I retired your adventurer upon loading, then promptly starts a fortress.
Farmvillage - The Famine of Dust (or was it The Dust of Famine).
I found a 3x3 temperate Untamed Wilds area in the east so I have temperate savannah, temperate grassland, and some tropical ocean biomes.
I think this is workable for my goals (Hemp industry), mostly flat with some 2 elevation drops to the ocean.
The aquifer is kinda scattered when I started digging from the center of the map.
z-3 was sand into z-4 aquifer, but when I dig a room in z-3, parts of the sand wall are damp.
I did an exploratory dig towards the ocean to the NE, and I dig down without aquifer, cool, saves a season of breaching aquifer using pumps.
Unfortunately, no Hemp plants to gather, but I'm hopeful.
I found some rope reeds, so I that's the first plant I started threshing for threads and cloth, then farming.
One sub-goal is to start the clothing industry for my future use: cloaks, hoods, mittens, gloves, socks and boots.
Has to be plants for they are lighter than yarn and wool.
Instead of my usual 11x11 above ground structure with a 3x3 middle stairs, I am going for a 12x12 with a 2x2 central stairs.
This will work out to have 8 -3x5 farm plots above ground, and roofed.
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I embarked with 10 cassiterite, 10 malachite, 5 tetrahedrite (for silver), and 10 bit-coals.
And these are all smelted for bronze and some silver.
Made bronze: 2x short swords, 1x battle axe
Made silver: 1x mace, 1x war hammer
First 7:
1. Carp Catten: m (art) +Sword, +Hatch.
Skills: Carpenter+5, Armor User+1, Dodger+1, Discipline+1
Goal: Make 100 masterwork beds, then Sword Dwarf / Commander
2. Mayor Cerol: m (art) +Sword, +Coffin, Can Handle Stress, Sense of Duty, Fearful.
Skills: Wood Cutter+1, Axe+3, Dodger+1, Discipline+1, Consoler+1, Pacifier+1
Goal: Cut Wood, then Axe Lord, then idle to set up as mayor. If not, Corpse Retrieval duties.
3. Miner Cilob: m (art) +Bolt.
Skills: Miner+5, Armorsmith+5
Goal: Make initial set of bronze armors, miner, then Pick Axe military squad later.
4. Miner Cerol2: m (art) +Sword, +Grates.
Skills: Miner+5, Weaponsmith+5
Goal: Make initial weapons, then Pick Axe military squad later. May mood swings for weaponsmith sword artifact.
5. Trader Kol: f (fam) +Sword, +Door, Fairness, Liar.
Skills: Mason+5, Appriser+1, Judge of Intent+1, Sword+1, Dodger+1, Discipline+1
Goal: Mason, broker, manager, bookkeeper initially. Train in sword
6. Doc Reg: m (art) +Mace, Cage, Duty, Compassion.
Skills: Mechanic+3, All 5 Doctor Skills+, Mace+1, Dodger+1, Discipline+1
Goal: Mechanic and cage trap setter when needed, doctor later, train in Mace.
7. Farm Shem: f (fam) +Helm, Cracks under pressure, Avoids Stress.
Skills: Grower+5, Herbalist+5.
Goal: Gather plants initially for seeds; add Thresher, Miller and Presser. Farm later.
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Spring and Summer
After the 3rd set of bronze armor (mail shirt, helm, high boots, gauntlets, greaves, breastplate), I struck some lignite, limestone (flux), and magnetite.
With all these woods, I start smelting pig iron and eventually steel.
But the forge is still in the surface, and the ores and flux are z-6 below, so I am moving the forges below.
With room to bring magma up via a few iron minecarts.
I got 4 migrants and some children: A sword dwarf, a Presser/Cook, a Weaponsmith, and a Bookkeeper.
With these 4, I can probably start the Mayor to train his Axe, and 1 sword dwarf training full time.
Autumn
I made 10 bronze serrated discs as I won't need bronze anymore; and traded these for clothing, bins of cloth and leather, and food stuff.
I got some animals, but I may just butcher all of them once I build my garbage tower / atom smasher.
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Sadly, no were-beast type attacks yet. I welcome any attack, I don't even have doors or bridge.
There were Giant Rabbit, Giant Opossum that roamed around, but they ignored the center.
I hope the humans bring some hemp seeds when I see them; and elves bring giant cats or something I can train and breed.
There's only 1 dwarf civ, and I a necro tower is a neighbor. Maybe I should have start a moat/bridge and set cage traps sooner.