Summary
The party crosses Project Sunrise to Naa and reaches an undercity resistance network led by figures including Malomo. They learn that abductees are held in City 6, that high-value captives were sent to the floating capital, and that living skyships are the route between them.
Detailed Narrative
The party makes final preparations for the Naa expedition. Carrick provides the specialized device intended to help them reopen/operate the bridge and ultimately coordinate its destruction. Skumpy continues teaching them what she can about Nardic language and culture.
Jennifer's role changes sharply before departure. Although nominally a cook, she changes into credible traveling gear and reveals that she can pick locks, fight, use magical equipment, and perform. She claims to have grown up around the Rosenthorne household and knows Trevor/Gaby's personalities intimately: Trevor as rigid and serious, Gaby as the cooler troublemaker, and Giles as a rough-and-tumble noble. The conversation contains subtle signs that Jennifer knows more than she should, which become meaningful after her later Louisa reveal.
The party activates Project Sunrise and crosses to Naa. They emerge in an unfamiliar, harsh environment outside the safer resistance areas. Guided by Skumpy, they move through storm drains/sewers and hostile terrain rather than present themselves to the Nardic authorities. They encounter dangerous native creatures on the way but survive without compromising the larger mission.
The group eventually reaches an undercity populated by non-Nardic peoples living under the regime. Skumpy brings them to a resistance safe house/drinking establishment and introduces them to a wider network. Important figures include Malomo (a cephalopod-like leader/organizer), Ray Thasius (pangolin-like ranger), Gorhomo Jun, Yesh, Crick, and other fighters/scouts.
The resistance confirms that hundreds of abductees from Rosenthorne's world have passed through Nardic hands. Many remain locally in City 6, but large numbers have been shipped elsewhere, with the most important captives probably taken toward the floating capital.
The party also learns the basics of Nardic transport. Intercity βskyshipsβ are living creatures modified/enslaved through alchemical and magical technology. Reaching the capital will probably require using or stealing one.
Rather than rush the capital immediately, the party agrees to cooperate with the local resistance and first strike a City 6 temple where captives are being held.