There are actually several cases that matches Gaston_Juice's request:
- A world where there are no dwarves, because they have all died off (with the possible exception for some necros), but other civs are thriving. Despite the non existence of dorfs for hundreds of years (and no other members either), the dwarven civ(s) refuse to be considered dead. In this case you're playing a "struggling" civ, which means you get caravans, unlimited migrant waves, and a monarch from among your ranks within two years. This is reasonably easy to get.
- A world like the one above, but where the civ is actually dead even according to DF's odd standards. You'll get two migration waves, no dwarven caravan, and no externally appointed nobles (including a monarch). It's hard to get, and the only sure sign of getting one is a completely blank civ screen after embark (not even your dwarven civ: the previous case would show the civ and claim it doesn't have any important members).
- Variant of the above cases is a world where dwarves actually exist as members of other civs, and thus might, with luck, migrate to your fortress. I don't think I've seen such a world...
The world I currently use is PSV based and generated with the windows 32 bit 0.43.05 version. However, posting it didn't work, as the PSV data was too large for the post limit. If it's of interest I can post the file off site and link to it.
This world is intended to be used with a trick: First you embark in the "ocean" tile just below the tile jutting out from the dwarven/goblin lands. You can embark wherever you like, as long as it is in that tile. Immediately after embark you retire the fortress (I assume abandon would work as well). This embark serves to generate a "bridge" over the water so the real embark can be reached by elves and humans. The "real" embark is in a desert tile, a few tiles north of the "bridge" embark, and a few tiles south of the goblin main site. I've done additional trickery to get brewable plants in my embark, but anywhere in that tile would do for non booze related play. Note that the titan attack pop trigger is set to 15 to allow titans to show up before you've recruited visitor citizens or produced kids. You may want to increase the number if you want peace and quiet (won't be too much quiet with the gobbo neighbors, though).
You can expect most of the settlers from the first fortress to migrate to the second one in one of the two waves (I received 6 out of the 7).