I'll update the OP soon.
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On the 1st of Malachite, Rampartpaddle announced that she would consider herself a miner. Shortly thereafter, I decided we could use some more bolts. I was about to simply order them, when I realised that I should exert my mayoral powers.

Sappho then orders them as manager, before asking if this isn't a bit pretentious of me. I point out that if I want to stay mayor, I need to act it! To that end, I decide to order myself not to do any menial labor like hauling or cleaning.
We caught a couple of magpie men (no women), and tamed a couple of the crowfolk (a breeding pair).
Another thing that caught my eye is a project of the mute one. She made a shaft leading up to the aquifer and down to the level below the meeting hall, depressurising it along the way. She even put a door in the way in case the depressurising thing failed. When I asked where she learned to do that, she just shrugged. Women. At least we will now have a well in the fortress proper.
On the 4th of Malachite, Rampartpaddle accidently caused a cave-in. Somehow, Strengthlashed wound up in a cage. Somehow. (He was released within half a week.) The day after the incident, migrants arrived. A (the only) notable migrant is Mr. Oiledaction, a skinny-for-an-elf medic with a muscular wife and no other family nearby. He's a bit crazy, turning to inanimate objects for advice when nervous. I decided to make him a full-time medic and part-time animal trainer and caretaker. Those crowpeople we “tamed” still look sorta wild...
We now have 14 kids and babies, 13 prisoners, and 42 wardens.
I decide to assign Splint to the position of Captain of the Guard, as well as sheriff. Hammerer, too.
On the eighth of Malachite, a construction accident lead to the unconsciousness of a ranger and The New Secrets of Drying.
On the 10th, one of the prisoners-to-be goes moody. He needs logs, silk, yarn, and leather. And a drink. He starts working on the first few things. In the meanwhile, a weaver is working on a loom to make some silk cloth, and Rampartpaddle narrowly avoids sweeping herself and her infant to a watery grave.
The weaver is collecting some webs from the caverns, and thereby exploring them. Strangely, they have so far proven entirely barren of animal life.
On the 16th, a party was organised in the dining hall. It is attended by the fishery worker and a siege engineer.
On the 18th, the fisher (surnamed Auburnurns) started constructing his artifact, with six logs, some homemade cave spider silk of superior quality, imported sheep wool cloth with dimple dye, and imported leather from giant owls and wolves. Around this time, work begins on some weapon traps near the entrance, intended to help deter goblin thieves and other nasties.
The next day, BerserkNINJA made a masterful spiked wooden ball. I don't know where to put it--in a trap, obviously, but which one?
On the 22nd, the moody (former) prisoner made The Cavernous Music, Korshasad, a highwood ring worth 960 gold [14,400 db]. It has spikes of highwood and alder, bands of wolf leather, and decorations in cave spider silk and maple. It has several smallimages: A naga woman adventurer killing a bleak freak, a couple types of cut gems (round cabochans in willow, round brilliant cuts in the giant barn owl leather). There's also a maple image of Ira Glidesouls Explained, a famed book, and most prominently (and hauntingly) a bogeyman in blue sheep wool. Most interestingly, though, is a series of grooves on the inside of the ring; heating the ring has no effect, but wind flowing through it causes a shrill note to play. Bringing the ring into the caverns, the faint breezes wafting from opening to opening caused a faint, eerie melody to be played. I think this is a wondrous device. Both Auburnurns and his relatives (his wife, the chief medical dwarf; his nine-year-old daughter; his mother's younger brother, who was drafted as a miner; and his father's parents, a marksdwarf and a ranger) are proud of this accomplishment. I think it should be placed somewhere where all can hear (its tune changes constantly, so it's not like moving it to the fortress would make us lose much). I wonder where it should go...
On another note, that cripple--Sprychamber, her name is--got all healed up. And, to add to the joy from all of these wondrous things, the bridge for dropping prisoners has all of the materials hauled to it,thanks to a long joint effort including our administrator/Copper Fate, Sappho (while she was an architect), and just about every architect in the fortress.
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I'm choosing my ending spot for the same reason as last time, more or less.