Currently, fey moods only effect skills that produce items. Below are some ideas for how moods that don't produce items could work.
Mining: The miner claim's a moson's shop and demands a large number of rocks and other items*. If he gets enough, he produces a large number of uncut gems or peices of ore.
Animal training/caretaking/trapping: A trapper will demand one animal that requires a dungeon master to train and some other items*. If he succeeds, the animal is trained and he is promoted to a dungeon master noble.
Military skills: The dwarf demands a large number of weapons and armour. After while, they become legendary in one of the fighting skills and become an "Order of the Blank" noble like in the last version.
Cook/brewer: The dwarf demands some food, a barrel if a brewer and other items*. They then produces a number of masterpeice meals/drinks equal to 10X the number that went into the mood.
Butchering: Like a fell mood, but on an animal rather than a dwarf.
Fish cleaning: Demands an oyster or other pearl bearing fish. Produces an artifact large pearl.
Fishing: Either
If away from sea: Claims an animal trap and some other items* and catchs a rare fish,
OR
If near sea: Claims some items* and spawns a live sea monster/ group of mermaid merchants with goods on seahorse-back on the map. Sea monster behaves like attacking dragon, mermaids will seek to speak with your broker and establish trade.
Alchemist: Claims some items* a number of metal bars, then transforms the bars into a bars of a different metal with higher value.
* Stone, wood, gems, etc if a fey, secrtive or pocession, a dwarf corpse if fell or sinsiter.
[ January 06, 2008: Message edited by: Grek ]