If there
is a thieves' guild, they probably don't advertise.
I think the best way to find out the answers to these questions is to experience it in-game. A brief overview of the campaign setting can be found
here, but the general layout is that you're in a small frontier-style farming community. There's a noble in charge, a council of advisors, and some supporting military soldiers, as well as a handful of tradesmen and farmer families, but the bulk of the community is often made up of that special class of people known as "adventurers". Some of them have high ideals and noble intentions, some are on the other side of the coin, and so on. Exactly who is what is best left to be discovered through play, though. As for formal groups, above and beyond PC-led groups and the council, there are Lord Gyr's soldiers and the Caravan of Wonders.
The farmers and soldiers (and occasional visiting sailors) are predominantly human, though Lord Gyr himself is a biata. I don't know of anyone playing high ogres, high orcs, dwarves or stone elves locally, but there's a decent mix of races going on.
Generally speaking, player-characters should have histories that do not come from the local region. A large part of our game is in the exploration of a new land, and it would be a very short story to tell if we had people from the region be handfed all of the neat nuances we look forward to revealing in their due course. Many of our players have written histories that are meant to come from "random place in the mists X" that have no real attachment to the current campaign directly, and many of the current characters in play have histories from one of the other two campaigns that were previously run in Oregon. If you have a new character on our books and need or want a bit of "Oregon flavoring", write plot at
oregonplot@gmail.com and we'll work with you to have your history be a bit more locally integrated.
-JP