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Adzgar

Main Exports: Grains, Fine Linens.
Government: Village dependent. Mix of council of Elders and Nobles
Religion: Non-denominational

Set on vast rolling plains, this principality is primarily known for its abundant grain crops, and flax products (linens, oil, etc). There are several villages scattered across the principality, each one governed by either a Noble (who has "held" the lands time out of mind), or by a group of Elders.

In ancient history, Adzgar was held in high repute for not only its bread-basket function for the principalities, but also for its more esoteric contributions—that of its curving, gracefully organic architecture, and the vast, ancient library of Nezira. Now, few practice the engineering and architecture on such a scale (most who know the forms stick to small pieces of woodwork) and the library is just a thing of legend.

The office of Monitors, a profession with its roots in the Library, still endures in the greater realm, however. Every principality has two Monitors, male and female, who gather the knowledge of the principality and its villages, act as legal advisor/lawyer to those in need, and can perform the services of a lay-doctor if a fully trained healer isn't available. It's not uncommon to hear people from all walks of life murmur, "We'll ask the Monitor," regarding whatever is at hand.

Adzgar has paths to Parrys in the mountainous region which fringes the northern borders, and the islands of Delios are off the coast to the south. The Glade can be found to the northwest.

Parrys

Exports: Ores, manufactured metalworks, softwoods.
Government Structure: Council of Elders
Religion: Pagan -- Followers of the Trinity (Loosely based on a series of ordeals to purify mind, body and spirit.)

This principality is one of the few whose history is visible to any who care to look. Once reputed to be a society where technology and magic intertwined, nothing is left of such wonders but ancient ruins of twisted metal and stone, and the few lay-magicks practiced by the populace.

Most of this loss is directly attributed to the overwhelming destruction visited upon the area by an ancient foe of the nobles who once resided there. In these times, no one is sure who this great foe was (as they attack swiftly and brutally before leaving just as fast), but even up to a few centuries ago, their devastating effect was felt. Now, most of the noble line of this principality is dead, with a few remaining descendents scattered throughout the realms.

Remnants of its grandeur can be found in the ruins of Selur. A great castle and town once stood, and is now a site for the Festivals of the Trinity. The Grand Square is moss-covered and its arabesque design hidden by centuries of caked dirt, but it's a great meeting place for markets and religious ceremonies of the Trinity.

Parrys is linked to Adzgar through the mountainous southern region, and to Parad through a path leading through the Unending Forest's thin side to the north. It is also connected to the Glade through the Fields to the west.

Dunsan

Exports: Hardwoods, Woolens, Wine
Government Structure: Monarchy
Capital: Montreuil

The lightly forested kingdom of Dunsan is one of the oldest and largest of settlements, with several settlements tied to it, the largest being the port of Montreuil. The Montreuil region is noted for its scenic beaches, beautiful and abundant hardwood forests, and its exceptional wines. The Montreuil region is one of the most developed and "civilized" in all the lands.

King Phillippe is an able ruler, and he is known for his fair dealings with all governments whose lands border his. Although the region is rich and fertile, the kingdom hasn't seen war for many centuries, which imbues the citizens a feeling of security not uniformly enjoyed in other places -- this is in part to the inaccessibility of the area to its neighbors. The common joke is that Dunsan is as hard to get into as a well-guarded virgin.

Dunsan borders the desert lands of Heerat to the northwest, and has access to the Glade on its northeastern border. The south's coastline is beautiful but treacherous, and most of the fishermen stay in local waters. While some hearty souls have tried to head south to Vesper or southeast to Paradise, very, very few have ever made it back to tell the tale.

Delios

Exports: Seafood, exotic fruit, ships
Government Structure: Monarchy (King Everend)
Religion: Monothiestic (The Church of The One)

This kingdom is made up principally of a series of island chains. Though filled with fertile farm land and forests, the biggest claim to fame for Delios is its seafood and other nautical goods. Many of smaller ship for the realm are built here, as the craftsmanship is extremely fine. There are two ethnic groups apparent in this relatively small island chain. Though both groups are considered equals in Deliosan laws and there is some interbreeding, there's a strong degree of ethnic pride which keeps both genetic lines separate.

While this chain is ostensibly a monarchy, the true power in the islands is in the hands of the Church of The One. The Church believes that there is but one Almighty Power, and all glory must be attributed to It, and all wealth should be gathered in its name. Monitors and other scholars believe the Church to have been a corruption of some other form of religion, but historical records offer no clues as to what the original form may have been. Magic is strictly proscribed in Delios, unless it comes from The One to Its priests all other uses of magic is considered heresy, and is punishable by death.

Parad

Exports: Exotic furs, aged spirits, grains, fine woolens.
Government Structure: Matriarchal theocracy (Priestess Saibeth)
Religion: Pagan -- the Witches of Parad

Rolling hills, dense forests, and a variety of lakes characterize this end of the realms. Parad is noted for its intellectual diversity, art, theatre and music in the more populated areas as well as its affinity for magic (the strongest in the collected principalities) throughout. The government is a loosely-based theocracy headed by the High Priestesses/Priests ... they're not known by any other title and the "religion" is given no formal name. Apprentices of both sexes are taken on by the Witches (a non-gender specific name), with the only requirement being magical potential.

Parad's wilds are more rugged and dangerous than most other parts of the realms, and those not used to traveling in those regions are urged to take a local with them.

This region of the realms is very isolated, as Parad only has access to the Glade to the southwest. Some very hearty souls traveling with Wayfarers might make it to Parrys to the southeast.

Vesper

Exports: Paper, wood products, holistic medicines.
Government: Council of Nobles
Capital: Solstice
Religion: Monotheistic (Brotherhood of the Merciful)

This calm, agrarian set of baronies nestles smack up against mountain range to the northeast, and coastline along the rest of the area, providing secure borders all around. Vesper enjoys the peace of its rural existence. The principality abounds in plants which yield a high quality of extracts and substances used in holistic medicines which are efficacious in all of the principalities. The physicians of Vesper are often asked to practice in the houses of nobility all over the realm.

The Brotherhood of the Merciful is a monastic organization dedicated to the principles of alleviating suffering, whatever the cause. Its medical training is superb, and its outreach programs extend across the water. The Order's structure is not terribly organized, but the good they do is undeniable.

Vesper has access to the tourist principality of Paradise to the northeast, and then from there can connect to the Glade and other regions.