Wandering Heroes of Ogre Gate is set in a world of martial sects where grudges and revenge lead to frequent bloodshed. In my current campaign the players have embroiled the sects in a war over an artifact called the Wind Sabre of Sunan (I covered the backstory to this HERE, HERE, HERE, HERE and HERE).
In preparation for tonights session, I put together a handy chart of the different sects. The sects to the left, in blue, are those who oppose the players and their allies. The sects to the right are those the players have formed an alliance with and those who are friendly toward members of the alliance. The purple entries below are the neutral sects, but each one is marked to show which side it leans toward. This will be helpful if the PCs try to engage in diplomacy and increase the size of their alliance.
On a separate sheet I have other details like the number of members and heroes in the sects.
I honestly have no idea how things are going to turn out. Much of it depends on what the players do and who they try to pull in (or push out of) their alliance. I am very much trying to emphasize the wandering aspect of Wandering Heroes of Ogre Gate, being very open to the different directions and places the characters decide to explore. So this all evolved fairly organically and we have now reached a point where the politics are quite interesting.
That makes sects very important to the game. I have created quite a few so far (all the ones in the above image are described in the rulebook). Each sect has its own history, style and martial philosophy. They also have their own interests, which is where things usually become interesting. They are divided between Orthodox and Unorthodox, with the Orthodox sects generally being viewed as the more righteous ones, but closer inspection often reveals these labels to be misleading.