Meldwin is one of the senior handlers of Swallows and Ravens employed by the Zephyr Battalion, overseeing a web of informants, social operatives and quiet observers whose reports eventually find their way across his desk. He is an unlikely figure to wield such influence: painfully thin, physically weak and possessed of an awkward manner that can make even ordinary conversation feel faintly uncomfortable.
He was abandoned shortly after birth and discovered close to death by a travelling cleric, who carried him back to Aranthaes and placed him in the care of the Mother’s Children. Meldwin therefore grew up within the Church itself, surrounded by people who fed him, educated him and attempted, with varying degrees of success, to draw the strange and solitary boy into the community around him.
Something about him always unsettled people.
Meldwin
Medium Humanoid (Human, Bard: Level 14 – Swallows and Ravens), Lawful Evil
Hit Points: 73
Speed: 30ft.
4 (-3)
14 (+2)
10 (+0)
20 (+5)
18 (+4)
18 (+4)
Skills: Deception +9, History +10, Insight +14, Investigation +15, Perception +14, Persuasion +14, Stealth +7
Damage Resistances: —
Condition Immunities: —
Senses: Passive Perception 24
Languages: Common, Elvish, Dwarvish, Infernal, Draconic, Gnomish, Halfling, Sylvan
Challenge: 10 Prof Bonus: +5
Actions
Dagger. +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Vicious Mockery. One creature within 60 ft. must succeed on a DC 17 Wisdom saving throw or take 7 (3d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Features
Swallows and Ravens. Meldwin is a highly accomplished practitioner of the Aranthaen bardic tradition devoted to access, influence, observation and the gathering of information.
Circles of Influence. After spending at least 10 minutes conversing with a creature in a non-hostile setting, Meldwin can identify whether it holds leverage over another creature present, gain suggestive information about its loyalties, ambitions or fears, or determine whether it is concealing information relevant to the situation. He can use this feature four times per long rest.
Raven’s Silence. Meldwin normally adopts the Raven approach. When making a Dexterity (Stealth) or Wisdom (Perception) check while remaining quiet, observant or unobtrusive, a roll of 7 or lower on the d20 is treated as an 8.
Unguarded Moment. When a creature fails a saving throw against one of Meldwin’s enchantment spells, or fails a contested Charisma or Wisdom check against him, he may discern what the creature wants most at that moment, what would make it hesitate, or what truth it is actively avoiding. He can use this feature four times per long rest.
Whisper Network. After spending 1 hour establishing contacts in a settlement of moderate size or larger, Meldwin can uncover a significant rumour or hidden tension, identify someone who trades in secrets or influence, or secure discreet access to a restricted social space. When assisting an ally on a Charisma-based ability check, that ally may also add Meldwin’s Charisma modifier (+4) to the roll.
Bardic Inspiration (d10). As a bonus action, Meldwin grants one creature within 60 ft. a d10 Bardic Inspiration die. He can do so four times, regaining all uses after a short or long rest.
Expertise. Meldwin doubles his proficiency bonus for Insight, Investigation, Perception and Persuasion checks.
Jack of All Trades. Meldwin adds half his proficiency bonus to ability checks that do not already include his proficiency bonus.
Spellcasting
Meldwin is a 14th-level spellcaster (spell save DC 17, +9 to hit with spell attacks). Spell slots: 1st (4), 2nd (3), 3rd (3), 4th (3), 5th (2), 6th (1), 7th (1).
Cantrips: Mage Hand, Message, Minor Illusion, Vicious Mockery
1st level: Charm Person, Disguise Self, Silent Image
2nd level: Detect Thoughts, Measured Words, Suggestion
3rd level: Hypnotic Cadence, Hypnotic Pattern, Major Image
4th level: Borrowed Confidence, Compulsion, Greater Invisibility
5th level: Modify Memory, Quiet Revelation, Velvet Compulsion
6th level: Mass Suggestion
7th level: Project Image
Methods
Listen First. Meldwin rarely asks directly for information that can instead be overheard, inferred or coaxed from someone who does not realise they are being questioned.
Secrets Have Owners. Meldwin records not merely what he learns, but who knows it, who fears it becoming known and who might pay to possess it.
Others Do the Dangerous Work. Meldwin avoids physical confrontation whenever possible. He uses Swallows, Ravens, Zephyr officers, informants and manipulated third parties to act on information while keeping himself safely removed from the consequences.
Nothing Is Wasted. Even apparently trivial gossip is remembered. Meldwin is patient enough to keep information for years if he believes it may eventually become useful.
Equipment
Dagger, Fine dark clothing, Hooded green cloak, Zephyr Battalion credentials, Ciphered notebooks, Writing case, Sealing wax, Correspondence satchel, Disguise kit, Several unmarked keys, Coin purse
Meldwin had few friends as a child. He struggled with the ordinary rhythms of companionship and often seemed to watch conversations rather than participate in them. Yet he remembered everything. A careless remark made weeks earlier, an inconsistency in a story, the name somebody avoided mentioning — details other children forgot almost immediately remained with him.
His tutors quickly discovered that behind the awkwardness lay an exceptional intelligence. Meldwin learned rapidly, read voraciously and possessed an uncanny talent for understanding why people behaved as they did. More troublingly, he became extraordinarily good at discovering which words would persuade them to behave differently.
The Swallows and Ravens offered him something ordinary social life never had: rules.
Conversation could be studied. Trust could be cultivated. Silence could have purpose. Every pause, expression and misplaced confidence could be observed, remembered and understood. Meldwin gravitated naturally towards the Raven tradition, preferring quiet rooms and unguarded moments to the warmth and visibility favoured by Swallows.
He proved exceptionally talented. Meldwin speaks eight languages fluently and has an exceptional ear for dialect, accent and unusual phrasing. He often understands conversations whose speakers believe they are private.
Eventually his abilities attracted the attention of the Zephyr Battalion. Today Meldwin manages a network of Swallows, Ravens and lesser informants on its behalf, directing people into merchant houses, taverns, guild meetings, private gatherings and anywhere else useful information might surface. He rarely conducts the most dangerous work personally anymore. Other people listen for him.
Meldwin treats secrets almost as living things. He catalogues where they came from, who else might know them, whom they could hurt and when they might become valuable. He is perfectly capable of sitting on information for years rather than wasting it for immediate advantage. There are people in Aranthaes whose lives could be changed by a sentence from Meldwin — some of whom have no idea he even knows their names.
His relationship with the faith that raised him is complicated. Meldwin retains many of its habits, language and rituals and can move comfortably through religious surroundings that outsiders might find intimidating. Whether this represents genuine devotion, nostalgia, or simply another environment whose rules he understands is difficult to determine.
Physically, he is almost absurdly unimpressive. Meldwin possesses little strength and avoids any situation in which violence might become unavoidable. He does not pretend otherwise. Bravery, martial prowess and physical dominance are currencies in which he has never been able to trade.
Information, however, is another matter.
Those meeting Meldwin for the first time may find him strange, unpleasant or simply easy to dismiss.
That is often the last advantage they ever have over him. By the time most people realise how dangerous he is, Meldwin has usually already discovered what they want, what they fear — and what they desperately hope nobody else will ever learn.