<div class="floatleft">(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcROuG4TCQ0HsnHqth4JprPAfeZt1eDIenHCEML09hwZIYuPm9QM)</div>Lord Chargoth looks the ongoing antics with neutral deadpan expression as a skull and as questions come in and things calm down bit on clothing and gear handed out (and magical bags of holding) he then continues; "Wind witches indicate the three sorcerers who rule the land of Sefyl, the pirate city of Toraba is their distraction and personal goal to eliminate. As the pirate city of Toraba has been around eight hundred years, always been mystery where it's located as rumors tell the island is mobile sort and treacherous to reach some reason. Even my magical scrying has revealed a whirlwind storm which surrounds the island constantly and wrecks any ship who attempts cross without golden compass. So what your holding is invaluable item, key to able cross the deadly barrier the mobile island has besides able locate it.<br/><br/>However pirates are not part of serving evil; they serve only themselves sand their own interests. Your only hope lays in convincing the council or more so pirate king himself. Who is founder of said island and still alive, which is also mystery as there is little to no information about him but I have sensed powerful work of a sorcerer in island so I predict he is sorcerer some kind. The heroes themselves did not heavily involve to pirate hunting as they are secondary in eliminating all evil in Darklands. But eventually pirates will follow in suit or they adapt somehow.<br/><br/>Elesier is capital city of Alderaan, heart and center of their church and place where holy mother reigns and rules while protected by elite knight paladins. I am aware Elesier has been build atop a another city, a forgotten city, the reason is fairly obvious. Alderaan founders were conquerors, fanatics driven by will of a light to conquer the land and turn it holy land of the good. However enemy's capital was unbreakable by military and magic wise, so commander without permission of saint who was leader of the movement did most cowardly thing ever; he poisoned enemy wells with plaque which then spread in city. Hoping promise of salvation and divine magic the enemy would yield but they did not. Plaque made enemy suffer months until the army of light walked in. By decree of the saint the commander name was removed from all records and man was buried alive with remaining survivors to a keep and new city was build up atop the ruins of old one. As means bury their past sins. Since then going to forgotten city is strictly forbidden and passage leads to it through present grand graveyard through a nameless tomb of war hero. Albeit commander name was erased his visage is ironically used on the statue which is atop tomb which was made for his memory in subtle way.<br/><br/>There is little to no records of civilization and culture of the original inhabitants in present archives, the entire subject being taboo and Alderaan wants keep commoners ignorant of the history and only higher hierarchy of the church even knows the ruins exist beneath their cities.<br/><br/>What comes crossing Blackwall, going through the mountains where magical barrier resides is fairly easy. Problem arises with crossing Blackwall fortress which was build just outside the mountains. It's dwarven wall which crosses entire region all way to ocean both sides, but there are ruined parts, collapsed parts, along the wall where old hordes did cross and dwarves guard most of them. Expect few small ones which some evil human cultists, smugglers and such use to cross the wall. I can point you to two of those, albeit uncertain are they guarded now but in past they weren't.<br/><br/>Also there are naturally patrols and Dorman land is all about rocky hillside, not much forest nor foliage where to hide from patrols unless you know the land or know how blend in without being seen. Or be found and just tell your mercenaries albeit some of you may need disguises to blend as normal humans or dwarves. Also problem is that dwarves give passports once you enter Dorman, if you lack papers you will be in trouble. I can confirm some underground tunnels and dwellings exist but they do not cross several miles in Spinebreaker Mountain ones do. They can cross from entire land from one dwarven fort city to next one and in old times they were grand trade roads and were used as such. But they can be good hiding places to avoid patrols."