mmm...this seems to be an interesting game. I think I'll join...
First, things first, faction. The fortress faction of this game seems to be getting downplayed a little, so I'll be helping them. Of course, in accordance with the Pantshelm rules this gives me access to workshops but limits me to dwarves. It also forces the "Mind-numbing stupidity" rules (Pantshelm rulebook, chapter 14, section 37e, just below the picture of the burning kitten) onto all of my peices. Also, in accordance with the Pantshelm Revision: fortress rules revision all of my dwarves will suffer from minor psychosis and extreme manic depressiveness.
I'll place my 1st dwarf - a proficient brewer - to work in the brewery making dwarven beer. My second dwarf - a novice woodcutter - will be placed just within the forts entrance. However, I am exchanging his starting axe for an immediate Strange Mood.
**Rolls 5d8**
Ah, he seems to have a fell mood to create a weapon (as in accordance with the Random Mood Chart of Insanity in Pantshelm, chapter 57, section 879.34g
Also, as a side note the addition of a working fortress faction to the game makes all dwarves and kobolds in play completely attracted to any burning clothes currently in play. Since I beleive the booze stockpile is currently full of burning drunk (and his clothes), that forces a "Why the hell does he want a burning sock?!" roll on all dwarves and kobolds.