I really reaaly hope you have an idea what you're doing. Cause it doesn't seem like you understand the terrain we have to deal with? Giant war beasts can't be used in the Crags, neither of those do anything for the sea, then there is the cold and the viscous predators, before finally having to deal with cold wet swamp-marshland and flora.
There also becomes the issue of controlling them. As for mutation, form armed nagas? That is likely one of the worse combinations you could transfer them into. Snakes do not handle cold well at all. And Lunacy has a window that must be adhered to. It isn't fit for wide sweeping changes across our forces.
Note the below are not designs I want you guys voting on this turn, I want to do Bonding and Awakening.
Element of WindTapping into the air and a nearby living being, one can drain the solidness from that being, and imbue the wind with that solidness and life, before draining the result to a person. The result is a type of supernatural flight, able to jump far distances and create solid platforms of wind with which to travel far distances very very quickly. Note that due to the patterns being different, it only last a matter of hours, but the requirements aren't hard to source. Trees or animals, both will do.
Sky Stymphalian
A creature sourced from the crags, given the knowledge, made the pact, and had numerous birds sacrificed to it through Awakening to become a bird with large wingspan, great flight, regrowth of feathers, and just generally being a superior life form of bird. It can shoot razor sharp feathers strong as iron, crush boulders and creatures caught in it's claws, if they don';t shred them first, and yet out a piercing cry which can immobilize prey with fear. The culmination of the bird of prey, it allows us to ride it into battle for giving it these gifts and maintaining them, and serves a perfect way to travel long distances.
Grand WrymAn Ice Worm that was captured and slowly bent to our will, these Grand Wryms have the ability to absorb the ability of other ice worms, growing strong and stronger. Subserviant to us, they make perfect creatures with which to terrorize our enemies with their awesome might, and have the ability to freeze everything around them, or focus it into a breath blast which shatters that which it passes
Sea BoatOne creature is the long-neck, a Mammalian creature that can hold it's breath for a long time, and loves fish. Though the use of Awakening to boost their unerstanding, these creatures have been negotiated with. We will protect them from predetors, and they can carry our boats across the seas. And it can taste new more delicious fish.
Rather obviously we are kinda tricking it, simple cause it can understand doesn't automatically make it smart. But the contract will stay even after the Awakening fades since it is somewhat smart. So they can be tamed and pull our boats across the sea.
Do you really just want animal girls?
We better get night vision and enhanced senses with this, ya hear? And pick one infantry or the other. I'm holding to the Aquaducts like a desert-dweller to water.
Bonding: (1) TricMagic
Aquaducts: (2) TricMagic, m1895
The Tawila: ()
Desert Clansfolk Revised: (1) Happerry
Desert Clansfolk Mk3: (2) Happerry, Doomblade,
Scaleriders: (0)
DESIGN: People of the Luna: (3) Doomblade, m1895, Happerry
Anirite Akibara: (2) Doomblade, m1895,
Special Vote
Lunacy: (3) Doomblade, m1895, Happerry
Awakening: (1) TricMagic