The dwarf's eyes blinked open, taking in the long tunnel in front of it. It stands up, and doesn't recognize the area. The tunnel goes in both directions, made of what seems to be marble. The dwarf's natural night vision allows it to see all of this clearly, but little can be discerned of either direction at this point. It begins to recall its name, and former occupation.
Guard: Trained in civil protection of the cities and towns, they are lightly trained in all forms of weaponry, but excel with polearms. They're similar to warriors, but not as well trained, specialized, and don't have the associated social losses.
Warrior: Valiant fighters hand-picked to lead the charge against the vile goblins, kobolds, and assorted beasts of the caverns. They excel with one weapon of their choice, and can fight better than any other occupation, but due to their battle-hardened nature, everyone feels a little nervous when they're in the same room. It's good for intimidation, but as far as trying to carry a conversation or get a good price, you don't stand a chance.
Hunter: Less of a soldier and more of a hobbyist. Oh, sure, you defend the caverns by killing the beasts therein, but you aren't officially trained, and tend to be weak once the monster gets within mauling distance. You do, however, have a veritable mental encyclopedia about various subterranean plants, beasts, and the best ways to survive in the wilderness.
Merchant: A non-combatant. You really can't hold your own in a fight, but you can get exorbitant prices for the goods you sell and cheap ones for the goods you buy. You also have a certain way with words and a talent for getting those who are better at fighting to come with you. Over the years, you've learned a couple things about weaponry from your hired blades, but you'd still be royally screwed in a fight.
Craftsman: These dwarves rarely, if ever fight, but are skilled with all manners of crafting. Given a forge and they can make a nigh-flawless blade, given a workbench and they can make truly amazing woodwork, and given the right parts they can make intricate clockwork contraptions. Surviving an encounter with a beast is difficult for them to say the least, however.
Thaumaturge: Very rare in the dwarvern society, thaumturges are treated with equal parts fear, respect, and hatred. They can use all kinds of magic, but excel in transmutations, both of living beings and of inanimate objects.
Necromancer: Vile and hated, these dwarves tinker with the souls of the dead, raising corpses and summoning ghosts. They live as outcasts, hated and feared by all, and so they've gathered a wealth of information about the wilds, though not as complete as the Hunter's. The stench of death and decay clings to them, and all are able to recognize them on sight. While they won't be outright attacked most of the time, in most places they'll be hated, feared, and almost certainly denied service to any store in the caverns.
Elementalists: Eccentric and chaotic casters, they specialize in the four elements: Water, fire, earth, and wind. They can either use these to attack foes, or summon elementals to do the attacking for them. They may choose to further specialize in any of the four elements, getting more powerful with that element while being unable to learn all others. If they choose to do this, they will adopt the weaknesses and strengths of that element. For example, a stone elementalist will be stronger physically, but also slower.