Voice of the Siren
Voice of the Siren
Pie Rated Games
Team Members: Ellie Burton (Writer), Cody Cline (Writer), Samuel Weaver (Artist), Robbie Flake (Artist), and Randall Elliot (Artist).
What lengths would you go to to save a member of your village from an evil pirate lord? Voice of the Siren is an open-world setting of the Caribbean Sea where you play as a Siren. This Siren happens to be the local witch doctor’s apprentice and is bestowed with a powerful gift: the ability to use your voice as a weapon You must now use that gift to not only track down and a member of your village, but to also defeat the evil Pirate, Captain Blood-Eye. To do so, you must make companions and complete quests to find tools and the long-lost Bident in order to defeat Blood-Eye, as well as the ruler of the sea, the Kraken who he plans to take control of. Will you answer the call? Details
The world in which the game takes place is environmentally based on the Caribbean and the Caribbean Sea, though the volcanic islands are exaggerated. The game takes place in the early 1700s and is realistic to the time, technology, science, and fashion-wise. The language used is modern English; this accommodates the players. Humans and sirens are on a need-to-know basis, though some are friendlier than others, while others are not so friendly; this goes both ways. Within this world, there are mythical fairytale creatures and magic. Though other mythical creatures can be seen throughout the game, sirens and the Kraken are the most prevalent within the storyline.
Sirens live a life similar to the humans that also lived at this time, just underwater. The market is the central hub of the towns and cities, and they use sand dollars as currency. They hold similar roles to humans as well: farmers, seamstresses, bakers, goods traders, etc. Each town/city also has a Mágissa; a sea which/oracle that keeps the town’s magic needs in order. Sirens tend to have a much longer lifespan than humans, living for about 300 years. When they reach maturity at 21, they receive a pendant from their local Mágissa if she considers them worthy. This pendant is called “the voice of the siren” and allows the siren it is given to, to use their voice in a magical way. For some, this magic is the ability to lure humans when they sing (which is the most common), to use their voice to echolocate (second most common), or to use their voice as a weapon (very rare, any PCs may have this ability). The weapon ability allows the siren to shoot magical jet streams using their voice which causes harm/damage to whatever it hits and the siren that receives this gift becomes the current Mágissa’s apprentice.
The sirens live peacefully among most sea life, but there are plenty of dangers within the water like sharks, giant jellyfish swarms, and giant mutant sea creatures like lobsters, clams, and fish, among many others. Though there are many dangerous creatures, there is only one of the most dangerous: the Kraken. The Kraken is the ruler of the sea and can only be controlled using a specific magic ruby after a ritual sacrifice which then gives the ruby’s possessor the ability to control the Kraken and rule the sea until they lose possession of it. The evil pirate, Captain Blood-Eye, currently possesses the ruby though he has yet to complete the ritual to complete the connection.
The weapons used in this world, besides “the voice of the siren,” are more primitive like spears and knives due to their ability to be used underwater. Though these weapons are primitive they are usually imbued with magic abilities to enhance their usefulness. The spears are used for everyday hunting and the knife has a multitude of uses, though they both can be used in battle if needed. There are also extremely rare, ancient, and powerful magic weapons like the Bident that can be used in battle also. These weapons have mostly been lost or destroyed over time, though some remain to be found.
Voice of the Siren takes place primarily within the ocean with occasional island-focused quests.
Overview of the main setting where the narrative takes place: Voice of the Siren takes place in a fictionalized version of the Golden Age of Piracy all throughout the sea. Primary focus is given to the Caribbean Sea, but the narratives could reach as far as the oceans themselves.
Level Design Concept:
o This level is significant to the story because the player can collect the giant pearl they need to trade in for one of the main equipment items. The player is there to find a giant pearl to be able to trade it to the local Mágissa to receive the rebreather. The player reaches this level about halfway through the game.
o The level makes multiple connections to the lore of the game: the Mágissa’s role in the community, the ancient history of their world (it takes place within ruins), and local zoology (the giant clam creature). The ruins, where this level is located, are just one of many that can be found and explored throughout the game. The level is set underwater in a Caribbean-like environment, therefore the climate of the level will be very reminiscent of what would be seen in that climate (colorful fish, coral, seaweed, aquatic plants, etc.)
o The game takes place in the early 1700s and is mostly underwater, but the ruins are ancient even at that time therefore the technology will be ancient/primitive traps with a bit of magic mixed in. Because the level takes place in ruins that were ancient in the 1700s we are limited to more primitive/ancient technology and architecture. The player is meant to be able to use this game to escape from reality therefore we are having them travel through time (backward) to a mythical land where they can leave the real world behind.
o The main objectives of the level are to get past the boobytraps to the giant clam, defeat the giant clam, and collect the giant pearl. The end goal of the level is to obtain the giant pearl to be able to trade it into the Mágissa in the next level to receive the rebreather needed for a future level and future exploration. There will be crafting ingredients available and possible currency and item caches hidden throughout the level.
o The assets used in this level will be the player’s tools and weapons which include their spear, their voice of the siren necklace, the magic spyglass, their knife, and any other items/potions the player has collected/crafted.
o Companion Characters
• Sam the Red a.k.a Samuel Reilly (Male, Human)
• Clora Seastar (Female, Siren)
o Enemy Characters
Captain Blood-Eye (Evil Captain of The Commander)
• Character Summaries
o Player Character (PC)
The Player Characters are from Meridian, a Siren city in the Caribbean. They aim to be a great Mágissa someday. They are close to the Magissa’s sister, Tulia. The PCs also maintains a mentor-mentee relationship with the Mágissa. The PCs is amid their own “Coming of Age” when Tulia is kidnapped by nefarious pirates. With the help of Sam the Red and Clora, the PCs rescue Tulia, but Clora is captured in her stead. Blood-Eye, the primary antagonist, aims to sacrifice a siren to gain control of the Kraken. The PCs must stop this from happening.
o Main Companion- Sam the Red
Sam the Red (Samuel Reilly) is a free-willed and fearless pirate captain who sails alongside his wife and co-captain, Clora Seastar-Reilly. Though he’s considered a pirate, Sam believes in justice and freedom and sails the seas to not only find treasure but to also help those in need. He is slim-fit and of average height but is easily recognized by his fiery red, unkempt hair and beard and lack of a captain’s hat (he really wants one though). Sam favors his longsword and is willing to spar with anyone. He acts as if nothing could go wrong, even when they already have. He is also driven to prove himself, sometimes landing them in dangerous conflicts or endeavors that put the entire crew at risk; lucky he has his wit to pull them back out. Sam is driven to help the PCs not only for the sake of saving their sister but also due to the possibility of being able to be the one who finally defeats the evil Captain Blood-Eye (and the possibility of being able to take his hat when he does.) In the game, Sam will function as a quest giver and companion.
o Main Enemy- Blood-Eye
Before become enamored with Siren lore and ancient magics, Captain Blood-Eye was a member of the Royal Navy and went by Bartholomew Moorhouse. But after being lost to the arctic for several years and facing cannibalism and madness, he lost his mind the greed and now seeks total power. Now that he found his way back, he wishes to sacrifice a Siren to summon and gain control of the Kraken using the magic ruby that he possesses, with which he plans to rule the sea. Blood-Eye has no concern for others and will put anyone in harm's way to meet his own goals. His drive for power is more important than the lives of others. Blood-Eye is fully self-fulfilling and claims he is the strongest and most fearsome man alive.
Other Notable Aspects of the World
Items of significance Inventory/Items
o Main Quest Items / Assets
Starfish Rebreather- gives Siren’s the ability to breathe in dry climates
Bident- long lost Siren weapon, only weapon that can kill the Kraken
Ruby Eye- can be used to control the Kraken after a sacrificial ritual is performed
Magic Spyglass- used to track quest items/locations
Voice of the Siren Necklace- necklace that each Siren receives when they reach maturity that gives them a magic power
Basic Cutlass- sword
Harpoon Gun- two-handed gun
Blunderbuss- two-handed gun
Musket- single-handed gun
o Craftable Potions
Health Potion – Restores Health: Seaweed + Plankton
Voice Potion – Restores Voice: Coral Flake + Fish Scales
Blood of the Kraken – Attack Buff: Squid + Dragon Fruit
Man O’ War Cocktail – Defense Reduction: Rum + Jellyfish
o Crafting Items
Crafting Knife- allows for ingredient gathering
Variety of tropical fruits for general health
Magic: Magic is primarily handled through the Sirens Voice powers. Otherwise, humans have access low magic and are capable of using magic items.
Plot lines: The primary quest would see the PC’s searching for the Magissa’s sister. Alternatively, the PC’s could be a pirate crew either aiding the Sirens or trying to take Blood-Eye’s power for themselves. Segregated storylines could include trips to the arctic to explore ancient ruins for various items and artifacts. Plotlines are in development that would have the PC’s exploring deep in the ocean learning of and revealing themselves to a society that exists undetectably deep in the ocean.
The original concepts were extremely narratively driven, but as the world expands, so will the stories waiting to be told.