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What they -might- have been talking about is "The Last Tour" option from Venderbight, which lets you take a party of 12 tomb-colonists out from there on a tour of the Zees, but that's... not the safest thing to do if you're still in a pretty new run. Some of those destinations are in some very deep waters. It is a pretty good run, though, cash-wise, if you're ready to do it regularly.
Also, the Blind Bruiser can set you up with some smuggling gigs.
And the Salt Lions are close to Fallen London, usually, and you can transport Sphinxstone.
Your port reports should be paying most of your operating expenses early on, but don't get too wild with spending. You don't want to run out of money.
If you get really lucky with the map positions, you can find Visage early on and navigate the events there for a Captivating Treasure. (Don't pick Bat) This also lets you run some cargoes in to the Isle of Cats for some relatively easy money.
Running the Sphinxstone back to London once you can afford a load is pretty safe money, too, though that will dry up after a few loads. The last load of it always has a decent reward, but depending on what background you picked, can send you to some very far-off places.
Pete's advice is really solid, too, particularly the Last Curator at Venderbight. Some of his requests are pretty easy to finish, and each of those is pretty lucrative.
Though on that note, a word of warning on the Bruiser: Don't forget his cargo when he sends you out with money. Seriously.
When I first started, I learned this the hard way.
I do love the Cheery Man, though. He's a nice fellow.
The knowledge thet you'll learn from your run is far more important than the life of your current Captain, even if that does sound horrible.
Also, if money's your problem, deliver Sphinxstones from Salt Lion to London, but be careful to always have at least 200 hundred echoes (to buy the sphynxstones) and 20 cargo space.
Have fun. Be afraid. This game is awesome.
Also, one thing you should definitely do is *take copious notes* like this were a game from the 1980s or 1990s. Even if your memory is good, unless it's actually photographic, bloody take notes, because this is a *very* complicated game. Find a new shop? Take notes of exactly what it buys and sells and for what. Find a dialogue option you can't make use of now but that looks like it might be important later? Take notes. Find a Neathbow colour source? Take notes for your next captain. Get a particularly good or bad result from a decision on a quest? Take notes. Find a good source of a given useful item (supplies, artefacts, zee-ztories, whatever)? Take notes. Find a way to get a god's attention? Take notes. Find something good in a random event like beachcombing? Take notes. Get a good thing from a zee-monster drop? Take notes. Find a new island? Take notes of its location every time you find it in a particular run, because there's a limited "neighbourhood" any island can appear in and knowledge of places it's appeared in the past can give you an idea where to look in the future. Anytime there's something you think might be important later? Take notes. Anytime there's something you learn that you wish you'd known earlier? *Definitely* take notes.
...Seriously, I started taking notes in a Notepad file and it got so big and unwieldy that I ended up moving all the records to an Excel file just so I could organise it into different pages.
One thing that's important to learn is where good resupply points are for long voyages. Mount Palmerston was mentioned, and IMO it's one of the best for trips north or northeast, since its price on fuel is actually 10% cheaper than London's, and its price on supplies is only 10% more than London's. In the south, Peleghast's Post in Adam's Way can be a lifesaver, if only because it's always in the same location every run and at the very least its fuel and supplies are less than what those bloody Harbour Provisioners shops charge for them. When you find such a place... take notes.
Oh, and one last thing. A family is a good thing to have. It's definitely not mandatory, but it can be a great help both to your current captain and captains that come after you. Also, write a will. And take notes.
I will say again, a family is a very nice thing to have.
Oh, good point! I just noticed that when I did that quest, but forgot I'd said otherwise yesterday. And yes, 7 secrets is definitely better.
Depends on your opinion about using reference materials.
My rule for this game has been if I've played that part of the game already, I'll look at the wiki on sunlesssea.gamepedia.com and just pretend that I actually took notes.