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# Silver Moon

Story
The fog lifted just enough for the Waverider to glimpse a pale shimmer ahead. A sliver of silvered hull drifted on the calm water, sails slack, lanterns swaying in the quiet morning light. Someone on the other deck was shouting cheerful greetings far too early for anyone sane.
Kiran Dhalapati stood on the rail of his ship like a man presenting a miracle. His coat was patched with colors that did not match and his smile carried the confidence of someone who had just survived a disaster he believed counted as good luck.
He cupped his hands and called out. "Friends. Wonderful timing. I have absolutely everything you need. Possibly."
The crew of the Waverider exchanged weary glances while the Silver Moon bobbed forward like an overeager dog. A rope was tossed. Hands gripped. The two ships kissed hulls.
Kiran stepped aboard with the poise of a prince and the pockets of a beggar. Behind him his crew wrestled with a crate that hummed in a way no crate should hum.
Solonex narrowed his eyes. "What are you carrying now?"
Kiran brightened. "I am told it is harmless. Mostly harmless. Perhaps entirely harmless if left unopened. Which it has been. Except once."
The crate howled. Someone dropped it. Everyone froze.
Kiran clapped his hands together. "Excellent. It still works."
The Waverider crew stared at him in slow horror while he beamed like a man who had finally found people too polite to push him back into the sea.
That was their first meeting with the Silver Moon. A ship that promised opportunity. A captain who promised disaster. And a friendship that would become both.

The deal of a lifetime, at least

## Overview

The Silver Moon is a wandering merchant vessel that crosses paths with the Waverider at irregular intervals. It never arrives where the players expect it and never stays long. It brings opportunities, problems, favors owed and sometimes a headache. Its presence adds continuity to a campaign that changes location often.

## Captain Kiran Dhalapati of Mataraaj

Kiran Dhalapati is a trader from the coastal markets of Mataraaj. He is quick with numbers and quicker with excuses. He has the polished charm of someone who grew up bargaining for every crust of bread. He claims he is descended from a family of philosophers and spice barons but his crew suspects half the stories he tells are inventions. He is thin, dark haired and soft voiced but with a stubborn streak that shows when a deal turns against him.

Kiran has a habit of buying cargoes that sound profitable in theory but turn out to be worthless in practice. He sees potential everywhere and misfortune in the fine print that follows. His optimism makes him likable. His inability to judge a market makes him pitiable. He is neither con artist nor fool. He simply believes every rare curio has a destined buyer that he has not yet found.

## Odd Cargoes

The Silver Moon never carries anything ordinary. Its hold is a museum of unwanted wonders. A crate of alchemical glass that only glows under moonlight. Six barrels of pickled cloudfish that collapse into brine when exposed to sunlight. A statue that screams when touched. A batch of gold tinted seashells that are valuable only in the now long gone city that minted them long ago. An entire menagerie of harmless but unsettling creatures from the Mataraaj wetlands. Kiran never means to buy such things. It simply happens to him.

## Uses in the Campaign

### Unexpected Ally

Kiran arrives in the right place at the wrong time. He may offer the players transport, shelter or questionable advice. He might deliver information carried from a distant port. He might appear in mid crisis with a cargo that can solve the problem in a roundabout way.

### Needing Rescue

The Silver Moon breaks down often. Its ballast shifts. Its cargo leaks. Its crew gets arrested because one of Kiran's curios caused a panic in the market. The Game Master can use the ship as a hook that draws the players into side quests.

### Annoying Friend

Kiran means well but his presence complicates things. He might bring an unwanted listener to a secret talk or try to sell the players something cursed or simply show up when stealth is needed. His crew might involve the players in petty disputes.

### Shocking the Players

Once the players grows used to Samir as harmless comic relief, the Game Master can use him to deliver a harsh turn. In a fearful town or tense border camp they might find him tortured and lynched after being accused of blasphemy. It forces the players to face the weight of the world they travel through and breaks the illusion that familiar faces are safe.

His death or near death will only fuel the Devoted Few. They will treat him as a martyr and spread his tales with new zeal. Their sudden fervor can spark unrest, create misunderstandings and pull the players into conflicts born from faith rather than fact.

### Continuity Anchor

Because the Silver Moon moves constantly and yet never seems to lose track of the Blue Marlin, it helps the campaign feel like a single world with repeating patterns. The Game Master can use Kiran as a familiar face that makes distant places feel connected.

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