I'm starting to think we should organize the card types into five two-colored factions, each with its own related mechanic. Restructure Starstill from the ground up as a "choose your card type" kind of set. That would give the set focus, add a hook for players to latch onto, and pare down the complexity of what we're trying to do.
We definitely need something for players to latch on to. I'm not sure if your plan requires colour-based factions though. In a set divided between geographic locations and card types another division would just confuse people. Maybe we could use naming to give some hints as to what cards work well with each other but I wouldn't make factions a focus.
Is it feasible for the draft format to be built around trying to get as many of one card type as possible? That would be one way to do it.
I actually think that the factions could work. Here's a rough draft with card type, name, colors, and some notes
Artifacts -- Archaeologist's Covenant (
)
"Reclaim the Past for a Better Future"
The Archaeologist's Covenant has a basic, abiding belief that Velnaria is a world fallen from a previous, superior state. In artifacts, the lessons and powers of the past may be extracted and applied to the present day. As such, they hunt for and collect artifacts whenever able. The Covenant operates primarily in Frostwynd (the conditions of which best preserve old relics) but may fund expeditions throughout the world
Creatures -- Tenders of the Pulse (
)
"Lives End. Life Continues."
The Tenders of the pulse, based in Maraka, are a society of druids, foresters, and other wilderness-loving folks who see life -- the totality of life -- as the greatest good in the world. Their cause is to promote and tend for anything with a pulse, and spread the living nature of the twilit lands into Frostwynd and Maraka both.
Enchantments -- Soul-loom Disciples (
)
"We Shall Weave the Tapestry of Reality"
The Soul-loom Disciples believe that there is an underlying weave of all reality, and that by knowing how to structure it, the permanent forms of magic and ultimately the whole of reality itself may be brought to heel. The Soul-loom leadership is interested in manipulating and perhaps even controlling manifestations of the "pure weave". This can put them in conflict with, or make them untrusted allies of other planar factions. Currently, they're trying to co-opt Elori
Sorceries -- Imperial Preservers (
)
"The True Reign Will Come"
Lead by Bahraz's undead lieutenants, or else similarly immortal beings trained by the now vanished originals, the Preservers seek to return Bahraz (now known simply as "His Eminence", the cult having forgotten their master's very name) to rule over all of Velnaria with an iron fist. They are long-viewed and work dark magic in hidden places, seeking to alifn the world for His return. Little do they know how worthless their efforts to subvert sapient society are to Bahraz...
Instants -- Blightmage Conclave (
)
"DEATH TO ALL"
The Blightmage Conclave is a group of wizards that have seen the depths of the world's poles, the absolute sterility of the heart of Frostwynd and Illpyre... and find it to be good. It is the belief of the Conclave that all life must end. It may burn, or it may freeze, but either way it has to be destroyed. They kill, burn, and salt the fields after them. Their attacks are focused against "the land of Heresy" (Maraka) but they'll happily help along death and destruction in the more liveable regions of Frostwynd and Illpyre too.