One of the cool things about guilds of old(e) is that they were a source of secret skills, practices and knowledge. In fact, guildmembers guarded such knowledge closely, often with their very lives. To me, that's an idea that is ripe for the picking.
So I figured I'd start a thread. I'm looking for ideas, be they rough or fully developed, for new feats, skills or prestige classes specific to Sigil's guilds. I've already got a few feat ideas of my own, with names like "Cony Catcher", "Lady's Grace" and "Give 'em the Laugh". I'll share 'em once the conversation gets going.
So what do you think? What kind of special feats or skills (or maybe even special uses of existing skills) might these guilds be privvy to? What about prestige classes? What about existing PrCs? Do you think that the Gatecrasher seems a perfect fit for the Doorsnoops? Which guilds are PC-worthy?
Following is a list of the 'official' guilds from the 3.5e Planescape Campaign Setting. (knicknames are mine, and aren't official... yet. Mwah Hah Hah!) Some of these guilds aren't of much interest to PCs, but then again who's to say. Maybe you want to play a chimneysweep or carpenter.
Builders Fellowship
Craftsmens Guild
Council of Innkeepers (Tappers)
Daylaborers Guild
Entertainers Guild (Players)
Escorts and Touts Guild (Touts, Peelers)
Guild of Doorsnoops (Nosers)
Guild of Teamsters and Lightboys (Apple-Chasers)
Lawyers Guild (Wigs)
Minders Guild
Sanitation Guild (Reekers)
Order of Master Clerks and Scribes (Inkers)
Runners and Messengers Guild (Streakers)
Funerary Guild
Planewalkers Guild
Without bogging the game down with dozens of guilds, what's missing? An Arcanists Guild for mages and the like? A Slavers Guild? (or maybe they form part of the Daylaborers Guild?)
I vote for option 3, but I'm somewhere between 3 and 4. I don't mean to be too negative or anything, but I really can't see how you can develop skills & feats for all these guilds, particularly those that don't appeal to PCs.
Factions were/are about belief, and one of the good things about joining them was the fact that you could still adventure pretty much as you wanted.
Guilds, on the other hand, are practical. They are about running the Cage, and not about planewalking (except, of course, the pwk's guild, but you get my point). Why would your average PC in your average game ever want to join the Council of Inkeepers, or the Sanitation Guild? Sure, there may be reasons, but not enough to warrant a set of guild-specific feats.
IMHO, of course. I'd be happy if you could prove me wrong by making a bunch of useful and entertaining feats and skill uses for the guilds.