-snip-
194 pages dedicated to someone eating a rabbit. In "Amazeblaze".
That's gotta be some book.
Anyways, as for the "Excitement! Adventure!" phrase, I believe it's tied to the personality of the person being asked. If you mod the creature's "adventurousness" or whatever it's called (might just be excitement-seeking, I don't recall the personality aspects very well) to have a high upper bound and the bring the lower bound up closer to the max, you can recruit pretty much the whole species even as a nobody because everyone is so damn hyped to go die somewhere on an adventure.
you could do one better and make an interaction/syndrome that effects this trait which allows one you just recruit just about anyone that isn't tied to a noble position or a guard.
though having an 'convince other to join' interaction or drug seems only good if you tie this with teaching talking so one could teach this to animals, and get pets.
in weird stuff I been doing lately : uhh slowly working on adding npc militia to these adv campsites, and ended up discovering to do so I need to make the adventurer a lord/lady of the camp, change some flags inside the world site data on(the fortress and capital flags), then and only then could I fill up a campsite with randomly generated units, now there some chances I don't need to do all these steps and can refine it down, but at this point it's how I got the game to give me randomly generated npcs for the camp.
there still the issue of the weapons which I guess is tied to the entity and needing to say make sure the new Civ the adventurer made also gives folks weapons.
in testing this I led a camp to pick up a bandit group and ended up getting infected roaming militia so now the 40 or so humans I dfhack in are now fist fighting zombies and getting infected and fist fighting each other. and there something brutal about how these corrosion zombies causes the person who they bite to go in a berserking state to murder the biter then turning their sights on everyone else.