Dear Diary: Today I learned that you can't embark with beds.
I take two herbalists, two woodcutters, two miners, a dedicated expedition leader, wooden axes instead of the real thing, no anvil, an extra pick, and a whole lot of brains.
The embark is a piece of work. The good news is I *just* need stoneworking and mechanics to trigger an eruption, at least of minor scale: I can't pressurize the volcano without either metal or glass. The bad news: not a lot of obsidian. Just a couple z, amidst the caverns. Well, if I'm not quarrying for rock short swords, I can skip crafts and hope for no moods.
Year 1, Spring: Lots of digging. Get an incidental lead on tree-chopping and plant-gathering
Year 1, Summer: Created a lot of miasma when mis-designating my mass dump, hitting a prepared wombat brain. 7 migrants, but two were children that may or may not be sacrificed to the volcano god.
Year 1, Autumn: got 3 real dwarves... and the eight children of the pair of fishery workers. if I lay off farming, there WILL be sacrifices to the Volcano Gods. A thresher is also possessed before the caravan, and thus is shortly to die. I trade some silver bolts a migrant brought for Plump Helmets, and have a tough choice between wood and stone. I take wood, and build a carpenter's shop
Year 1, Winter: Thresher goes melancholy. Maybe she'll jump into the volcano. she has no friends, so I'm fine. My stonecrafter with a wife and two children moods. Should have taken crafts...
Year 2, Spring: The stonecrafter goes stark raving mad. No elves in this world... TON of migrants, most of them even more children. Population is 68, with 31 kids. I'm going to kill them all when I get mechanics. I tell every dwarf in the fortress to gather plants and pick the surface bare.
Year 2, Summer: A child withdraws from society. Good riddance. He goes berserk and takes out a dog, though. New migrants, all working adults. Population: 75
I need crafts to stop failing so many moods and Masonry>Mechanics to deal with the swarm of locusts, or sieges,
Year 2, Autumn: Snarchers, and more migrants. we've broken 80. I almost wish the snatchers would take a few kids. Woodcutter goes fey... Again, I'm confronted with taking crafts to save lives, or going for the fortress. The fortress will survive, I'm taking Masonry this year.
Year 2, Winter: I start cranking out cobaltite blocks to make a grand wall. However, I need food production BADLY: my pop exploded thanks to those blasted kids.
I burrow all the kids on a platform that hasn't been finished, planning to drop it into the volcano once it's complete and has all the young on it. they walk up there, catch on fire, and burn to death. The volcano god must be pleased.
AMBUSH! I conscript the entire adult population of the starving, dehydrated fortress, which helps. However, my population is tantruming and going insane in addition to starving.
Amidst it all, a kid goes melancholy and jumps into the volcano.
I decide to breach the volcano and let the fortress flood with magma. The smoke clears up the miasma... and the dwarves. Somehow dwarves that are on fire are able to wade through magma. People go melancholy and walk into the fire. After about a month, only the ‼Dwarves‼ standing ,some of them content, in the former dining room remain.
Your Settlement has been abandoned.