Character Concept – Whistling clan

I get all kinds of ideas when I’m occupied with a mindless task like housework, or in today’s case, mowing the lawn. My mind wanders and makes all kinds of associations, often things I can use for RPGs.

Today, what came to mind is a character concept for a character from a tribe, clan, or culture for which whistling is a major theme. Whistling is a language like that of the Canary Isles, and used for signals and coordination for hunting and war. It is also used for all forms of music from great tunes of worship, celebration, to bawdy bar tunes. There are bards who specialize in whistling and masters have developed skills like throat singing or making the tones last while they chant, recite, or sing. Great performances of soloists and choirs perform for royalty. Instruments to magnify and focus the sound of whistling are developed. Mages and clerics use whistling for the verbal component of their spells. The list could go on.

Whether a small tribe or clan, or a nation spanning culture, the other characters would know of this, unless from a distant part of the world.

The reason for the character to be abroad and away from their homeland is a matter of shame, embarrassment, or exile, whether by the culture or self-imposed. The issue is that they cannot whistle and their name is actually a title, “He or She or The One Who Cannot Whistle.” Whistless, a contraction of Whistle-less might be used, or some phrase made up by the player or GM. The character is on a quest, to “find their whistle.”

This leaves open why the character can’t whistle. Are they tone-deaf? This would limit their ability to match the tones and clearly understand the whistle language. Perhaps they just can’t whistle. Maybe they are a mage and tried to hide their lack of skill or talent at whistling via audible glammer and got found out. Whether banished by law, custom, or shame, the result is the same.

Whatever reason they cannot whistle, they are prohibited by law, custom, or sense of pride from ever returning until they can whistle.

Their quest is only fulfilled if they can learn or be cured of their inability to whistle. Some players might desire it to be a hopeless quest thinking they can never return home. Other players might want an epic result that allows them to return home triumphant. For me, I wouldn’t want my character to succeed. They would have to find some other way to make their own unique contribution to the world. While they might succeed at finding a new focus, the nagging desire to find their whistle prompts them to continue to adventure.

This quest could be mystical, emotional, physical, etc. Perhaps the touch of the gods, a boon from a patron, or discovering a wish might solve their problem. However, put a high price on it that means someone else must lose their special gift to preserve the balance.

The character may hide where they are from, or say that they are seeking someone who is worthy to hear their whistle, if they are too embarrassed by it. The more I write about this, the more ideas come. I can see making a short story or more about this. Yet another thing for my list that I don’t have time for right now.

I’m trying to think of other kinds of character concepts that are in some way similar to this. All great adventurers are prompted to go adventuring by something. Even if it is only gold and glory.

I challenge you to think of a character concept. Even if it isn’t one you’d ever play, something fun and interesting. It is a great exercise for honing your creative muscles.

Listen to the companion podcast episode here.

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