starting A one stone embark, ill say, gonna be interesting, what hsould I use the stone for?
Depends very much on type of stone and what you allow. If dismantling the wagon and using training axes for wood-chopping is okay, you already have enough wood to get your carpentry started. If you can get hold of exposed clay, a kiln would be a very effective use of a stone (you can invest a log to make a mason's shop and split it into four blocks first) - clay is an infinite ressource and can be used as-is for building or fired to earthen- or stoneware. Clay crafts are a pretty effective trade value generator for a young fort.
Own fort: i played my desert-world embark a bit. The location is partially mountain, partially scorching desert (peat as soil
), partially a freshwater lake; this is the only body of fresh water in the entire world that i know of. For about eight months per year, all zone designations give the "hot" warning, although dangerous temperatures only seem to exist in outside locations and my dwarfs are sufficiently protected by clothing to not take damage. Walls exposed to the outside are labelled "warm" during the hot parts of the year, all cheese imported by caravans melts and animals in cages routinely "burn up" on the way to the depot. Very large animals may survive, leaving behind smears of "[large animal] grease" on the floor. They will not give fat as butchering return. Merchants, wagons and pack animals survive just fine. The place isn't very hospitable, but we'll stick here, since we have magma at about 30 z-levels underground and the one ore we have on site is delicious Fe3O4.
And a child mooded in stonecrafting, grabbing some bright blue rocks to work with. The result promptly quadrupled the fort's value.