Thanks for the feedback! Let me respond to a few of these.
Em:
I'm not thinking anything significant yet. I'm currently considering just a few that are at spots where rich veins have appeared. (I mentioned in one of the timelines that they found a small vein of either adamantine or mithril, I can't remember which.) Also, all the debris from the mining had to go somewhere. Waypoints off of the main road would be there so groups could get rest and still allow supplies to flow each way while construction was going on. These will probably be simply unadorned caves for now, but may blossom into something different later.
Northman:
I've viewed the construction of the Homeroad as a tunnel dug through solid rock instead of opening up into large areas of unexplored underdark. The dwarves were building this for safe and secure travel between dwarven kingdoms, and not as a direct access route for invaders. THe road is not straight, but curves to stay within solid rock. ANy place they may have dug through to the underdark was subsequently collapsed and marked for later exploration. Towns will undoubtedly spring up at these points, and exploration of the underdark will begin after the secure road is completed. Although after looking at this idea, I like the thought of the Homeroad hitting a huge expanse of Underdark, making them fortify that area as well and sending well-armed caravans through a hundred miles or so. That will be fleshed out later.
Em:
As far as I understand it, the Daggerwall is inhabited by all sorts of nasty critters, and the tunnels through the dwarven cities are the only safe passages. The passes through the mountains aren't blocked, at least not that I know of, but there is the ever-present danger of a giant tribe or a rampaging dragon. Or worse. If my thoughts on the Daggerwall are wrong, please let me know. Also, I sent you an update for the 2.0 a while back, including the layering of the cities. I would appreciate a new version to look over, however. I've set up an e-mail address for cryndon-specific mail at
cryndon@cox.net.
As for a more complete list of places, I will get everything I can done once I actually get the time to sit and think on it. I already have a killer bit of artwork for one of the mountain gates, and should be getting some more soon. I will also be designing a crest for the kingdom.
On a similar note for Cryndon, I have been thinking of it's general attitude. THey are Lawful Neutral. As I see it, they really don't care who enters or leaves their cities as long as the obey Cryndon's laws and don't cause trouble. THere are a few exceptions - they won't allow giants, giant-kin or Dueregar into the city, and tend to attack them on sight. I have envisioned ome of the city levels as being enchanted so they show the sky outside (I hate to use this for an example, but think of the Hogwart's dining hall from Harry Potter). In others, light would be illegal. The different cities house all kinds of guilds, from assasins to paladins, healers to necromancers. All practies strictly governed and following all applicable laws. If this is taking things a bit too far, let me know. But since the kingdom is all about trade, they will traffic in almost any good or service. THose who ae turned away from most other "civilized" lands can turn to Cryndon and be accepted, even if there is a slight surcharge. I have begun fleshing out the Edict of Guilds, and will include it in the gazeteer. This should explain it some more.