Wow. Cutting it close... Sudden stuff happened, so I have to run through summer/fall/winter today. No worries. Here's the rest of spring, to keep you warm and fuzzy.
Taken from the Journal of "Z", Fortress Reclaimer Overseer
29th of Granite: There are so many levers... Many of them have helpful notes carved into the stone next to them, telling me what they activate, including a cave-in trap lever. It's been pulled, so I wonder if I should have it deconstructed for other uses. However, its existance causes me to fear pulling the unmarked ones, as I've no idea what any of them do. For all I know, one of them might collapse the entire fortress, or cover the ice sheet in magma.
10th of Slate: The number of hauntings has increased... there are now, as far as I can tell, three spectres, foul and unpleasant. Beyond Edtulmafol, the others are Erith Rovodkonad, and Litast Ilraloram. Perhaps I should have memorial slabs commisioned, as many of our dead, I've been told, lie beyond the safe walls of the fortress. Out there, several forgotten beasts roam and I'll not send more good dwarfs to their deaths, especially with so few remaining.
15th of Slate: The mayor ended a previous mandate, and mandated the construction of 3 quivers. Why, I could not say. On a more disturbing note, I learned that one of the ghostly dead, at least, has been buried properly. I'm not sure what has roused the spirit, but I'll seek to appease it with a memorial slab as well. I have begun to suspect this place has an air of madness about it, driving those that dwell here, even the dead, insane to a lesser, or greater, extent.
19th of Slate: Edem Edulmafol was succesfully put to rest. I'll have slabs engraved for the others soon.
24th of Slate: Migrants have arrived, despite the danger. Hopefully, many will be useful. The drawbridge has dropped and the migrants quickly approach. Let's see... we have... A thresher, a farmer, a child, siege engineer and fish cleaner, a blacksmith, and a woodcutter, a spinner, a siege operator, and a potter, along with various animals.After revising jobs: we have a farmer, blacksmith, woodcutter, child, and 6 designated haulers.
In a strange twist of fate, the miners had just finished digging to the mass grave at the exact moment the migrants arrived. I've ordered a wall constructed at the location of the stairs leading to the pit, and will have the hole sealed once the bodies are properly entombed within the earth.
1st of Felsite: As long as the bridge is down, I'll have some of the new dwarfs clear up afew of the items outside the fortress, and move them in. On a related note the corpses in the collapsed room are slowly being interred within the mass-grave room, but I'll have several spare slabs prepared in case of future hauntings. I also found a sealed off room, and ordered it opened. When told that it was the final resting place of two dwarfs and a forgotten beast, I forced it opened myself. The dwarfs should be given proper burials, rather then left to rot with their eternal foe.
2nd of Felsite: Goden Cuistastesh's corpse has been found. Long had the dwarf suffered under a malaise of mental illness, and as cold as it sounds, it is good that peace came at last.
13th of Felsite: Have marked out areas for the miners to dig, as we need offices for the "nobles" *The rest of this page has been carefully torn out, and the journal entry continues on the next page* and I'd prefer to have an area marked to dig for precious metals and gems as well. With alittle luck and Armok's favour, we'll strike rich veins of ore that later overseers can use.
19th of Felsite: An elven Caravan. I've no reason to let the blasted creatures in, but for the need for lumber and cloth. I may not like it, however. ... And I do wonder what will happen when they pass through the cage traps one of my predecessors left. I do hope this doesn't cause war, though they could never breach the fortress.