16th of Granite
"Sir, The elves have arrived"
Only 2 merchants? Simple enough to deal with. I have a moral question about dealing with them: Do I kill them and risk losing dwarves, or pull the lever and have the bridge teach them how to fly? As I contemplate the pros and cons slaughtering the elves, a lone dwarf pipes up "Why don't we trade with them? We have enough stuff to give them our junk".
...
Brilliant. I have come up with the idea to trade with them and take their stuff. This unfortunately means that I cannot sell the large spiked wooden balls that I have been making, but whatever.
They didn't have much, so I took all their food, some rope, and a some caged animals. Specifically, a caged Grizzly and Giant Panda. I will put those 2 in cages by the entrance to be released as a last resort. I have clearly labeled both levers so that there will be no accidents later on.
12th of Slate.
The ranger and the broker both just gave birth to girls. More mouths to feed that do no productive work. I have heard rumors about an infamous day care center in another fort. Perhaps someone will try to recreate it here later?
14th of Slate.
Elves have left. Did a little dance as they left the map. Good riddance.
17th of Slate. A new expedition leader has been elected. Apparently the population does not support cloaked, mysterious leaders.
Felsite the 2nd
Migrants! Good, What do we have here? A ranger, an animal dissector, a siege engineer, a peasant, a fish dissector, and a soap maker. All I need now is a cheesemaker. The peasant has some skills with a war hammer, so I recruit her into the militia.
Spoke too soon. A cheesemaker just showed up. He is mighty and durable, so I will also recruit him into the militia as well.
Nesting area is completed. I am digging some areas for coffins and slabs.
21st Felsite.
Carp.
My militia has wooden training wepapons, and no armour. I also have a novice wrestler. I am saving the game, and am going to try to turtle through this.