Not nearly the most impressive place in the world, but for the swamp orcs this is home. As you can see from the map scale, the original County of Slothjemia is hardly bigger than a decently sized barony anywhere else in the continent. But it was this small parcel of swamp, alpine peaks, and mountain valleys that gave birth to one of the regions most dangerous nations. Not all at once, mind you, because these things take time.
The River Jorillon is not rendered in this map, because truthfully speaking it becomes the Great Coreland Swamp as soon as it passes through the gap in the northern mountains at Nordwaldmark (11), the castle that was built to keep enemies at bay in the direction of Geldenreich. It remains a slow moving morass until it exits at the southern end of the valley, passing through an even smaller gap in the alps at The Gate (5), the castle that protects the Coreland from formerly unfriendly neighbors in Craiovia.The ancient village of Lost Fen (12) is the original capitol of Slothjemia, and near to the small settlement is Boardum Keep, the first castle to be built by the von Slothjem family. The city of Middleswamp (9) is nearby, built on a series of solid islands surrounded by the jungle of the swamps. Slothenburg (2) is where the goblinoids really started building themselves a city worth noting. It is the second largest metropolis in the region, second only to the sprawling city of Kugahloo far to the southeast. At any rate, the fortified citadel of Jordrakenschloss (1) is the capital of Slothjemia, sitting atop the rocky cliffs overlooking Slothenburg. The defensibility of the Coreland is naturally extreme, but the jors and their ilk have made the place even more difficult to assail through clever engineering and diabolical architecture.
Four Corners (3) is a lesser town than Middleswamp, but nor is it as old. Kernschloss (4) is an ancient dwarven city, semi-autonomous but its residents are all Slothjemian citizens. In olden times it served as the bulwark for the dwarves to the east against the lich lords of the Diosian Lodge, but now it is a thriving industrial center. It commands a breathtaking view of the swamps, very much as does Jordrakenschloss.
Summit Village (6) is also originally of dwarven design, but now there are a great many different peoples that call the lofty little city home. To the north of this picturesque site is the sleepy hamlet of Garvin’s Gap (7), so small that it doesn’t even have a mayor. It does, of course, sit at the end of a pass that allows travel into Romillia along the spine of the Kragalian Alps. Continuing northward along the river that flows from Jagger Lake, travelers reach the spelljamming port of Jaggerholmschloss (8), once a tiny hunting village and now a thriving metropolitan center that links the underdark civilization of the drow elves to the unlimited expanse of wildspace. Lastly along this road is the town of Tinystadt (10), home to an ancient community of gnomes and halflings. Since becoming part of Slothjemia, though, multiple diminutive races have settled here. They live in harmony, united by their size and love for agrarian pursuits. Yes, they do realize the silliness of their name, but they do not find it in the least bit comical, seeing as they chose it for themselves.
Although considered a Grafdom by the standards by which the empire is constructed, Slothjemia’s Coreland is governed directly by the Countess of Slothjemia, not an appointed Graf. And the Countess of Slothjemia is, of course, Queen Reichsha. And while she might not take an hands-on approach to running her realm in every aspect, she does take a very strong interest in her county. Other, more powerful, titles exist here in the Coreland, but they all pay deference to the Countess. Like all feudal systems, being an archduke in your own right doesn’t preclude you from being somebody else’s baronet.
One final takeaway to all of this is that when it comes to adventure, excitement, and thrills galore; size doesn’t matter. Ask any cartographer. Scale is relative.