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Pillage and plunder your way to heroism.
In the Golden Age of Piracy, will you wield the Voice of the Siren?
Between tropical islands and towering volcanoes, buccaneers sail the waters, pirates pillage and plunder their way to fame and riches, and Sirens lure unsuspecting sailors to watery graves. Above and below the waves, however, a nefarious plot is brewing: Captain Blood-Eye, the most ruthless pirate to sail the Seven Seas, plans on summoning the mighty Kraken.
You are a Siren coming of age with a rare and powerful gift: the ability to use your voice as a weapon. As the apprentice of the Mágissa, your village’s sea witch, you have a promising future ahead of you as the leader of your people—that is, until the Mágissa’s younger sister, Tulia, is captured by pirates. What lengths will you go to to save one of your own from certain doom?
In this open-world seascape, use your gift to not only track down a member of your village, but also defeat Captain Blood-Eye and his plans for world domination. Make companions with Humans and Sirens alike, complete quests to find tools that will help you in battle, and find the long-lost Bident, the most powerful weapon known to Sirenkind. As you journey across the waters, craft stronger weapons and brew magical potions to aid you in your fight against the Kraken. Will you save the seas before it’s too late?
Ally with friendly pirates and Sirens to unlock new quests and information—and aid your friends in their mission to steal Captain Blood-Eye’s hat!
Find currency to purchase new items for future explorations. What you need may be buried in the deep…
Use your voice to fight off enemies and hostile creatures. As you become more involved with the human world, master weapons like spears, scimitars, and cutlasses!
Your choices matter: When the mighty Kraken, ruler of the seas, rises from the depths of the ocean, you must decide how to save your people from destruction.
Tale by 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 in order to save a member of your village from an evil pirate lord? Voice of the Siren is an open-world setting in the Caribbean Sea where you play as a Siren. You happen to be the local witch doctor’s apprentice, and you are 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 a member of your village, but also defeat the evil Pirate Captain Blood-Eye. Make companions and complete quests to find tools, including the long-lost Bident, so that you can face off against Blood-Eye and the mighty Kraken, the ruler of the sea that he plans to take control of. Will you answer the call of adventure?
The world in which the game takes place is similar to the Caribbean and the Caribbean Sea, with volcanic islands rising above the waters. The game takes place in the early 1700s and is realistic to this time as regards the technology, science, and fashion. The Human and Siren worlds tend to avoid one another, though some Sirens are friendlier than others; 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 relevant to the storyline.
Sirens live lives similar to those of the Humans that live at this time, just underwater. The market is the central hub of each town and city, and Sirens use sand dollars as a universal currency. They hold similar jobs to Humans as well: there are farmers, seamstresses, bakers, goods traders, etc. Each town/city has a Mágissa; a sea witch and oracle who 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 it allows the Siren it is given to to use their voice in a magical way. For some, their magic is the ability to lure Humans when they sing (which is the most common). Others have the ability to use their voice to echolocate (second most common). Very rarely, a siren will unlock the ability to use their voice as a weapon. The weapon ability allows the Siren to shoot magical jet streams using their voice, which causes damage to whatever it hits; 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 such as lobsters, clams, and fish. Though there are many dangerous creatures, one is the deadliest of all: the Kraken. The Kraken is the ruler of the sea, and it 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 until they lose possession of it. The evil pirate Captain Blood-Eye currently holds the ruby, though he has yet to complete the ritual to complete his connection to the Kraken.
Besides “the Voice of the Siren,” the weapons used in this world are more primitive, such as spears and knives, due to their ability to be used underwater. Though these weapons are simple, they are usually imbued with magic abilities to enhance their usefulness. Spears are used for everyday hunting and knives have 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 also be used in battle if discovered. These weapons have mostly been lost or destroyed over time, though some remain to be found.
Voice of the Siren takes place primarily in the ocean, with occasional island quests. While your story mainly takes place in the tropical sea where you begin the game, the world is experiencing a Golden Age of Piracy, and narratives can reach as far and wide as the oceans themselves.
Where:
The ruins where this level is located are just one of many sites that can be found and explored throughout the game. The underwater setting is similar to a Caribbean environment, with colorful fish, coral, seaweed, aquatic plants, etc. This level makes multiple connections to the lore of the game, touching upon the Mágissa’s role in the community, the ancient history of the Sirens’ world (it takes place within ruins), and local zoology (the giant clam creature).
When:
The game takes place in the early 1700s and is mostly underwater, but the ruins are ancient, even at this time. The technology found here consists of primitive traps, with a bit of magic mixed in. The player will experience a mythical land unlike anything that has been seen in the real world for centuries.
Objectives:
The player reaches this level about halfway through the game, and its main objectives are to get past the boobytraps to the giant clam, defeat the giant clam, and collect its giant pearl. Once the player acquires the pearl, it can be traded to the Mágissa to acquire the rebreather needed for future exploration. There will be crafting ingredients available and possible currency and item caches hidden throughout the level.
Assets:
The assets used in this level will be the player’s tools and weapons, which include their spear, their voice of the Siren necklace, their magic spyglass, their knife, and any other items or potions the player has collected or crafted.
Companion Characters
Sam the Red a.k.a Samuel Reilly (Male, Human): Sam the Red 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 he sails the seas to not only find treasure, but also help those in need. He is slim-fit and of average height, but he is easily recognized by his fiery, unkempt red hair and beard and lack of a captain’s hat (though he really wants one). Sam favors his longsword and is willing to spar with anyone. He acts as if nothing could go wrong, even when it already has. He is driven to prove himself, sometimes landing himself in dangerous conflicts or endeavors that put the entire crew at risk; luckily, 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 the one who finally defeats the evil Captain Blood-Eye (and the chance to take his hat when he does.) In the game, Sam will function as a quest-giver and as the main companion of players.
Clora Seastar (Female, Siren): Clora Seastar is a Siren and the wife of Sam the Red, and she serves as co-captain of the Dragonfly alongside her husband.
She is of above-average height compared to her husband, and like most Sirens, has a blue tint to her skin. She adorns her head with a dried starfish, and prefers a dagger over a sword.
She resides on the Dragonfly along with her husband.
Clora is a helpful aid to the player character in the hunt for Captain Blood-Eye. Ultimately, she must be rescued from Captain Blood-Eye, who intends to sacrifice her as part of a ritual to summon the Kraken.
Enemy Characters
Captain Blood-Eye (Male, Human; Evil Captain of The Commander):Before becoming 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 to greed and now, he seeks total power. Now that he found his way back home, he wishes to sacrifice a Siren to summon and gain control of the Kraken, with which he plans to rule the sea. Blood-Eye has no concern for others, and he will put anyone in harm's way to meet his own goals. Blood-Eye is fully self-absorbed and claims he is the strongest and most fearsome man alive.
The Kraken: The Kraken is the major boss of the game. The Player Characters must make a pivotal choice about how to deal with it
It is summoned with the ruby that Captain Blood-Eye uses as an eye-patch. It dwells in the ocean depths and rarely appears on the surface.
It is a powerful creature that can easily take down even the largest ships.
Player Characters
Player Characters (PC): The Player Characters are from Meridian, a Siren city beneath the waves. They aim to be a great Mágissa someday. They are close to the current Mágissa’s sister, Tulia. The PCs also maintain a mentor-mentee relationship with the Mágissa. The PCs are 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.
Items of significance Inventory/Items
Main Quest Items / Assets
Weapons
Craftable Potions
Crafting Items
The primary magics players encounter are the voice powers of the sirens. Otherwise, Humans have access to low magic, and they are capable of using magic items.
The primary quest sees the Player Characters searching for the Mágissa’s sister. Alternatively, the PCs’ could be a pirate crew that is either aiding the Sirens or trying to take Blood-Eye’s power for themselves. Separate storylines could include trips to the Arctic to explore ancient ruins for various items and artifacts. Plotlines in development will have the PCs’ exploring the deep ocean, learning of and revealing themselves to a society that exists undetectably deep in the water.
The original concepts are extremely narrative-driven, but as the world expands, so will the stories waiting to be told.
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