My suggestion + slightly modified Armok's suggestion + masshunting thing
Krlnkir Yrlvnt 1) Our daughter likes imp pets... Let's gift her one more. Green one at this time. She should see how Krlnkir summons that imp, maybe she'll find a way to make her own imps
2) Offer the guard to become the brothel manager, to ensure that "girls are treated nicely" Order the "girls" to seduce him and lure in constant orgies
3) Teach consort some denonic language and magic... if she survives that, good. If not, so be it. (I think she may be more resistant to demonic magic, she had very close contact with half demon)
4) Move to Grantown
5) Create 27 ghouls (to round it up to 50 and have balanced numbers of different sized ghouls)
6) When the steel skeleton arrives, create an experemental superbaneghoul (need better name)
7) Investigate Grantown's cemetery, if it is possible to create really powerful undead, create. Else save it as a source of evil for warding\imp summonings
Put some wards in city (we will fight with wizards, soon so it's necesarry)
9) Remember early days, and raise amberashs (due to that mass hunting thing we'll have many animals)
10) Only if evil power is left: Start populating empty houses\port\moat with civilian imps (we can always enlist them as an army, but they should be useful as peons, too. Resource base is important). Summon all types of imps: red, black, blue, green, yellow.
New designs 1)Green imp:
Appearance: Froglike
Advantages: amphibian, jump, illusion magic, hypnosis
Disadvantages: cold-blooded, susceptible to fire, no direct damage attack
2)Yellow imp:
Appearance: Jelly, but usually prefers humanoid form
Advantages: becomes extremely corrosive at will
Disadvantages: slow, destroyed in water
3)
Experiment with a super baneghoul/"Flesh titan":
*28 rather than 7 ghouls,
*four sprawling legs for stability
* two sets of arms: one normal scaled up extremely strong baneghoul arms, one pair humongouslly long and whit a great many joints and many many spindly fingers http://goblinscomic.wikia.com/wiki/Mr._Fingers
* the main brain hosed in the centre of the creature. The many smaller heads should be enough for sense.
* gaping maw, styled after that of lampreys, on top into which victims can simply be dropped.
Edit: oh, and it obviously needs to have a deafening, shirking roar, which is actually loaded with evil and magically paralyses and inspires terror.
Edit2: and it's skeleton/support structure should be forged of metal.
4) feel free to offer more
CFM 1) Design Akatree crossbow
2) Upgrade one more acolyte to experienced cultist
3) Upgrade cultists to acolytes
4) Raise Amberarshs, carefully stockpile them in inactive state
5) Research imp summoning
6) Transfer 6 Acolytes to Followers of the Tall Man (one in each town) We must spread magic knowledge and give our spies some magic support
Followers of the Tall Man3 power Recruitment
3 power Espionage
Missionaries of the Alternate Faith 1 power: Recruitment (nobles, merchants, wizards, only important people)
1 power: Gathering resources
The realm One time orders:
Forge darkbarr steel gates for Grantown
Forge steel skeleton for new uberghoul thing, transport it to Grantown
Dig a moat around Grantown (if there are no moat already.) build a permanent bridge over it Blue imps need a place to live.
Arm 200 peons
Long term orders:
Mass fishing, mass hunting and food stockpiling. But slaughtering wild animals\fish is more important, than stockpiling: 65 resources per week.
Transfer to CFM: 10 resources per week
The army 1) Mostly garrison Grantown and help peons to fortify it.
2) Keep a small garrison in Akataki, too.
3) Dragons, Sintaurs, Amberashs and Dal'Kahh the Avaricious aid with that mass hunting thing
All off above valid until enemy army comes near, or another important event happens
We can feed our population with farming, so I don't think, that cleaning the area from wildlife, will starve our peons. And even if it will... We can find how to use several hundreds starving people (moooore ghooooooouls)
But I am
strongly against turning the area into a big desert, not yet
Minor edit: Added sending 6 acolytes away from CFM
Another minor edit: fixed superbaneghould thing