I'm currently running a scenario for my players where the bad guys (who have a different culture, which seems a bit creepy, but also seems nice and friendly) want to follow the PCs home from their isolated continent, in order to spread their creepy (but seemingly nice and friendly) religion to the PC's homeland. Think of them as a Proseletysing Hegemonistic Swarm Object, to use a variation on Iain M Banks terminology, that spreads via religious conversion.
The PCs have a ship, and the bad guys don't... and couldn't follow the PCs ship if they did have one of their own; it's the difference between a bermuda-rigged yacht and a square-rigged cog. The PCs are Lv 15, and have most of the skills and major base character classes covered by themselves or their cohorts, so the bad guys stowing away aboard their ship is unlikely to work... and I'd rather have the players agree to something that the bad guys can use to follow them than just say 'you didn't notice the stowaway'.
The players seem to like hiring new cohorts, and while I'll try getting them to do that to get them to bring a spy with them, because I've deliberately set up the bad guys as being creepy, they may (very reasonably) choose not to allow that.
However, the PCs have offered to take mail from people from their part of the world who had been shipwrecked on the 'creepy-people-continent' back to their part of the world. These shipwrecked people are, of course, converts to creepyism, and will cooperate with the creepy clergy... even if it means certain death (Creepyism offers range-limited semi-reliable free rebirth/reincarnation). They fear only failure, or dying too far from the lands in which their creepy deity is worshipped (i.e. currently the PCs' homeland).
So, my question is: Is there any way that any class(es) of character(s) can use a letter or other small innocuous-seeming object that might be sent through the mail to gain physical access to a land on the other side of the rather large world, that they know almost nothing about?
Answers will preferably minimise the chances of detection by suspicious player-characters, and allow the creepy bad guys to transport themselves to the 'letter' over a distance of approximately 25,000km. Preference will also be given to lower cost and lower minimum caster/character levels in the case that magic or character class special abilities must be used. The creepy bad guys are perfectly willing to work together without clashes of personality, so any combination of character classes may be used, but please try to minimise the sum of the levels of all the required characters, and the number of required characters.
This world is homebrew with homebrew deities, based on most of the core and official expansion 3.5e rulebooks (except Incarnum). While many things from published official game settings exist, I would prefer to avoid features specific to any of the official game worlds.