Alright, so first up: Graphics appear to be working as intended. They look good.
Goblin and Human ghouls are workin' as intended, because that's what my wagon haulers were. Had to dig a bit of stuff out, but it was may own fault. Didn't bring enough junk to build with initially.
Second, some weapon ideas, that are mostly thematic in name and function.
Require special materials and skills, these weapons are spell foci that allow the user to launch special munitions that likewise require specialty skills to produce.
Witchblade - A warlock's one-handed sword, commonly wielded alongside doomshards, shards of gems enchanted to have edges comparable to iron.
Spellglaive - Two handed pike skill weapon for warlocks. If ranged, they can be used to fire pellets at deadly speeds once you have a runic inscriber to make the ammo.
Crescent Axe - Warlock's one-handed axe, uses doomshards as ammo like the Witchblade.
Barbed Lash - The scourge's drunk, angry, inbred cousin, cutting with greater force and inflicting deeper wounds, or leaving painful, shallow lacerations, depending on the attacks the user decides to make.
Arbalest - Not a warlock weapon per se, but in addition to firing hard-hitting standard quarrels, they could also fire runic quarrels, which if doable would inflict syndromes on the victim (making them significantly deadlier than regular ranged weapons as a result,) though I know that demands a bit of dfhack.
Sword - No, really, just "material name" swords. In-between of the long and short swords.
Bludgeon - Simple, cheap, mass-producable mace weapons, perhaps made in bulk by a stone or woodcrafter or bulk-casted at smelters.
Hatchet (could be shared with other civs) - a very, very basic axe weapon. Not as good in a fight as a battle axe, but faster to swing.
Arbalest - A heavier two-handed crossbow that fires quarrels instead of standard bolts.
War Scythe - Two handed spear skill weapon.A good chopping weapon but a mediocre stabbing one. In a pinch, can be broken down into a Bludgeon, and...
Shortened War Scythe - A two-handed sword with the same stats as the war scythe, except it's less awkward to use, and thus a bit easier to swing.
Spiked Lance - A better pike, also packing a raking slash attack with spikes.
Ceremonial Kris - A wavy-bladed dagger. Simple and to the point.
EDIT: I would like to voice instant disapproval of no carpentry access, considering you get wooden barrels and such on embark. If you're going to strip out non-trade access one of the lighter materials for wheelbarrows and food/goods storage, an appropriate replacement is needed, especially for early on when you really don't have time to be fucking around getting metallurgy set up.
EDIT II: There's also catering to those warlocks who have preferences for certain types of wood. Why should someone who wants to be barred from giving thier warlocks stuff made from types of wood they happen to like if it's available?
EDIT III: Why the hell is mechanics disabled? Sort of hard to make traps more complicated than a door or a hatch cover without that. Can't even capture people to enslave without it because no mechanics = no cage traps.
And EDIT IV:
I double checked thier ethics, and they should be fine with cannibalism, but for whatever reason they (at least paradoxically the ghouls, I have to keep an eye on the warlocks as a I brought cave fish for initial food) consider prisoner meat inedible.Scratch that, warlocks eat people fine. i'm just stupid and forgot to build a bridge for the goblin ones to get back after the spring thaw.
Also I'm gonna give a hard pass to the ethereal walls. They really don't look all that good, at least in my opinion. I was expecting it to resemble stone with soem signs that it's not natural, not.... Not what I got, to put it politely. It'd be easier to provide a foreboding evil lair feel with some dark grey stone over these tacky looking walls.