowed to claim as a people without a land of their own, the forests and the greenery in every dome, and defend these lands from excess exploitation.

Plagues in the form of rogue necrolitic zombie agent insects are a constant concern. A zombie plague is a terrifying threat, every bit as great as marauding mercenary bands, sometimes greater. These plagues are bad for everyone. If a zombie attacks and kills someone, it spreads its offspring to the soul, which is unable to be claimed by the vault. Every zombie represents lost revenue. Thus, the major governments of the world will frequently authorize a crusade to defeat these zombie plagues and win back the lands lost to the hordes.