Appears I got everything straightened -- some sites didn't like me embarking, for whatever reasons. I've managed to get halfway through spring with no issues, so hopefully all will be will.
In any case, the story here is basically the same. Banishment/penal colony with some twists.
Started with all peasants on a site with enough to survive on, but not more than that. No starting supplies at all, tropical savannah with a brook running through the middle of it, sparse/moderate vegetation, untamed wilds.
As per the other thread, here is the Eballor bylaws/constitution.
I. Nothing automated: dwarfpower must run everything in the forest. No power structures, no traps, etc.
II. Apprenticeship and common labor: All non-legendary dwarves have hauling, healthcare, etc. on at all times. Legendary dwarves, due to their sheer awesomeness, remain above such things. Learning a new skill(one below level 2/Adequate) requires a teacher of Competent or higher skill.
IIa. The most basic skills are exceptions: Mining, Plant Gathering, Wood Cutting, Fishing, etc.
IIb. Training is done 1:1, one dwarf at a time, with the exception of military dwarves, who can train/spar with three dwarves at a time.
III. No trading or otherwhise interacting with(except in battle defending the fortress of course) with any outside races, including other dwarves.
IV. Classified megaproject to be further explained at a more appropriate time.