How many Factions is enough to put on each main region of the world?
Making a campaign set in an archipelago of 6 (previously 7) island that for some unknown reason that to "sail" through the ocean, where after the capital disappeared, a war started for 100 years. They are in a quick explanation of each island:
- The Vortex: Previously "Clear Skies Island", it sank into the ocean one day and left a gateway to the Underworld in it's place, pouring demons and momsters out of it.
- Capital Island: Capital of the Empire, when The Vortex opened, they island sailed into the horizon to be never seen for 100 years, only now returning.
- Dead Island: tried to rebel against the empire on the past, lost, became a social pariah and official cemetery of the empire. When the cataclysm happened, they used necromancy to gain a fighting chance, though they are more defensive and open to conversations.
- Frozen Sea Island: Previously "7 Waters Island", it's home of many arcane discoveries in the empire. When the cataclysm hit, an earthquake slit the island into many part, only surviving by freezing the entire place together. They now venture into the other islands in search of magic items to prosper their land.
- Iron Forge Island: Mainland of craftsman, blacksmiths and commerce guilds, a now half normal/half frozen volcanic island have a forceful occupation from the Frozen Sea Island over the crafting of magical items.
- Desolate Island: First Island to fall in the war for succession of the imperial throne. Know a place full of ruins, refugees, pirates, but also diplomats and aspiring adventurers as the island now serves as a neutral ground in the war.
- Monster Island: First island to be taken over by the monsters of The Vortex. So grand were the dangers that now most sane citizens live in the neighboring, smaller islands or in makeshift floating villages in the sea.
Now, after 100 years, the Emperor returns and announces a Grand Group Tournament with a yet to be disclosed prize. However, I still need to create factions to make each place feel more lived in.
The group will start and do its first main quest in the neutral grounds of the Desolate Island. Which factions from what I described could be a good fit in the isle and how many should I develop?
Edit:
In general, I plan on making factions on the following framework:
What they WANT (General + Specific)
What they DON'T WANT (General + Specific)
What is STOPPING them from getting what they want.
1 to 3 Important NPCs (with Wants, Avoids, A Secret and A Inconsistency)