Udibgidthur - UltraMagnus' Reign
The First Month
I plan on updating with more periods of time than monthly, but first impressions took up some playtime.
The mountainhome reclaimed the fortress on the 17th of Hematite. Our population, at this time, stands at 9 dwarves. 8 of them are recognized citizens, and for some reason there's a hostile baby about 100 Z levels beneath the ground. I'd like to think that the local reptile people adopted it and are raising it as their own, there exist a man and a woman with the baby, who also sports a fabulous mustache. This drama will have to wait out, for obvious reasons I've forbid the hatch that connects the caves to the fortress and am keeping it tightly sealed. This was the first priority, I don't like things crawling up my under-hole when I'm not looking.
The fortress has a decent food supply, some fresh water in a moat, farms, and for some strange reason a plethora of armor stands. At least this will give us something to sell when the first Caravan comes. I have no idea how many it will take to purchase a set of armor; our broker is hilariously bad at his job. Nobody seems to be good at their jobs; labor is a clusterfuck of everything. I personally can't stand it, nothing gets done. This will be sorted out later, after the Depot is built (for some odd reason we have no less than 50 armor stands, but no trading depot).
The resources of the land are scarcer than I'm used to, but this is the result of a smaller fort than I'm used to as well. Regardless, all of our necessities are here; we have trees to the southeast, enough rocks to make 50 armor stands, and little bits of werezebra everywhere. What antics the previous overseer of the fortress underwent regarding explosives and horsemen are not of my concern, not that I want to know just what the fuck happened. On a related note, there are corpses in the most unusual places; immediately to the north of the fort, sleeping in one of the beds, and right beside said bed are the corpses of what appear to have been loyal dwarves. These dwarves aren't listed under "dead" in the unit menu, but I shall see fit that they get thrown into a branching cave behind some tightly sealed doors respectfully placed into a tomb. My projects for the month have already been set out, then: to build a depot and to make a tomb.
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Transition to Malachite 1st
I have adopted the expedition leader as my own and named him "UltraMagnus." UltraMagnus has had hauling disabled, meaning he's the only dwarf that does anything around the fort. Every dwarf that is not "UltraMagnus" has been named "Billy Joel" as a result of this. Due to this, and naturally having hauling disabled, UltraMagnus was allowed to dig out spaces for a Depot room and for a tomb.
It appears we won't need the tomb after all, however. Nobody wants to even attempt to wake the "sleeping" dwarf. I only mean "sleeping" in the most liberal sense; only one dwarf is anything more than a Dabbling Observer, and he tends to avoid the area. At this moment he's fetching the corpse outside; I didn't realize that you had to be skilled at looking at things in order to realize that a skeleton is dead.
I've designated the foyer to the tomb to be smoothed so that, in worse case scenario if a Necromancer shows itself I can dispose of prisoners into a pit of undead. Of course, there's the matter of securing the refuse stockpile and dealing with the little bits of zebra chunks everywhere...