[sblock=Knowledge (Arcana) DC 0: ]Clerics and wizards can use magic.
[sblock=Knowledge (Arcana) DC 5: ]Powerful clerics and wizards have spells that can transport people far away in the blink of an eye.
[sblock=Knowledge (Arcana) DC 10: ]Spells can go awry sometimes, and you recall stories or records of people teleporting with magic and ending up miles from their destination.
[sblock=Knowledge (Arcana) DC 12: ]Both clerics and wizards also have magic that can transport people across the planes.
[sblock=Knowledge (Arcana) DC 20: ]The planar transport spell is notoriously inaccurate, though it has no range limit; it can teleport people anywhere on the destination plane.
[sblock=Knowledge (Arcana) DC 25: ]Clerics can transport across planes sooner than wizards can.[/sblock][/sblock][/sblock][/sblock][/sblock][/sblock]
[sblock=Knowledge (History) DC 10: ]Sairundan is a nation of loosely organized tribes, formed hundreds of years ago.
[sblock=Knowledge (History) DC 12: ]Sairundan truly united under the Song of Storms United, during the first Great Orc War. The tribes of Sairundan banded together and used the song to harness the power of Wind and defeat their foes. You can recall a few lines of the Song of Storms United. Stormbrew Ale, which is served at the Red Dragon Inn, is an expensive export of Sairundan.
[sblock=Knowledge (History) DC 15: ]The Sairundan have few cities, because they are a freedom-loving people. Historically, the right to live in the cities is usually handed off from tribe to tribe because nobody really wants to stay put. The cities are practically the only places in Sairundan that have roads that connect to the other nations. The Hurakan tribe has inhabited one city for a hundred years now.
[sblock=Knowledge (History) DC 17: ]The Hurakan tribe actually enjoys living in the city, they are one of the few tribes who do. The Hurakan tribe is actually composed of two tribes, the Hurakan and the Tempest. Years ago, the two tribes merged, and today the tradition of marrying one high-born child of each bloodline still persists.
There is a way to get to Sairundan (and many other places all over Enworld) without traveling at all. It's the Wanderlust Inn, a gypsy caravan that teleports across Enworld at seemingly random intervals to seemingly random destinations. There's no way to predict where the Inn will show up, but when it does, it looks as though it's been there forever, and disappears within a day.
[sblock=Knowledge (History) DC 20: ]The Haboob tribe thinks it's time for the Hurakans to leave the city and give another tribe a chance, because the Hurakan have been in the city for longer than any other tribe in history.
[sblock=Knowledge (History) DC 22: ]The Ai Typhoon is a rogue sect of the Hurakan-Typhoon tribe, made up of people of the Typhoon bloodline who think the two tribes never should have united.
[sblock=Knowledge (History) DC 25: ]The Ai Typhoon are responsible for some secret political strife among the Hurakan tribe.[/sblock][/sblock][/sblock][/sblock][/sblock][/sblock]
[sblock=Knowledge (Religion) DC 16: ]Powerful clerics have magic that can transport people across planes.
[sblock=Knowledge (Religion) DC 25: ]The planar transport spell is incredibly inaccurate, it can be off by hundreds of miles.
[sblock=Knowledge (Religion) DC 30: ]Clerics gain access to the planar transport spell before wizards do.[/sblock][/sblock][/sblock]
[sblock=Knowledge (The Planes) DC 10: ]The Material plane is only one plane of existence, many other planes also exist, like the Plane of Fire or the Plane of Water. There is a plane for each element, and many more.
[sblock=Knowledge (The Planes) DC 15: ]Many planes touch the Material plane, including the Plane of Shadow and the Positive and Negative Planes of Energy. The Astral Plane touches every Plane.
[sblock=Knowledge (The Planes) DC 17: ]Clerics and wizards are capable of
plane shifting, or transporting across different planes. From the Material Plane, a
plane shift can get you to any other plane. The
plane shift can be targeted at a location on the destination plane, but it is very inaccurate, sometimes only within 500 miles.[/sblock][/sblock][/sblock]
OOC: If the Wanderlust Inn does play a role, it will probably be my initiative, not yours, so try not to dwell too long upon it.

Unless you pass that knowledge check, pretend like your characters know nothing