This is for players:
Since this will probably be most player’s first time playing Godbound, I’m going to be using the Realm that comes with the core rule book: Acrem.
Since where you come from and your profession is I shall describe each land in Acrem using the “Player’s Guide to the Realm” in the book:
Ancalia
Five years ago Ancalia’s peaceful, civilized monarchy was shattered by a massive outbreak of Night Roads opening throughout the country, disgorging waves of abominations and raising those killed by the Hollowing Plague. The survivors huddle in coastal redoubts and inland enclaves, aided by the ragged remnants of Ancalia’s famed knightly orders.
Atheocracy of Lom
The Voice of Reason rules this chill and cheerless land with the aid of his antipriest acolytes. The people are but pawns to their master’s theories and schemes, yet they fear to pray to the gods that so utterly abandoned them in the past.
The Bleak Reach
A thousand years ago this was an advanced and powerful nation. Now the land is cursed, a refuge for exiles and those no other land can tolerate. Reacher folk are hard, canny, and ruthless in their will to survive.
The Bright Republic
The sole technologically-advanced nation remaining in the realm, the Republic relies on its irreplaceable etheric nodes to power a sophisticated society of modern technology and political intrigue.
The Howlers
Savage raiders, peerless poets and famed beast-tamers, the Howlers shun writing of all kinds as a curse that destroyed their ancient nation.
The Kasirutan Archipelago
The finest sailors in the realm call these volcanic isles home, though they’re feared more for their pirating than for their ruthless mercantile dealings.
Nezdohva
The mechanical Iron Tsar and his automaton nobility rule this land of impoverished human serfs. Their human Artificer’s Guild has the best automaton-builders in the realm, and a liberty born of the tsar’s dependence on their arts. His patronage of their talents is all that keeps his fractious, ambitious mechanical boyars and autocossacks in line.
The Patrian Empire
The Patrian legions are the best heavy infantry in the world, their armored ranks and steely assegais a bulwark against their ancient rivals in Dulimbai to the south. Their senatorial families scheme for in Influence over the plebian classes, while swarms of bitter slaves toil in their mines and newly built homes.
The Raktine Confederacy
This patchwork of city-states, demesnes, and free towns was once a battleground divided between Patria and Dulimbai. In desperation, the sorcerers of Raktia unsealed the forbidden Black Academies in the mountains and used their secrets to conjure beasts to drive out the invaders. It came at a price; even today, Raktia is plagued with monsters.
The Regency of Dulimbai
Greatest of the nations of the south, Dulimbai’s mandarins came as an invading force a thousand years ago. Their Regent still pledges loyalty to a long-lost emperor, and their magistrates keep to old ways.
The Thousand Gods
Once this steaming jungle was a favorite site for theotechnical research by the other nations of the realm. Now the descendants of those arcanists are tribes of god-enslaved cultists ruled by artificial divinities of cruel and capricious nature.
The Toba Plains
Nomadic clans of herdsmen ride the broad plains, congregating around the massive stone monasteries of their revered lamas. These monks are proud and wealthy, and their disputes often leave the nomad clans divided and troubled.
The Ulstang Skerries
These icy islands lie under the cold hand of quarreling witch-queens, who send their sea raiders faring forth with dead men at the oars. Their warriors are mighty and pitiless, dreaded all along the northern coasts. Their robbery is bad enough, but all know that the corpses of the hapless souls they slay are taken north to be slaves… or worse.
Vissio
Home to the richest financiers and most ambitious artists in the realm, Vissio is a proud land of rival city-states and scheming patrician families whose deep rivers and seaports see most of the trade of the western realm. Their clockwork artificers are superb, and work many marvels for the merchant-princes and the assassins of the Order of Redactors.
The Oasis States
Pyramidal city arcologies rise amid the red sands, a wealth of spices and drugs grown within their hydroponic gardens. An inbred nobility cultivates their bloodlines for physical and magical power, while outside their walls the “sand prince” raiders pillage spice caravans and foreign goods.
Of course if you don’t want to come from one of these places, you can have your character come from a Far Realm. This basically the catch all term for any and all characters that weren’t born in Acrem and have come from somewhere else.