1st limestone: After the tragic loss of Our last overseer, We have seen fit to assume control of Cathedral. Before this, We had only been working leather on the overseers previous whim. The fort is a mess; workshops scattered everywhere and stockpiles left and right. The first thing We did was give responsibility of a certain sphere to each worker rather then relying on unskilled labor. Looking at the last orders given, We can assume that making a millstone on the surface, training diagnostic skill, townportaling new people and making piles of copper short swords are the priorities. We've sent Stormbuilder to finish the millstone, but we already have 10-some copper short swords and We could use the copper for coins for more immigrants.
5th limestone: The millstone is finished and fully powered. We have drawn plans for Our office in the center of one of the strange hollow rectangular things near the townportal. It is only fitting since We have assumed the office of Ministers of Immigration.
9th Limestone: Half of Our military force is resting and is heavily wounded. Upon consultation with Kamikazi, the resident high priest, We have determined that the best way to heal him is too bring him to the monastery to be healed by Armoks mercy
11th limestone: A most troubling development has come upon Us: Many of the ministers have begun "Resting" in odd places. Further investigation reveals that their only wounds are being "Very Drowsy". Moreover, many of them get up after "Resting" and got back to work, only to "Rest" again afterward. They are all still "Very Drowsy" and that has not changed.
16th limestone: We have raised the funds necessary to summon a new victim immigrant. McMeph will still not convert from his heathen ways and continues to "Rest" instead of being healed by Armoks glory.
18th limestone: The minister of plenty,"Meg Helmet" has shunned Our company and is gathering resources in an unproductive manner. Between this and the "Resting" rebellion, We may need to take disciplinary measures...