I've been out of commission for a few days, but Morul musters on!
25th Hematite, 218, Early Summer
We have many tame animals now that Morul has reached legendary animal trainer. Another challenging skill taken care of. Waiting to finish breaking the current siege then we'll herd the animals down from the roof and get back to hunting.
21st Sandstone, 218, Mid-Autumn
Clearing through the tame animals brought Morul to legendary tanner slightly ahead of butcher (somehow), though that is soon to follow. Ran into a problem with the herd - the herd path is down the center of the fortress and line-of-sight with the dwarves interrupts their path and they won't proceed. Had to run them back up to the roof and am now walling in the bits that I hadn't gotten to before. That should take care of the problem.
27th Sandstone, 218, Mid-Autumn
And sure enough, a few dogs later Morul is a legendary butcher.
18th Granite, 219, Early Spring
Morul decided to cut some gems while the animals moved down to the new hunting arena. Now a legendary gem cutter.
23rd Felsite, 219, Late Spring
Need to clear out the hunting area of stone (20K or thereabouts) so Morul took care of Mechanics. Going to make some stone crafts now to encrust with those cut gems...
4th Limestone, 219, Early Autumn
Morul is now a legendary stonecrafter. Hardly made a dent in the stone in the basement. Good thing we have a nearby chasm.
Morul is now hunting in the new arena which is working great. He's locked in so that the animals don't attempt to path out, and he's not terribly happy losing his bed and getting constantly attacked, but I'll yank him out before he tantrums. He's up to expert ambusher, and competent axedwarf (self defense). I don't think there are enough animals to get him all the way, so we'll swap him out for spear so he doesn't go over on the axe skill. I'm hoping to get him to accomplished or great ambusher before he comes out and get the animal population to run up again.
The rest of the dwarves are busy making improvements to the fortress. Not important to Morul, but fortresses matter too. The fortress is built inside the bottomless pit and has a central open core which is cross-shaped, with green glass catwalks leading out to soap platforms which are the dining areas. The walls exposed to the central core are being replaced with clear glass windows (I've got 600 bars of pearlash to use up)
The next skill I'm concerned about is animal care. Once hunting is done, hopefully in about 2 years, I'm going to train up some war dogs, toss them into a 4 story pit and then assign them to Morul to care for. 4 stories seems like the right height for yellow/red wounds but not fatalities.
There are relatively few labor skills remaining - Animal Care, Fish Cleaning, Fish Dissection (which I'm still worried about), Farming (half done), Fishing, Soap Making (need more wood for more lye, now importing both wood and lye), Weaponsmithing, Armorsmithing, Metalcrafting, Gem Setting, Woodcrafting, Siege Engineering, Ambushing (ongoing), Plant Gathering (slow, but easy), Architecture, Pump Operating, Strand Extracting (very slow), Record Keeper, Organizer.
There's enough wood to get woodcrafting and siege engineering done, but none would be left to get all the lye needed for soap making. That might take 5-10 years yet to accumulate, so once the hunting is done, I plan on flooding the hunting area from the nearby underground river for a tree farm. Architecture is a real pain because it can't be easily automated (I'll make a script to mass build supports), but most of the metal/crafty skills won't take more than a season each, and the administrative skills and pump operating will be very fast as well.
18th Moonstone, 202, Early Winter - Miner
19th Limestone, 206, Early Autumn - Woodcutter
27th Granite, 207, Early Spring - Appraiser
9th Sandstone, 207, Mid-Autumn - Bone Carver
11th Granite, 208, Early Spring - Furnace Operator
27th Opal, 208, Mid Winter - Engraver
5th Granite, 209, Early Spring - Carpenter
24th Timber, 209, Late Autumn - Mason
13th Opal, 209, Mid-Winter - Weaver
14th Obsidian, 209, Late Winter - Dyer
12th Granite, 210, Early Spring - Clothier
2nd Hematite, 211, Early Summer - Miller
10th Sandstone, 211, Mid-Autumn - Bowyer
26th Sandstone, 211, Mid-Autumn - Cook
20th Felsite, 212, Late Spring - Brewer
12th Limestone, 214, Early Autumn - Milker
12th Limestone, 214, Early Autumn - Cheese Maker
13th Timber, 214, Late Autumn - Thresher
13th Obsidian, 214, Late Winter - Trapper
23rd Felsite, 215, Late Spring - Metalsmith
6th Opal, 215, Mid-Winter - Glassmaker
5th Sandstone, 216, Mid-Autumn - Wood Burning
12th Timber, 216, Late Autumn - Animal Dissector
13th Granite, 217, Early Spring - Lye Maker
25th Malachite, 217, Mid-Summer - Potash Maker
8th Sandstone, 217, Mid-Autumn - Siege Operator
27th Timber, 217, Late Autumn - Leatherworker
25th Hematite, 218, Early Summer - Animal Training
21st Sandstone, 218, Mid-Autumn - Tanning
27th Sandstone, 218, Mid-Autumn - Butcher
18th Granite, 219, Early Spring - Gem Cutter
23rd Felsite, 219, Late Spring - Mechanic
4th Limestone, 219, Early Autumn - Stonecrafter