[http://www.bay12forums.com/smf/index.php?topic=101741.msg0;topicseen#new]
A 504 error wiped out my previous (not too short) post, so, let's try a summary:
Good regions can kill you with kindness. Disinterest with work, apathy. Deaths and injuries, even of hunted/battled/butchered creatures, cause bad thoughts (perhaps dangerous to have a dedicated butcher, unless/until they can flip into the PTSD psychological conditioning). Tantrums lead towards lost-parent/failed-mood suicidal thoughts rather than rampaging. Deaths of friends hit harder, and friends are more likely (either through more socialising or region-specific increase in friendship-gaining), so 'tantrum spirals' are instead escalating lemming-like suicide urges.
But I also tried to say that it should really be diametrically opposed to evil, rather than different to both evil
and neutral areas (as the above might well be), while chucking those ideas about so I was saying how perhaps instead we should have...
...Where evil mists rot the bodies of endangered dwarves and other creatures, turning them to aged and dry husks, "good mists" rejuvinate. Problem? Legendary Armourer becomes child again, skills regress (like 'rusts', but... nicer sounding and instant). You're left with an unproductive member of the fortress who doesn't even have the skills to immediately resume high-quality work once adulthood is reattained. And juveniles caught in such a mist become babies (their mother has an urge to rush in to nurse them?) and babies would pop out of existence (potentially become pregnancies-in-progress?). Unhappy thoughts, perhaps from relatives so affected.
Yes. That's a summary. Basically I was throwing a lot of ideas out there. Scattergun. Into the air. Probably nowhere near any viable target. Bet you're glad you didn't get to read the original, though.