They are based off the natural terrain. Unlike the other guilds, none of their bases can be found in towns or settlements. Instead, their bases are found in the most remote forests, mountains, or craggy adobes in the game, far from civilization. They have a patron daedric lord of Hircine, Prince of the hunt. Their early and randomly generated quests focus on such hunts. Taking down legendary game (maybe some particulary grizzled giant or dragon) or contracts to get rid of ogres from a village might be included. Quests will reward patitience and ranged combat, and stalking, following prey with the game usually placing options of trapping or concealment.
Later in their questline, their independence movement becomes more pronounced, and while not often coming into contact with legionairres, a sample questline maybe "cut off supply routes- discover and track enemy supply caravans, stay concealed, and attack from nowhere, relocate. Play sniper. Force them to split up to look for you. Use natural hazards, anger animal life up ahead to provoke them to attack caravan". All quests will have hunter elements, yet is seperate from the thieves or assasins guild due to gameplay while still rewarding ranged and stealth.
A really cool quest might be something along the lines of 'The most dangerous game" (A short story). A small island off the coast, a corrupt legionairre general, the island his hunting ground, his prisoners his prey. Riddled with traps and dense foliage, a climix quest that should incorporate everything about the hunt. Since it has an entire island, this should be a finale quest. Grants you the island as a personal fortress like the wizards spire or dunbarrow, that you can upgrade and stock with game.
Bottom Line; this is a wilderness faction. The quests routinely take you to the most breathtaking spots in skyrim, intended to let you take in every amazing piece of scenery while offering a diverse and radically new form of gameplay.