The short answer is no. When You enter the a portal from the nether, on your way to the overworld, Minecraft calculates the primary portal coordinates with this generalized equation:
{X, Y, Z} → {floor(X) × 8, Y, floor(Z) × 8}
The game then checks for an active portal in a 128 block radius around that location. Given your nether portal coordinates:
X: -70; Y: 72; Z: -139
Your overworld portal must be within the following horizontal bounds:
X = -688, -432
Z = -1240, -984
Remember, any overworld portals within 1024 blocks of each other will link to the same nether portal, because 1024 blocks in the overworld = 128 blocks in the Nether, and the game checks for portals in a radius of 128 blocks.
If you build a new nether portal at the blaze farm and destroy your old portal, your main base portal will probably link up to your blaze farm. However, when you attempt to go back to the overworld, Minecraft will look for a portal within the above bounds and create a new one if it doesn't find one.
Your best option is probably to build a rail line from your current portal to the blaze farm. Ghasts can destroy any block with a blast resistance below 20.17, but they won't shoot at you without a line of sight, so you can make an inexpensive safety-tunnel around your rail line with pure Netherrack.
You can also build a more scenic tunnel with stone, glass, leaves, fences, etc, since Ghasts cannot "see" through transparent blocks.
This is how it works:
Every time you enter a portal, the game looks for an exit portal inside +/-128 blocks square (y is irrelevant). If you enter a portal at x=100, y=60, z=200
in the overworld, this corresponds to x=12, y=60, z=25
in the Nether. The game scans a square from (x=-116, z=103)
to (x=140, z=153)
, for all y values from 0 to 128. The closest portal in that space is where you appear. If there is no portal in that area, one will be created in a suitable place. Since there is a chance the x=12, y=60, z=25
will be obstructed, the game will search for an open space in that +/-128 blocks square. If such space is found nearby, all will be good, the new portal will lead back to the same one in the overworld.
Note that the game will only scan within the map height. That means that if you place a portal above the nether ceiling, it won't be found, and the game will create a new one for you.
However, sometimes the game will put the Nether portal far from the starting point, if it can't find other suitable place. Let's say it puts the Nether portal at x=80, y=60, z=110
(this is still in the +/-128 bounding box). When you enter that portal the game will search the corresponding space in the overworld: starting from x=640, z=880
, it will search the +/-128 blocks - from x=512, z=752
to x=768, z=1008
. As you may notice, the original overworld portal is well outside this box. So the game will create a new portal in the overworld. This is what is happening in your world.
To fix that, write down the coordinates of the portal in the overworld (use F3 to get them) and divide them by 8. Enter the Nether, go to the calculated coordinates and create a portal from the Nether. You don't have to be exact, as long as you are within 16 blocks from the calculated coordinates (you need to match only x and z, y is irrelevant). Then the game should find the original overworld portal. Or: Move the overworld portal using the above logic.
In described situation, there is no way to make the two portals lead to each other without moving either of them. I'd move the nether portal and if the new position is outside of the fortress, I'd build a short safe walkway to the fortress.
Here is a crude drawing of the process:
Best Answer
One possibility, which is what I suspect happened, is that when you converted from stock to craftbukkit, the nether folder did not get moved properly. When you run craftbukkit for the first time in a folder that is already a stock server, it has to make some changes.
One of those changes is moving the nether and the end region/anvil file folders into their own folders. Your world is now contained in 3 folders. If you stayed with the default name of world then the folders would be named world, world_nether, and world_the_end. Originally, the world folder contained two folders named DIM-1 and DIM1. These folders contained the region/anvil file folders of the nether and the end. When craftbukkit is first run it should create the folder world_nether and move DIM-1 from the world folder to the _nether folder. The same of DIM1 to the _the_end folder. If you had looked in console on first run you may have seen something like this:
Something similar for the end folder. Perhaps this operation failed. If it did fail, the DIM-1 folder may still be in the world folder.
If it is: