One thing that is missing at first glance is a key point for each faction : what do they want ?
Power is not an answer, because power, it and of itself, gives you nothing but a tool to do something else. If you don't want something, power is useless.
If a faction has everything it wants, then there is no conflict.
And, as I GM, you want conflict between factions. You want a dynamic power struggle, so that your PCs are immersed in it and either pick a side (and live with it) or stay clear and suffer the consequences. You want factions who are looking for allies and enemies, who provide hooks for adventures because these adventures further their goals.
You might also want to define a number of concepts further - such as "harmony", "forbidden knowledge/magic/rituals", and the like. Who defines what is harmonious and what is not ? Who decides what is forbidden ?
Fleshing out might also require to sketch out sub-factions (internal politics). Individuals are not robots, they have their own goals - their own wants. If they are members of a faction, their own wants might align with those of the faction as a whole but might diverge on the details, or they might see the faction goals as a means to their own end.
And keep in mind the common folk - all those factions need people to feed them. People always have an opinion on those who wield power, and that opinion can be based on positive or negative emotions (gratitude ? envy ? fear ?). Are there people who would like to be part of those in power but can't ? People who resent them because of their power and what they did with it ?
You want conflict.
great feedback. appreciate your input. yes agree, needs conflict.
overall a good starting point for an hours work. AI spits out what you ask it and then often needs more refining to fit your concept and vision. its about framing carefully your question and teasing out the finer details. your input will help me do this and take the lore in a more focused direction.
im not new to faction building... i have an established sandbox setting filled with crime-lords, royal bodyguards, spies, thieves guilds, an evil cult, numerous faction leaders and a lawful group pf magicians. 2 rival assassins guild, 3 allied crime syndicates, a lawful faction of monks opposing a cult of vampire worshippers, 2 rival thieves guilds... these were all part of the same city and each faction had its own agenda, even the allied ones and thereby provide lots of opportunities for intrigue and spying and double-dealing skullduggery. That city has been built over 3 decades of gameplay. AI will accelerate that process and id expect by that in 6 months ill have things pretty detailed.
i'll post up some updates here over the nxt 6 months.