My latest fort is having some weird stuff go down with regards to migrations. There are three things from the outset that make this fort different from my others:
1) I played this world in adventurer mode for a while before making a fortress
2) I'm modded to play as humans
3) My fort is settled on an ex-bandit camp that my adventurer cleared out.
So, now to the weird: About half of my migrants are, for lack of a better word, NPCs. They're listed as "friendly" in the unit list, I can't assign them labours, and their descriptions are like merchants' or enemies (ie, just the physical description, nothing about thoughts or anything). They also come carrying tools (like, boning knives and stuff) and pouches full of coins -- exactly like NPCs in adventurer mode. Upon migration, they just loiter about on the edge of the map, with no need to eat or drink. As they're all armed (many of them are in heavy armour, as well, with up to three mail shirts, swords, pikes, you name it) they've been making themselves useful catching and killing goblin thieves. Migration waves aren't exclusively normal migrants or NPC migrants, each has a mix of both. Some of the NPCs are children. One was a were-monkey, which transformed, ignored all the other NPCs, and attacked my real populace. The NPCs aren't included in my fortress population.
Also, slightly less weird but equally as cool: my regular migrants are badass. Every single one has multiple elf kills (and only elf, the civs were at war -- castles are full of elf slaves), high weapon skills, and elf hair/bone/nail trophies. This is hands-down my favourite fort because of all of this.
So, has anyone else noticed anything like this before? I know that migrants can be historical figures, which explains all the backstory elf-killing, but NPC migrants is weird (but cool).
And, whether you've seen it before or not, any suggestions on what to do with the expendable, lightly armed force I have building up outside? There must be forty or fifty of them out there by now.