Create Fantasy and Sci-Fi Professions

Location
Pittsburgh PA USA
Pronouns
She/Her
There are a lot of these create/invent threads, but searching didn't turn up one abut jobs, so I went ahead and made one. If there is an existing one that I missed, please let me know.


So! One of the things that often frustrates me about fantasy worlds is that they often fail to realistically show how magic would be integrated into technology and the economy of any world where magic was fairly common. Similarly with science fiction, you see people really struggling to imagine how our modern world of "wage slavery" would be different in a post-scarcity culture or a world were the characters are post-human or aliens with different physical needs and abilities. That's what I'd like us all to think about here! :) So, please tell us about any struggles or inspirations you have had about professions in your creative endeavors.

Example: I wanted to tell a story about a science fiction setting where it was common to have a spaceship where the crew was sort of an independent miner's union, and the spaceship's daily job was mining asteroids. Then I considered telling the story in a fantasy setting instead, something like One Piece except instead of being pirates the crew is sailing from island to island looking for valuable metals in hazardous jungles filled with tigers and dragons and things. I don't really know what to call these miner/sailors - they're not a mercenary band, not a pirate crew, not a trading caravan or company, and just calling them a mining crew wouldn't get across the idea that they are practically a clan or tribe, a close-knit social group which does not belong to any company. What would you all do with a ship-based community that explored the wilds of the seas or space looking for metal to mine?
 
So this?

My favorite one is Glitterworld Surgeon because of how useless they are.
Yeah that's a good reference. :) I'm kind of curious now what the HECAP and HISCAP things are, maybe they are from a scripting language...?

As far as the Glitterworld surgeon, I actually have a fantasy equivalent of that profession in my Spectrum of Magic 'verse. Yellow magic is mainly good for transforming matter, including living matter. Kind of like a biotinker. So high-level yellow mages tend to specialize in either shapeshifting themselves or yellow healing which involves cosmetic surgery, limb reconstruction, sex reassignment surgery, and magical genetic engineering/monster creation. They have some powerful abilities but are useless n the face of the common cold and any kind of infection or plague or even a headache, which all require a green healer instead.
 
Spiritual Negotiator: Someone who has the ability and training to speak with ghosts and other spiritual entities, and reason with or manipulate them. Useful when an exorcist is unavailable, undesirable, or useless because the spirit is stronger than they are. Typically they are sent in to find out what such a being wants and appease them or convince them to leave. In other cases they are used to negotiate an actual deal of some kind, when the active cooperation of a spirit is desirable.
 
Start with the basics, and work your way up the technological ladder.
The jobs we developed in the real world changed from a logical order in technology. Likewise the professions of a world of magic will change because of the development of magical technologies.

Food and agriculture:
How has magic changed the production and availability of food? Do people need to grow that food, or can it be produced out of nothing? What magic exists to aid in agricultural production? Can magic be used to change weather on a small scale? Cause the crop to grow faster? Can they be harvested en mass like today with using a combine, or do they need a lot of laborers to harvest the fields before the food spoils?

Our food today is very cheap and available for two major reasons. One, advances in technology and knowledge allow just a few people to manage large fields via machinery PLUS understanding how to manage crops for maximum yield. Two, advances in transportation allow food to make its way across the continent fast enough that it doesn't spoil, not to mention the places that are most fertile can be used as a more dedicated production area, increasing a crop's quantity, quality, and availability.

Because our food is so cheap, as a society we have advanced to other jobs and fields that have likewise led to further development and industry.

Transportation:
How has magic changed the options for traveling across the country, or transporting goods? Can people teleport freely? Can they teleport using special travel gates? Can someone magically create some sort of construct that operates basically like a train or automobile? Are there magical horses that can run ten times faster than normal horses, and if so, why hasn't anyone started breeding them to create a fleet of super-fast caravans? Or are there other magical creatures that should be domesticated, like dragons and griffons that could be used to make airborne caravans?
How reliable are any of these methods of transportation? What sort of jobs are needed to upkeep this transportation? What kinds of industry will make use of the transportation?

In the real world, we have the profession of the cowboy, which dominated a genre of writing and modern mythos. But this was a recently-invented profession. There was no need for herding large quantities of cattle until the advent of the locomotive. With that, suddenly there could be goods transported across large distances. Meat no longer had to be local. suddenly those vast expanses of land int he west could be used for large herds of cattle, which would eventually be herded to trains, where they were sent to slaughterhouses and eventually to butcher shops.
A whole profession and cultural mythos grew out of an ability not require your food to be locally grown/raised.
I wonder if quick transportation from the Gaaraflogos Mountains might make hunting hippogriffs for their meat a financially viable profession.

Communication:
Can people communicate faster than a letter on horseback travel? Do people have magic mirrors that allow a mage to contact another mage and speak face-to-face? If so, then why hasn't someone begun mass-producing these, and getting them so everyone has one in their home, or maybe one day make them small enough to fit in one's pocket? What about astral projection? What if there are specialized mages in each city that can astral project to communicate to each other, and then people pay these mages to relay messages, charged by the word count? Think along the lines of telegraph stations. Of course, these stations also would employ runners to then deliver the message to whomever it was sent.
Or things are still a little more low-tech and they use trained creatures to send letters, like homing pigeons but that carry heavier loads, such a whole parcel of letters. Then you employ a whole postal system, plus people who train those creatures who carry the letters.

And keep in mind, whatever communication system is set up, it will primarily be used by businesses and industry. And the more advanced it is, the more advanced society will become, because the sharing of ideas leads to increased technology.


So yeah, plot out the more basic needs of society first, and that will tell you what kind of jobs your society will require. We don't need a lot of farmers but we do need a lot of truck drivers. And every new piece of technology that comes out develops a new industry with a new need for people to operate and/or maintain that technology.
If your magic requires people to use material components, there will be an industry of people collecting, transporting, refining, and selling those material components.
 
AI Caretaker: These are the people who make sure that artificial intelligences don't go haywire with a myriad of problems, ranging from malfunctions to developing tendencies for world domination.
 
Taking a page from a setting I am working on (No More Queens):

Serafi Stylist:

She Of The Sun, the High Queen of House Serafi is reputed to be nothing short of perfection.

And therefore, she must dress perfectly.

Serafi stylists are the ones who are in charge of making sure that their masters are always dressed up to snuff, and it's far from an easy, quiet job.
There is an entire in-house industry centered around them, and a lucrative, hard-to-get-into one. The reasons for that are manifold, but the foremost ones are that a stylist must be a dedicated member of the court and corporation, willing to entertain their master's vagaries and be utterly loyal to them. They must also display the utmost amount of creativity when it comes to designing dress, and a willingness to keep themselves always informed of fashion going-on.

Gathering the necessary qualifications can take not much short of a decade, as aspiring stylists must come from a liceum that has put emphasis on aesthetic and historic subjects. They must have stellar grades, and then they must qualify for a five year course at the Academy of Royal Arts.
It's incredibly hard for someone who isn't a born and bred Serafi to enroll into the course, and even if they manage to do so they tend to end up facing hostility from the Serafi students en masse.

At the Academy stylists learn all the background and history regarding Serafi dressing choices, and go on to study interior decoration and ley-line arrangement. Laboratories and competitions are held regularly to test the students' skills, and even those who flunk out tend to have lucrative careers in other Houses and corporations. Students are called to also network and enlarge their web of acquaintances, looking out for possible clinets and possible material providers.
As a fact, the stylists won't learn only the art of shaping cloth and wood and whatnot. They will learn how to tease out the powers of gems and how ti imbue fabric with daemons, how to meld and reshape flesh and bone and sinew. At the end of it all they will be as much as medics, surgeons and crafters as the other Serafi. After all, what is a notched ear, a pulled scalp or broken ribs in the face of success and beauty?

Quizzes and test about modern fashion and contemporary aesthetic design schools intensify as they progress and so do workshops geared around showing the stylists around. They are eventually paired with an older stylist or fashion designer in the final two years, training as guildsmen of old once did. During the last part of their training, their loyalty to the House itself is quietly tested through taxing work-hours and seemingly impossible projects, through job offers from other Houses and even rich individuals.

The final exam for those who choose to stick through the end is designing an object of art and presenting it to a commission. Students often clash, rivalries flaring across the board as professors and older stylists make their preferences known.
Those who pass the test, who stick with the House up until the end are rewarded with the opening of a whole new world of job perspectives.

And it's a cruel, unforgiving world, filled with pitfalls, rivalries and the occasional fireball to the face.

Older stylists cling to their positions, making their own unassailable posses and tormenting their apprentices- Jealous of the knowledge they have accrued over years of design. Said knowledge isn't allowed to be distributed in the Academy, and therefore it's considered almost necessary to seek the further aprenticesehip of an older maker. Patrons can reveal themselves to be finnicky and capricious, able and more than willing to throw away the work of months at a moment's notice. A newly anointed stylist's patience and capability to endure hardships will be tested to their limits as they are forced to navigate and enmesh themselves in court affairs. It's often said that the widespread usage of performance enhancement drugs in this sector is one of the contributing factors to the idea that House Serafi is composed entirely of hedonists.

Evemtually, the stylists go on to be drafted into old cliques, into ancient schools of design that have been handed down from mother to daughter for centuries. Some of them- The ones with the most charm, with the most social acumen- Manage to make their own. A few will find a patron to work under for the rest of their long lives. An even smaller few get to be the spearheads, to be the ones to dominate the in-house fashion mags, to be granted the right and privilege to show their designs to the CEOs and Queens.

Here, the true work of a stylist begins.

Tools made of the best materials will be granted as boons, as rewards and as marks of pride. Ancient ones, their design dating back to the Grand Empire itself. Crypts will be opened and whisper-silks and fabric taken from distant lands will be given to waiting hands. Gossip and weighty confessions will be spread around, and oaths sworn. Secrecy and discretion will be taught of as almost as uncontrovertible rules as the rule of gravity itself. Stylists are often implicitly held accountable for a good portion of goodwill or rumors circulating around one noble's appearance, and they tend to work very closely with PR managers and spin doctors, pushing forward the Serafi's own narratives with their mastery of aesthetics. A single unpleasant-looking dress can fuel mockery for months, and misplaced jewelry or hapzardly-put-together colour combinations are almost sin-worthy.

It's not uncommon for stylists to get rich very quickly, but they tend to spend their income in materials and designs and experimentation. They rarely arrive to be as ostentatious and decadent as their charges- As fashion requires a constant dedication in order to not be made obsolete. Stealing ideas, industrial secrets and flat out espionage aren't remotely even considered uncommon among the fashion scene, going hand in hand with the scheming nature of courts. Some stylists even barely produce dresses at all- Fueling themselves with the barter and trade of gossip and secrets, and it's common for foreign fashion weeks to be filled with whispers more befitting a war room or the back of some assainarium.

In the closed market of House Serafi the stylists will finally get to put to use those years of biokinetic training as well. They will have to navigate and assuage the peculiar conditions brought on by hundreds of years of eugenetics, smoothing little flaws wherever they find them. Often they will become confessors, and stylists and shapers work shoulder to shoulder in ensuing that their sovereign's aesthetic splendor and physical health match each other. It's not uncommon for stylists to end up holding a considerable amount of sway in court and board-rooms, even if their names aren't well known. Secrets are power, and is there a secret stronger than what lays beneath those dresses and gemstones and veils? The true nature of those half-glimpsed bone spurs and sigils, testament of a past spent among bloodied bodies and wrecked battlefields.

And above all is the most coveted and veneered and hated and loathed and worship position: High Court Stylist.

Only a handful of them are picked by each High Queen, and often from the oldest servitor bloodlines. The three previous High Queens have been parsimonious and effective in their choices, and the fifteen current stylists serving under Her Incandescent Sovereign more or less have the final say in what the High Queen wears, and how. They are under constant scrutiny from the other stylists, and are more or less treated with the same respect as court physician, held to the same level of accountability for any perceived failing of the HQ herself as well. A disgraced High Court Stylist is unlikely to ever recover, and so they thread very, very lightly.
Yet, despite all those burdens, a single glance from them- A single nod of approval or quirked lip can stop a fashion trend dead in its tracks, or elevate an aspiring stylist to stardom overnight.
 
Gzzng Teritator

With the rise of atnut-shai among the critical T'hann demographic, conventional gzzng was deemed inefficient. With most of the concerned parties seperated from atnut-shai by their advanced state of tehetlithicity, it fell upon the third generation Mut Akt teritators to percolate the gzzng through the first and eighth Matroyshka realms of Ia-Tu. Gzzng teritators have since become an important part of the economy, social structure, and muhazzak, and they are now the leading customers for the plumbus industry.
 
Last edited:
Urchin Thrower.

The sport of kings and beggars, living and deadmen, of revolutionaries and anarchists- A sport that has been turned into a lucrative industry that oils the wheels of industry with less than metaphorical elbow grease, tears and raggedy things.
Despite several well-funded inquiries by journalists and historians, the actual origins of this activity are enshrouded in a thick air of mystique- Not helped by the fact it was birthed near the dockyards, a place inhabited by notoriously superstitious folks.

What we know for sure is that it was the invention of some groups of sailors, but that's more or less it. The actual reasons as of why and how one of those burly brutes made the connection "Urchin=Easily available projectile" are unknown, although some scholars have their own theories. A few from the Church of Our Overlasting Mother believe that the sailors had been told by one of the saints of the sea to dispose of tthose noxious urchins who kept trying to give watery funerals to their comrades, sullying the sacred waters.
Other scholars with a less religious outlook do accept that this activity may have been inspired by spirits, but they argue that it was a whole different and more profane kind of spirit.

What is known is that at one point the activity started being documented widely as it spread like wildfire from the dockyards to the factory quarters. Graffiti displaying tallies and impact craters still do the smokestack and chimneys of several docks, and what begun as a simple "Throw the urchin the furthest you can" kind of contest started maturating and differentiating.
We have several treaties and reported dialogues between sailors discussing alternative rulesets and possible additions- Such as weighing down urchins with lead, or picking ones who weighted less or dressed more airly in order to achieve heightened aerodynamics. There are also expansive talks of hit and run matches done using a coach and this or that monument, which may have lead to the Miracle of St. Eclaire- Although difficulties in removing the urchin from the crypt has made it hard to fully determine whether it is the case or not.


With the spread to the richer buroughs, things started getting political and social. Saloons and tea circules erupted nimated discussions about whether it was simply an infantile past time worth only of the lowest dregs of society, or some sort of twisted and impolite but earnest attempt to help society by the masses. Eventually the sport caught the eye of several newspapers, which started competing by publishing reports on matches and alternative rulesets authored by self-professed "researchers".
This is when the first urchin thrower squads were organized. Groups of strapping young lads would convene at pubs and social gatherings to engage in a jolly spot of orphan punting over a couple of beers, sharing score tallies and tips on throwing among themselves . Several teams did not make a mystery out of the fact that they came from the universities, or that they were the children of rich politicians slumming it up.

Thiks further stirred things up, and ccusations of appropiation were flung from the docks to the buroughs, and of indecency from the buroughs to the docks. Religious authorities stepped in at one point- Probably right after the local politicians, resulting in a volatile but invigorating cultural moment raising around this sport slash profession. Interest in orphanology picked up up steam, and soon academic interest arose. One of the texts that best exemplifies the thinking of this period is De Orfani Rerum, written by Chaplain Dubert.
In this seminal and controversial book, the good Chaplain tries to categorize different orphan types, and showcase how they could be best put to use in different situations. He also tackles the question of whether urchins have human souls or not, and how much they'd weigh. However, the centerpiece of this text is ne whole chapter dedicated to urchin throwing. Dubert does not hide his interest both anthropological and theological in the matter, and he in fact puts forth an "Ethical" ruleset for urchin throwing, complete with pre-match evaluation and baptizing the urchin preemptively for possible lethal throws.



Meanwhile, despite the best attempts by the now enlarged playerbase, the urchin population continued to exist- Even to thrive, in fact. Things
have arrived to the point that the various boroughs had instituted their own urchin thrower registries, with licenses being handled out at a penny each or with proof of a successful urchin throw, such as plasters of the impact crater or certificates from a throwing society umpire. Factory owners drafted squads of able-bodied youngsters to fend off gangs of ravenous pickpockets who would strip an automata clean in five minutes, and the more well off quarters organized routine urchin check-ups to identify possible infiltration points.

Matters weren0t helped by the recent urchin plague caused by the waves of rats, class warfare, rat plague, plain warfare, exploitation of the masses and rat wars that have erupted, creating a large amount of material-. This surplus also meant a higher than average incidence of measles, black plague and hearts growing three sizes.
That was enough for most to start seeing urchins as the true social malady they were. It was something on pair with Cathomics themselves, especially due to the little buggers' tendency to be adopted by spider-mothers, or their penchant to organize in gangs and attempt to overthrow the given order of things. Their natural predisposition towards panhandling, loitering, civil disobedience and the summoning of the forgotten gods made them perfect recruits for anarchists as well. That was a great cause of concern, especially when combined with the anarchists' penchant for bombings, using people as targeting beacons and highly scandalous dances capable of turning a whole courtyard of reserved schoolchildren into devils befitting the circles of Ghenna.



Eventually things came to a head with the Orphaned Winter of '42 and the John The Thrower case. The first one was a wave of anarchic bombings aimed at urchin thrower clubs- Which, combined with a particularly unforgiving winter, lead to many good people falling off their death into icicles.
The second is a case revolving a villain who would target urchin throwing aficianados, luring them to rooftops with the promise of particularly succulent throwing spots and then pushing them to their death- Or flinging them to their doom.
The Thrower has nowadays ascended to the ranks of the many many urban legends populating the foggy streets of this city- Mostly because he was never caught, despite the instution of mandatory rearguards for urchin thrower teams and copper patrols.

Speculation on the actual identity of the Thrower abounds up to this day. Some say he was a Bohemian far too in love with the concept of irony, and others propose that he was a jealous player who wanted more targets for himself- While others go as far to say that he was one of the first targets of urchin throwing, having grown into a resentful killer violently vying for vengeance. A few dejected anarchist scholars have even proposed that he was some sort of ritualistic avenger figure conjured by the urchin tribes to protect them in those dark times.

At this point, the central government had to take notice of all of this, and with the Long Arm Of The Law reform of 43' the urchin throwing streak of the city was channeled into the so-called Forced Kinetic Removal Of Orphaned Youths Corps.
Considered a department of the police, the FKROOYC drew his agents from a pool of screened candidates from all over the city. They were equipped with the best technological advancements money could buy, often directly lifted from the throwing clubs of the local engineering departments at the University.
The next year saw a massive decrease in urchin activity, right as a series of scandals rocked the sport. Several players were accused of purposefully starving the urchin to make it more easy to throw in official competitions, while lower leagues umpire revealed they had been bribed to replace perfectly functional urchins with the children of the pitchers themselves- Children which had been given precise instructions or had been tampered with, making them rule noncompliant.

However, this went hand in hand with innovation. Three urchin throwing dedicated stadiums were opened at once, and several orphanages started dedicating themselves to the raising of children that could act as a substitute for urchins in the sport. Purists wrinkle their nose at these recent developments, but the punting-hungry fans do not care- And neither do the socialists, as long as incidents of breaking and entering into schools or "punting raids" as they'd be called would be kept to a minimum.
There have been several technological advances of a marvelous quality in the field of orphantronics- Such as the Wesse & Sons Displacement Automata, a training and urchin disposal automata with a revolving cylinder mechanism for the reload of their pneumatic launch mechanisms. This has considerably cut down on time and expenses, although some are worried that this may further spell doom for a profession that is already dominated by the central government's corps.


But, doomed or not..
The long-armed arm of the roof-law, the orphan obliators, the guttersnipers and saloon sulliers are alll considered fast-burning fads that depend on the clemency of the current weather. They are sports that come and go seasonally, necessitating a large amount of monetary investments and learning complex, fickle rules to be played. Alternatively accused of being sports for the rich and for the poor. for the monarchist and the revolutionary, the dead and the living, those activities are often very polarizing.

Urchin throwing, on the other hand, is a fun activity that can be done all year round, requires very little in terms of access-level skills, and hinges on one of the truly renewable resources of the city. Urchin-throwing clubs have arisen by the dozens in every part of the metropolis, with hundreds of different rule-sets and additions that range from the ingenuously simple to the arcanely complex. Doctors and physicians are even starting to recommend it as an activity that can help with seasonal ills, and congressmen have already started extolling the virtues of this noble social activity- A true panacea for a society that has been getting a glut of beady eyes, asthmatic coughs, crutches and trembling hands reaching out for our purses.
 
Last edited:
Space plumber: like a regular plumber, but it's a PhD and there are a million specializations.

Space corsair: the government is not responsible for whatever damages your crew or ship receives during any engagement. It will, however, send a mechanical team and a supervisor to ensure adherence to proper protocols and work laws.

Garden designer: with the help of an AI (or not, but you migh as well work blind), garden designers create the apropiate plant varieties according to rigurous specifications, often modifying the genetic code of the plants.

Planetary trophist: like the above, but this ones design stable biomes. Includes far less genetic tampering, and far more simulations.

Runesmith: in some places it's the name of the guy (or gal) that engraves runes. In others the same guy also makes the weapons. In yet another they design the runes.

Thaumographer: scholar that, unlike the artisans above, actually study 10 years to design runes with the proper theoretical knowledge. In a prestigious university no less.

Parapsychologist: profesional exorcist.

Nodal architect: for all your magical fortresses shape, crystal ball placement and feng-shui, the nodal architect is the person you need.

Crypter: magical investigator, specialized in haunted tombs, hidden traps and ancient curses. Works best along an archeologist. They can (read: should) specialize in hystorical civilizations, time periods and magical natures.
 
Urchin Thrower.

The sport of kings and beggars, living and deadmen, of revolutionaries and anarchists- A sport that has been turned into a lucrative industry that oils the wheels of industry with less than metaphorical elbow grease, tears and raggedy things.
Despite several well-funded inquiries by journalists and historians, the actual origins of this activity are enshrouded in a thick air of mystique- Not helped by the fact it was birthed near the dockyards, a place inhabited by notoriously superstitious folks.

What we know for sure is that it was the invention of some groups of sailors, but that's more or less it. The actual reasons as of why and how one of those burly brutes made the connection "Urchin=Easily available projectile" are unknown, although some scholars have their own theories. A few from the Church of Our Overlasting Mother believe that the sailors had been told by one of the saints of the sea to dispose of tthose noxious urchins who kept trying to give watery funerals to their comrades, sullying the sacred waters.
Other scholars with a less religious outlook do accept that this activity may have been inspired by spirits, but they argue that it was a whole different and more profane kind of spirit.

What is known is that at one point the activity started being documented widely as it spread like wildfire from the dockyards to the factory quarters. Graffiti displaying tallies and impact craters still do the smokestack and chimneys of several docks, and what begun as a simple "Throw the urchin the furthest you can" kind of contest started maturating and differentiating.
We have several treaties and reported dialogues between sailors discussing alternative rulesets and possible additions- Such as weighing down urchins with lead, or picking ones who weighted less or dressed more airly in order to achieve heightened aerodynamics. There are also expansive talks of hit and run matches done using a coach and this or that monument, which may have lead to the Miracle of St. Eclaire- Although difficulties in removing the urchin from the crypt has made it hard to fully determine whether it is the case or not.


With the spread to the richer buroughs, things started getting political and social. Saloons and tea circules erupted nimated discussions about whether it was simply an infantile past time worth only of the lowest dregs of society, or some sort of twisted and impolite but earnest attempt to help society by the masses. Eventually the sport caught the eye of several newspapers, which started competing by publishing reports on matches and alternative rulesets authored by self-professed "researchers".
This is when the first urchin thrower squads were organized. Groups of strapping young lads would convene at pubs and social gatherings to engage in a jolly spot of orphan punting over a couple of beers, sharing score tallies and tips on throwing among themselves . Several teams did not make a mystery out of the fact that they came from the universities, or that they were the children of rich politicians slumming it up.

Thiks further stirred things up, and ccusations of appropiation were flung from the docks to the buroughs, and of indecency from the buroughs to the docks. Religious authorities stepped in at one point- Probably right after the local politicians, resulting in a volatile but invigorating cultural moment raising around this sport slash profession. Interest in orphanology picked up up steam, and soon academic interest arose. One of the texts that best exemplifies the thinking of this period is De Orfani Rerum, written by Chaplain Dubert.
In this seminal and controversial book, the good Chaplain tries to categorize different orphan types, and showcase how they could be best put to use in different situations. He also tackles the question of whether urchins have human souls or not, and how much they'd weigh. However, the centerpiece of this text is ne whole chapter dedicated to urchin throwing. Dubert does not hide his interest both anthropological and theological in the matter, and he in fact puts forth an "Ethical" ruleset for urchin throwing, complete with pre-match evaluation and baptizing the urchin preemptively for possible lethal throws.



Meanwhile, despite the best attempts by the now enlarged playerbase, the urchin population continued to exist- Even to thrive, in fact. Things
have arrived to the point that the various boroughs had instituted their own urchin thrower registries, with licenses being handled out at a penny each or with proof of a successful urchin throw, such as plasters of the impact crater or certificates from a throwing society umpire. Factory owners drafted squads of able-bodied youngsters to fend off gangs of ravenous pickpockets who would strip an automata clean in five minutes, and the more well off quarters organized routine urchin check-ups to identify possible infiltration points.

Matters weren0t helped by the recent urchin plague caused by the waves of rats, class warfare, rat plague, plain warfare, exploitation of the masses and rat wars that have erupted, creating a large amount of material-. This surplus also meant a higher than average incidence of measles, black plague and hearts growing three sizes.
That was enough for most to start seeing urchins as the true social malady they were. It was something on pair with Cathomics themselves, especially due to the little buggers' tendency to be adopted by spider-mothers, or their penchant to organize in gangs and attempt to overthrow the given order of things. Their natural predisposition towards panhandling, loitering, civil disobedience and the summoning of the forgotten gods made them perfect recruits for anarchists as well. That was a great cause of concern, especially when combined with the anarchists' penchant for bombings, using people as targeting beacons and highly scandalous dances capable of turning a whole courtyard of reserved schoolchildren into devils befitting the circles of Ghenna.



Eventually things came to a head with the Orphaned Winter of '42 and the John The Thrower case. The first one was a wave of anarchic bombings aimed at urchin thrower clubs- Which, combined with a particularly unforgiving winter, lead to many good people falling off their death into icicles.
The second is a case revolving a villain who would target urchin throwing aficianados, luring them to rooftops with the promise of particularly succulent throwing spots and then pushing them to their death- Or flinging them to their doom.
The Thrower has nowadays ascended to the ranks of the many many urban legends populating the foggy streets of this city- Mostly because he was never caught, despite the instution of mandatory rearguards for urchin thrower teams and copper patrols.

Speculation on the actual identity of the Thrower abounds up to this day. Some say he was a Bohemian far too in love with the concept of irony, and others propose that he was a jealous player who wanted more targets for himself- While others go as far to say that he was one of the first targets of urchin throwing, having grown into a resentful killer violently vying for vengeance. A few dejected anarchist scholars have even proposed that he was some sort of ritualistic avenger figure conjured by the urchin tribes to protect them in those dark times.

At this point, the central government had to take notice of all of this, and with the Long Arm Of The Law reform of 43' the urchin throwing streak of the city was channeled into the so-called Forced Kinetic Removal Of Orphaned Youths Corps.
Considered a department of the police, the FKROOYC drew his agents from a pool of screened candidates from all over the city. They were equipped with the best technological advancements money could buy, often directly lifted from the throwing clubs of the local engineering departments at the University.
The next year saw a massive decrease in urchin activity, right as a series of scandals rocked the sport. Several players were accused of purposefully starving the urchin to make it more easy to throw in official competitions, while lower leagues umpire revealed they had been bribed to replace perfectly functional urchins with the children of the pitchers themselves- Children which had been given precise instructions or had been tampered with, making them rule noncompliant.

However, this went hand in hand with innovation. Three urchin throwing dedicated stadiums were opened at once, and several orphanages started dedicating themselves to the raising of children that could act as a substitute for urchins in the sport. Purists wrinkle their nose at these recent developments, but the punting-hungry fans do not care- And neither do the socialists, as long as incidents of breaking and entering into schools or "punting raids" as they'd be called would be kept to a minimum.
There have been several technological advances of a marvelous quality in the field of orphantronics- Such as the Wesse & Sons Displacement Automata, a training and urchin disposal automata with a revolving cylinder mechanism for the reload of their pneumatic launch mechanisms. This has considerably cut down on time and expenses, although some are worried that this may further spell doom for a profession that is already dominated by the central government's corps.


But, doomed or not..
The long-armed arm of the roof-law, the orphan obliators, the guttersnipers and saloon sulliers are alll considered fast-burning fads that depend on the clemency of the current weather. They are sports tagat come and go seasonally, necessitating a large amount of monetary investments and learning complex, fickle rules to be played. Alternatively accused of being sports for the rich and for the poor. for the monarchist and the revolutionary, the dead and the living, those activities are often very polarizing.

Urchin throwing, on the other hand, is a fun activity that can be done all year round, requires very little in terms of access-level skills, and hinges on one of the truly renewable resources of the city. Urchin-throwing clubs have arisen by the dozens in every part of the metropolis, with hundreds of different rule-sets and additions that range from the ingenuously simple to the arcanely complex. Doctors and physicians are even starting to recommend it as an activity that can help with seasonal ills, and congressmen have already started extolling the virtues of this noble social activity- A true panacea for a society that has been getting a glut of beady eyes, asthmatic coughs, crutches and trembling hands reaching out for our purses.

Its...its like Charles Dickens meets the komato.
 
Example: I wanted to tell a story about a science fiction setting where it was common to have a spaceship where the crew was sort of an independent miner's union, and the spaceship's daily job was mining asteroids. Then I considered telling the story in a fantasy setting instead, something like One Piece except instead of being pirates the crew is sailing from island to island looking for valuable metals in hazardous jungles filled with tigers and dragons and things. I don't really know what to call these miner/sailors - they're not a mercenary band, not a pirate crew, not a trading caravan or company, and just calling them a mining crew wouldn't get across the idea that they are practically a clan or tribe, a close-knit social group which does not belong to any company. What would you all do with a ship-based community that explored the wilds of the seas or space looking for metal to mine?

Fringe or Adventure Miners/Excavators? You could still put an additive in as Mining Colonies/Logging Towns/Fishing Crews are still a thing.


+For SciFi:

-Cyber Medics: Doctors and Paramedics for robots essentially. One part engineer one part computer repair man making sure parts are well oiled, insulated or rust free and checking to see if their anti-virus software are working properly. And in case of accidents keeping them 'alive' enough to make sure they don't need to be reprogrammed.

-Warpspace Monitors: If this world has a functioning FTL dimension or something there of these are its highway patrol so that crashes are reported and there are no illegal warping or overspeeding.


+For Fantasy:

-Fate Forecaster: Finding the cosmic destiny of single person you have to calculate around billions of ever changing micro fates even in as little as one day. Surprisingly the more people you factor in, whether this be a group, business, town, company, country, or planet the amount of fates go down by multiple factions meaning watching for possible disasters, tragedies, successes or such could be much easier though finding the right one is still a chore.

-Mana Re-Charger: If this world uses mana instead of electricity to power their technology then people who are walking power plants themselves but lack enough control to use any of it can just come in, top off any storage unit a company is using and then go home and restore there reserves or to the next company they're contracted to if they have more. In ancient times these people were seen as no different than wood or coal but as industry has moved forward this career can pay overly well for off the grid jobs such as fueling long distance ships or mining equipment. And best of all, no home power bill.

-Dimensional Distortion Surveyor (D.D.S.): If there is a warp in time and/or space these are the people who go out and measure it. It tends to be portals to demon realms or other such hellscapes so it's quite the perilous job.

-Spell Patenter: Need help safekeeping the new spell you came up with or magic item you just found/made? Then come on over to your local Patent office so that if someone wants to use your hard work and research you get paid for it.
 
Well, yes. I'd rather go with the classics, however. There have to be a lot of people working in Sepulkariums.

Similarly with science fiction, you see people really struggling to imagine how our modern world of "wage slavery" would be different in a post-scarcity culture or a world were the characters are post-human or aliens with different physical needs and abilities.
History may help here.
Example: I wanted to tell a story about a science fiction setting where it was common to have a spaceship where the crew was sort of an independent miner's union, and the spaceship's daily job was mining asteroids.
Then I considered telling the story in a fantasy setting instead, something like One Piece except instead of being pirates the crew is sailing from island to island looking for valuable metals in hazardous jungles filled with tigers and dragons and things. I don't really know what to call these miner/sailors - they're not a mercenary band, not a pirate crew, not a trading caravan or company, and just calling them a mining crew wouldn't get across the idea that they are practically a clan or tribe, a close-knit social group which does not belong to any company.
A mining partnership? Cooperative association?
 
Back
Top