OK, now that the Halls of Hamhock adventure is wrapped up, I can continue working on the main Hearkenwold campaign.
Something that I have been slowly implementing is the inclusion of class specific guilds for the characters to join. This will be accomplished by first meeting a sponsor, one of six NPCs scattered across the expanding gameworld. In fact, I have four of them that can already be encountered. A couple of examples are:

and

As you can see from the context of their conversations, the guilds they represent are related to specific player classes. Thus, I still need to add two more NPCs for the party to find.
From there, the player will have to access a sort of board or committee (called the Sphere of Guilds) and when prompted for the name of a sponsor, the keyword parser will pop up requiring input of the appropriate name. However, there will be quests attached to the application for membership, and this is a big part of the work I have to do. All the content, including encounters and conversations and new maps, will further broaden the scope of the gameworld.
Something else I am excited to explore is the Factions system that was implemented in IceBlink. I believe this can fit nicely with the idea of joining a guild, and once the player completes the requirements for an organization, they can be assigned to a "faction" representing the guild, with all the advantages accordingly.
Another important purpose for these guilds is how it is linked to the overarching adventure. In order to gain audience with the King, characters will have to be a member of one of the prestigious guilds. It's not necessary for all the members of the party to gain such distinction, but the option is therefor each character.
Right now, I have started with the Cleric guild content. I expect, as has been the pattern, it will likely occupy me for the next twelve months to get all six guilds and quests up and running. I might release updates in between, so there will be some partially implemented in the future.