Professions are the trades that Duskers fall into to fill the time or fill their pockets. Some are more lucrative and influential than others.
They can be seen twitching, scratching and mumbling with their glassy eyed stares
Advocates are the lawyers of Duskvol
Alchemists, or chemists mix strange ingredients concocting arcane recipes that continue to press the limits of reality
Anarchists do what they can to bring down the governance that oppresses them
Apiarists keep bees
Architects design the buildings of Duskvol
Arms dealers provide the instruments of death for The Duskers, The Bluecoats, and The Imperial Military alike
Artists make the paintings and sculptures of The Dusk
Assassins are the blades in the dark
Authors write the articles and books of Duskvol
Bailiffs keep order in the courts and look after the prisoners
Bakers are usually basic cooks and serve a tavern or a restaraunt
Bankers lend and keep the money in Duskvol
Barbers in Duskvol fall into two categories
Blacksmiths use coal fired forges to heat the metal they work with
Bluecoats are the protectors of the citizenry of Doskvol, most of the time
Bounty hunters find people who are trying not to be found
Brewers are more akin to alchemists in Duskvol
Brokers are the all too necessary middlemen of The Dusk
Butchers usually deal in rodents
Captains pilot the ships that sail into The Void Sea
The carpenter uses wood to frame and fit houses and build other forms of construction
Cartwrights craft all manner of carts and wagons in Duskvol
Chandlers are the candlemakers in an increasingly electroplasmic relient world
Duskvol is very legalistic. As a result, clerks are more than commonplace
Clockmakers are specialist tinkerers who make and repair the clocks in The Dusk
Cobblers make the shoes in Duskvol
Collectors gather trinkets or sets of curiosities
Composers are the smiths of music in The Dusk
Coopers build the barrels of Duskvol
Courtesans give company to the lonely of duskvol, for a price
Often, "legitimate" citizens will moonlight as criminals for additional income
Cultivators are the gardeners of Duskvol
Diplomats seek to mediate relations between The Dusk and the other cities and lands of TheShattered Isles
The Duskers who load, unload, and moor the ships that park in The Docks
Dog-handlers in the Dusk are somewhere between trainers and farmers
The driver is a common sight in The Dusk. Most are Cabbies
Dyers are the people who color the fabrics and leathers of The Dusk
Embroiderers stitch monograms into napkins and gang symbols into jackets
There is only one emporer in the Empire
Explorers reach out into the wild untamed parts of the world in search of secrets and treasures
Extortionists leverage threats for money
Factory workers are the hands behind all the manufacturing and fabrication in Duskvol
Foremen run the workhouses and factories of The Dusk with iron fists
Fishmongers sell the slimy mutated horrors that the void sea and the canals cough up
Fugitives are people wanted by someone
Furriers deal in furs
Gang Leaders oversee the operations of the worst people in Doskvol
Gang Members are the scum and villains of The Dusk
Glass blowers create the glasses, flasks, jars, and other glassworks of Duskvol
Goat herds breed and care for the goats that are the beasts of burden in The Dusk
They inhabit the canals and waterways of The Dusk, pushing their boats along transporting passengers or cargo
Whether it be a ministry head or district administrator, the job is the same, tie up everyhting in red tape
Guards defend the valuables of their employer, with varying success
Gunsmiths are the inventive engineers who make the weapons that eventually find themselves on the streets of Doskvol
The Inspectors (aka “Constables”) investigate crimes and present evidence for warrants and trials
Jailers keep the law abiding citizens of Duskvol insulated from the criminal element
Jewelers make the shiny baubles that in turn make Duskers drool
Journalists are the ones asking the questions, breaking the stories, and bringing the truth to the people of Duskvol, most of the time
The last known King in the Empire was a figurehead put in place over Skovland
Leatherworkers make saddles, straps, belts, jackets, etc
Leeches are the scoundrels who distill the drugs, refine the arcane essences, build the bombs, bandage the wounds, and forge the tools of the criminal trades
The leviathan hunters are the insane sailors who man the massive leviathan hunter ships that collect the blood of the leviathans
Locksmiths spend their time and their whole lives learning their way around the locks in The Dusk
The Lord Governor oversees Imperial interests in Doskvol
Insanity is all too common in The Dusk. Some minds are just not equipped for it
The Magistrates issue warrants, prosecute trials, assess evidence, and pronounce judgments (there are no juries)
Masons build the brick and stone structures of duskvol
Merchants buy and sell wares from all over the Shattered Isles
Mercinaries are soldiers for hire
The messenger carries the letters and packages of Duskvol
Musicians bring melody and song to the world cast into eternal darkness
The life of a noble is markedly different from that of the common Dusker
Cultists devote their lives to their forgotten gods
The physiker is called upon to heal practical injuries
Pit fighters put up their bodies for the purse, the challenge, or the unmatched feel of the fight
Plumbers fit pipes and repair leaks in the complex and ever changing buildings in The Dusk
The drug dealers of Duskwall provide the stupor and euphoria that many find necessary to survive in the remnants of this harsh world
Printers make the books, pamphlets, and posters that are distributed in The Dusk
Prisoners pass the time however they can until either their time is up or they get a pardon somehow
The last known Queen ruled over Skovland with King Aldric
The men and women who protect the electro-trains of the Imperium from the savage spirits of the deathlands
Religious leaders promise ease for the cost of devotion
Roofers have been known to replace the odd slipped tile with a suspicious bootprint
A ropemaker braids and twists the fibers that every citizen of Duskvol relies on every day
Given the odd tendency for rugs to get rolled up and tossed into The Void Sea, the demand for rug makers is steady
Sailors crew the ships of The Shattered Isles
The fire-fighters of the city
Scholars spend their time absorbing, sharing, and contributing to the knowledge of Duskvol
The scribe records what their employees want them to record
Servants often take the form of a person designated to perform a single task
Shipwrights are serious engineers, having to engineer ships that not only float, but can withstand the horrors that live beneath the sea
Whatever they might sell, more than half the price goes right out the door
Contraband transporters. They execute clandestine deliveries, territory control, and expeditions outside the city
They spread influence and make powerful friends for the families or companies they are tied to
Soldiers are the brave fighters of the Imperial Military who bravely brough the rest of the savage lands of The Shattered Isles under the civilized rule of the Emporer
The engineers who maintain the lightning barriers. Also pioneers of new technology, often indulging in dangerous research
Spirit Traffickers deal in the trapped souls of the dead
The bronzemasked hunters who destroy rogue spirits
Spies steal and trade information
Stewards are akin to a butler
The tailors of duskvol make the shirts, coats, and skirts of duskvol, often with some extra hidden pockets
Tanners prepare the leather and hide of Duskvol for craftsmen
The Madams of Doskvol are the women who run the brothels
Tattoists imprint the images of sailors, gangs, and memories on the bodies of the Duskers
Bar owners provide socialization ond much needed escape for the citizens of Doskvol
Tax collectors gather the slugs of the average working duskers and give those slugs to the magistrates
Thieves take what is not theirs. they are common in Duskvol
Tinkerers are always toying and adjusting their gadgets
Treasurers tally and guard the money in duskvol
Vendors hawk their various wares from shops and stalls
Ward boss is a person who owns or governs a small area of the city
Weavers create the cloth in The Dusk
The Whispers are the sentinels who watch the greater darkness—staring into the void so others don’t have to
The woodworker builds and repairs the furniture that fills all the homes in Duskvol