Awesome, I'm not sure if the croc was caught or not? If so, I'd like to claim it before someone uses it for military practice. And put it up inside the cage in the cave area Aqua is designating.
Bosa the cave croc was indeed captured, and it would make a fine trophy for something like "Aqua's Zoo of Amphibious & Otherwise Water-related Animals."
It's not easy to accuse people of being traitors when there's no detailed evidence so I will answer questions regarding what various dwarves have seen and done over the seasons. Mind you, the info won't be very good because I've had a lot to keep track of but I've tried to keep in mind where everyone is in general and what they've been focusing on.
A FEW THINGS I REALLY SHOULD LET EVERYONE KNOW: Once we have a Captain and he's giving me patrol routes for his underlings, there'll be one guy who will know a lot about dwarf movement. The Captain of the Guard, whoever this person is, can set up patrols and burrows for his apprentice guards to watch. Those zones, since the dwarves assigned to them are assumed to be putting 100% of their focus on watching other dwarves, will have ALL activity within them relayed back to the captain. These burrows may not interfere with other dwarf burrows unless the Captain wants to be an oppressive and intrusive jerk. Of course, oppressive and intrusive jerkery might be what's necessary to save the fort from certain doom.
Dwarves can declare certain doors "locked" meaning that I will have those doors fully forbidden except when necessary and other dwarves may not walk about inside willy-nilly. Workspaces or bedrooms, for example, may be deemed "on lockdown." This doesn't mean nobody can de-construct the door, or sneak their way in by finding a labour-related excuse, or mine their way in, or collapse a ceiling right on the other side of that door, but it does mean that any dwarf that interferes with that space unauthorized will be mentioned as a trespasser in the thread (if anyone is around to see them intrude, such as a lookout or guard) and may need to explain themselves. For high-traffic workshops, such as Lekza's dyeing zone, this is obviously not possible. She'll have to rely 100% on watchdog apprentices unless she wants to make her own workspace self-sufficient with its own bedrooms, food plots, etc and then lock the doors. The soap-making workshop, being pretty low-traffic, could be considered locked down without too much trouble as long as I remember to let URISTs in from time to time to dump some food in there or just let Besmar out to eat and drink.
Any dwarf can set up any number of burrows related to their labours or projects and assign any number of apprentices as watchdogs for those burrows. The trade-off is that those apprentices don't do any real "work" nor gain in skill (except for social skills), but you get total info about anything that happens in those areas. Hauling is considered "work" and the apprentice won't be as observant while doing it, thus I'll provide fewer details.
Hooray for looking like I'm making up the rules as I go! But seriously folks: I want to make sure everyone knows what's allowed and what isn't. What is allowed is, well, a
lot of things. What isn't allowed, in general, is knowing more than your dwarf reasonably should via gossipy word-of-mouth or your dorf being in eyesight/earshot of something happening when it happens. Since this fort isn't implicitly one of those "everyone's happy get along great" forts, stepping on each others' toes isn't forbidden by me. It'll probably just make other players dislike you.
And also around now is when turns will start to take longer for me to complete. I'm going to begin playing the game much more slowly and deliberately, taking notes on which dwarves are where, in order to give people as much info as possible about dwarf interactions and locations. I mean, I'll try.