Consider the thieves’ guild.
The thieves’ guild is an odd artifact of fantasy games. Once you accept that a hero can be a thief, you begin finding ways for the thief to belong to the world. Wizards have colleges and councils. Fighters become knights, become lords, and even become kings, ruling by this ax. Clerics have their religious hierarchies. The choirs of angels have nothing on the politics of churches. Thieves, though, are inherently outsiders. They prey upon the world. Yes, Hobbits get led astray by dirty road dwarves into being burglars, but that is not quite the same thing. A thief is more than just someone who sneaks around. Thieves’ have their own subculture. In fantasy games, it is called a guild.