Welcome to the Far Seas Supply Division (FSSD)! This crafting faction is located at the landing in Mara, in the two-story building. Several things are going on in this busy building, as they try to aid and/or supply all their representatives out in the field.
While the below are the main methods of gaining faction with this crafting group, there are also a few other ways to gain some faction with them - a level 40+ quest series out of Lavastorm, the Sundered Frontier crafting questline, and the "Grandmaster" series that starts with Journeyman Service. They won't max out your faction so if you need to shop from the FSSD faction vendor, you will likely be making use of some of the below quests to raise your faction.
With the release of GU55, you no longer need to complete the Ship Out quest in the Moors of Ykesha in order to obtain the crafting missions, but you still will need complete it in order to obtain the timed Mara crafting writs. You also will need to be a level 50+ crafter for any of the below quests. I recommend doing the Ship Out line anyway, as it gives you a lovely amount of crafting xp and faction (including some of the factions out on the Moors), and helps you learn your way around the city/outpost hubs in that zone.
If you are interested in learning more about the items available for sale from the faction vendor, you can find details here.
Crafting equipment is scattered in this building, the building beside it, and outdoors beside these buildings. Kaisha is standing in front of a Requisition Order Desk, that starts the writ timer, and there is an additional desk in the building next door.
The same 1-story building that has the banker also has a fuel vendor. Since he is also a quest NPC, it is easy to miss the fact that he is a vendor, but Ulgofar Wisme, the little ratonga behind the counter as you enter the building, carries fuel.
The rest of the quests are broken down into solo quests, which can be obtained weekly, and "group" daily missions (that can now be completed hourly). In both cases, you will be awarded with Far Seas Supply Division faction, Far Seas Trading Company tokens that are needed in order to purchase items from the faction merchant, coin, and crafting experience.
As someone who has already played with these events, I can tell you that they make a significant (positive) difference in working on out-of-class combines!
You will need to gather:
Even the Mystic Woods portions of this should be safe for crafters who are low-level adventurers. For the Barnacles, the Tomb Protectors have a very small agro range. Stay along the water's edge and you should be safe - the barnacles have a pretty fast respawn time. With the Kindling, either dodge the aggro pirates, or stay in the Mystic Guardians area (neutral as long as you haven't killed any) and maybe have to wait a bit on respawn.
When done, remember to head back to the Far Seas building in Mara and turn in the quest at the armoire.
Once you have gained entrance to the tower (which only needs to be done once), enter the first floor of the tower and look for a cellar door between Brother Dhar and Dhae Lao. (The door is only visible when you have the quest.)
Zone into the Endless Catacombs and examine the body of the failed initiate to receive an "enchanted throwing hammer". Hotkey this and use it to stun the fifty terracotta warriors in the zone. Of course, there are only 50 of these, and it can be a confusing zone to search. Take your time and search carefully to find 45 of them. Note that while these warriors will be aggro and well above your level, the range on the hammers is large enough that you can easily throw them without ever gaining any aggro.
An additional reward for completing this quest was added with GU54 - your choice of one of three terracotta warrior house items. (Number of warriors needed was also reduced from 50 to 45.)
Reward is at least 54g 49s 68c*, +500 faction with the Far Seas Supply Division, and one Far Seas Trading Company Token. (*Note that this quest has a higher cash reward than the other two quests due to the fuels and resources that you need to provide in order to complete it.)
Recipes will require tier 6 (level 50-59) common resources and fuels, and will have you performing recipes for every class.
Quests are obtained from Madria Varas, upstairs in the Far Seas Supply building on the docks in Mara.
There are several things to note before we dive into descriptions of the individual missions, however.
Each of these missions functions pretty similarly, but with different storylines, events, items to be made, etc.
There will be an NPC giving you quests to make 3 items (any 3 that you want from those available), a book near that NPC for you to read to get a copy of the recipes, and a ledger that tracks what you need for each stage. There will be four stages, and each stage needs 3 pieces from every single recipe (covering all 9 classes). After completing 3 of something, return to the NPC, hail to hand in, then remember to hail again to get the task to make 3 more of whatever. (This is a really easy thing to forget, as Mum has found out, and can lead to losing track of how many which what you still need to make. You can make several extra above the 3-count, and hand them in and get credit along with a properly completed batch of 3, but it can get needlessly confusing.)
All resources needed, as well as fuels, will be harvested from different containers scattered around the crafting area. For faster grabbing, mouse over a container and hit "f". When it has finished getting the item, hit "f" again ... rinse and repeat to save yourself a lot of right-clicking.
You can craft the items in whatever order you wish, and even craft ahead. (As in, if you need 3 pulleys for stage 1, but you get an inspiration buff and want to keep crafting those while the buff is up, your next quest round can make the next 3 pulleys, and have them counted in advance for stage 2, etc. The ledger tells you how many of the item you need, and anything showing a negative number means that you have that many credited towards any later stages.
If you don't group for adventuring very often, you may not have remembered to sort out group loot options for the treasure chest that appears at the end of the mission. The group leader can right-click on a group member's name in order to get the option to set group options. (You might want to sort out in advance if it will be lotto, need-before-greed, etc. to save some squabbling at the end.)
A dwarven outpost in Firemyst Gully desperately need supplies in order to fight off an army of undead. (Be sure when you zone into Firemyst that you choose the Supply Stocking instance!)
Once you zone in, Sentry Yurur immediately inside the zone will be happy to give you a bit of background information, if you so desire, but your quest begins with Sir Dorarr in the camp to the south.
There's no time to waste (or so he says)! Once you speak to him, read the book on the table in front of him for a copy of the recipes (don't forget to scribe them!) and get to work.
As long as you stay inside the little fenced in area, you can quite happily ignore the fighting. During stage 1, however, you have to feel kind of sorry for the dwarves, fighting out there in their bare feet and such. As you complete each stage, however, they get more and more appropriately armed and armored up, until, when you hand in the final pieces needed (double-check the ledger to be sure), they take off and bring the fight to the undead, instead of waiting on the skellies and zombies to wander in their direction.
Give them a minute or two to kill everything in sight, then take a mellow little meander after them. The chest with your extra rewards will be waiting for you at their final stopping point (the tower), once they've destroyed all the undead.
Leave it to gnomes to end up needing a hand when one of their contraptions goes awry!
Head out to Steamfont Mountains once you have obtained this quest from Madria, and you will find the entrance to this instance as a gear on the ground behind the mailbox in Gnomeland Security.
At the top of the ramp leading down into this zone, you will see a gnome named Finbert Cogsworthy that you can chat with (optional) for a bit of background information, but your main contact, Cuthbert Cogsworthy is down the ramp from him, standing conveniently next to the book from which you obtain your recipes (remember to scribe them!), and the ledger that will track your progress.
Before you head down that last bit of ramp to speak with him, however, note the dark grey rock at the turn in the ramp, leading up to a beam. Remember that spot. :P
Peek over one side of the ramp, and you'll see the spot where you can watch their out-of-control Haywire Mechanoliberator Mark 3 running amok (Yep! An aggro epic mob! You really don't want to explore down there quite yet. :D) Peek over the other side of the ramp and you will see the spot where they're going to be building the bigger, better clockwork to fight him.
Supplies and equipment are mostly in plain sight. Mostly. The gnomes, for whatever reason, decided that the only stove, and a few duplicate pieces of equipment, should be located elsewhere. Remember where I mentioned the rock and beam? Head back up the ramp, climb the rock and run across the beam to find the stove - but be sure you bring up all the supplies that you will need from below, as there aren't any up on that level.
As you complete each of the four stages, you will get to see it being built from the components that you and your group have crafted. At the end of stage 4, the completed champion is activated and clanks over to begin an epic battle with the haywire monstrostity.
After the successful battle of the clockworks, your treasure chest should appear in the area where the haywire clockwork was destroyed. If your Champion gets cold feet (walks several steps then stops out of aggro range), the "safest" way to trigger the final fight so you can claim your chest reward is to have someone with travel speed on edge just into aggro range of the haywire clockwork, then drag him back to the Champion.
The shipyard for the Far Seas Trading Company is short on supplies, and running behind schedule, and needs some help.
After obtaining this quest from Madria, you need to head to Commonlands and look for a gate to the West of Bloodskull Valley entrance.
You will find yourself in a cove that uses the Cove of Decay model. Unlike the other two group missions, there is nothing to kill you in this zone if you are foolish enough to wander about, unless you decide to drown yourself or something silly like that!
Trader D'Vyl, next to the fire pit, will give you a tiny bit of conversation, if you're so inclined, but it is not necessary for the quest. What is necessary, however, is to note the crafting equipment, and the various supplies placed next to some of it.
Down at the shore, you will find Nyla Shipwright, the book containing the recipes, and the progress ledger. In addition, you will see the shell & ribs of a ship, waiting on more materials. You will also find more equipment, and more of the supplies that you need to harvest, along the shore to your left.
Finish Stage 1, and some workers appear and wade into the water to begin work on the ship. Additional progress is seen after Stages 2 and 3, and after Stage 4, you get to watch the ship sail off into the distance.
Don't forget your reward chest, that is sitting on the shore besidde Nyla!
A fourth crafting mission was added on March 31 to the Far Seas Supply Division lineup. While it follows the pattern of the other crafting missions with regards to "craft 4 batches of 3 of each of these 9 items", it goes about it with a few unique twists.
First off, you'll be heading to the Overlook out in the Moors of Ykesha (this is where the new port stone from the Far Seas Supply Division vendor in Mara will take you as well). From there, you will talk to the balloon coordinator, and have a special conversation option that will send you out to where they need help.
It will zone you in to a sorry sight.
You get to see what happens on an adventurer's raid in a new light. Bodies of adventurers and mounts everywhere. The portal that was to allow the survivors to escape (their only way out) has been destroyed by a meteor, and the folks in charge of rebuilding it are behind. Once again, they need you, the mighty crafter, to help them out of this mess.
Once you talk to the foreman, you'll be scavenging armor and jewelry from the corpses of hapless adventurers, grabbing meat from the dead mounts, harvesting nodes in the area, and chasing down slow-moving residue for your materials. While you may not find 20 uses for a dead warg, at least it won't be drooling all over you anymore!
Since this was an emergency, you'll find there aren't permanent tradeskill stations up there. Hail the questgiver in the instance again and he'll be happy to provide you with a temporary all-in-one crafting station thingamajig. (You will need to resummon the station every once in a while, just as you would with a normal tinkered station). The item is no-zone, so you're not going to get one for personal use, though. :D
There is also an extra little surprise in here for crafters, but it may take a bit to get, as it is only a small chance upon harvesting the void residue in there. (Note that the residue only yields a harvest of any sort when the quest is active, so do your extra residue-chasing after you've picked up the "make 3" quest, and before you finish the last batch!)
Yep, that's really Mum, in the flesh ... erm ... goo ... or something.
I don't have the item name handy right now, but it is an unlimited-charge, no trade illusion item that lets you turn into a void residue. Wheeeeee ... splork!