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And more fun stuff.
That flying fortress of a dragon you're thinking of making will probably attract attention, and some of your enemies will probably have flight capabilities. The manticores I mentioned earlier are a good start, but to have a defense localized on your craft, I suggest that you put several Brains in Jars (Libris Mortis, page 90) along either the inside with view-points or outside with carefully structured crystal or diamond settings.
Mind thrust, 2d10 on a failed DC 14 will save as a standard action. Anything that attempts to mind-screw or thought-detect them in return takes 1d4 Wisdom damage. THey also get Suggestion, Telekinesis, 3/day, and Dominatie 1/day so that they can turn enemy flyers against each other, and can Rebuke any undead that you lose control over or that your enemy sends.
To guard your stationary forts, fill the moat with Boneyards (page 88, LM).
Dream Vestige. This is another heavy investment, LM page 96. This thing carries a Desecrating Aura with it to boost your entire army, is incorporeal, can do normal damage with a touch attack, dealing 3d6 normal damage and 1d4 int drain. If it gains enough temp hit points (+5 each time it drains) to equal its own HP, it spawns another one. If it reduces a target to 0 int, it absorbs the physical form, which might not be near as good, as there's no corpse to animate, but hey, you've got a Dream Vestige, and you'll have another one soon if it goes well. Frightful presence is a given, and not bad for shaking morale, but the real kicker is Dream Travel, which allows it to pop into the middle of your enemy's forces and Just Wreck Their Shit. Failed saves shatter the line, attacks weaken their resolve, and even if they best it, your forces will be on top of them before they can recover.