I recommend adding the following:
-Geographical features (in a fantasy setting, this can include moving islands, floating mountains, Ley lines, planar portals, etc.) Weather patterns may also be useful, if the area is large enough.
-Trade goods: In addition to the usual foodstuffs, metalwork, and textiles, this can include rare materials and exotic steeds. These would also vary by locality -- for example, the Dwarves living in the foothills between mountains and human-occupied plains might trade their mithril and adamantine for wheat to make beer.
-Factions: Even Lawful Good groups don't always see eye to eye. For example, an order of Paladins might prefer to defend their temple's interest, while a secular order of knights may view the king or kingdom as its proper master. What if only one is corrupted? Every realm, city, and race will have numerous interests.
-Villains: Every good drama has tension. Are the gods fighting among themselves, or do their followers have different interpretations of their will? Who has made deals with devils/demons or amassed Undead armies? Which nations have gone horribly wrong (typically the Drow in the Underdark or its equivalent)? Also, who or where are the "points of light?"
I also recommend starting with a broad outline, then fleshing things in as the Player Characters explore. Yes, staying a step or two ahead of the party can be a challenge, but at least you'll be spending time and effort addressing their interests rather than be frustrated when they skip the portion of the subcontinent that you've developed.