Arise.
Another thing I think would be interesting is dynamic ethics for your own fort. Your initial dwarves all come from the same civilizations, which has its own sets of ethics. As your fortress grows, how you rule your fort as well as outside interference affect this. Gruesome conflicts, a harsh environment, civil conflicts, poverty and crime (when these are implemented) would serve to make your citizens less inclined to altruism and compassion, while prosperity and peace would do the opposite. Immigrants would share the ethics of the civilization from which they hail, possibly with some RNG variance depending, for instance, on their former profession/social standing. The ethics, of course, are not on a single axis of moral/amoral, but follow the pattern of current ethic tags, i.e [KILL_PRISONERS:ACCEPTABLE], [KILL_GOBLINS:HONOURABLE] and [SLAVERY:DESPICABLE]
These ethics would then determine what actions are deemed to be acceptable by your populace, with civil disorder, unhappiness, emigration and strife between different fort factions as possible repercussions for actions that are deemed to be out of line by some groups/individuals. Your actions would in turn also have an effect on this. If you choose to impale your enemies corpses on pikes to scare off your enemies, it might cause an uproar at first. The next time you do it, your dwarves might possibly condone it seeing how effective it is at demoralizing invaders, or be hardened in their resolve and chose to emigrate/become even more unhappy etc.
The same can of course be applied in adventurer mode where your reputation would include your deeds, which in turn would result in different attitudes from different civilizations.