This time, it’s the rouges’ turn!
The organization known in my Heartlands setting as “The Fingers” is nevertheless a rather generic take on a Thieves’ Guild which might give the rest of you some good ideas.
It’s tempting to make a guild like this into a supremely powerful criminal organization involved in all sorts of activities and also a power-player in local politics, but I’ve tried to steer clear of that; PC:s who elect to stay out of the guild should have a fighting chance at surviving as independents, or this kind of organization risks stifling the creativity of the players.
Mechanically, I’ve tried to give this guild the same focus as many thief players – money. The possibility to store your wealth (both stolen and dug out of dungeons) away from the prying eyes of the law should appeal to most rogues, and of course the organization will also both supply a service and make an income on dealing in stolen goods.