Airship Pirates RPG – Voyage of the Nimbus
Just started running a new game on Tuesdays, Airship Pirates. The game is based on the music of Abney Park (although I have to be honest that it’s not to my tastes).
It’s 2150. The Earth’s recovering from the Great Apocalypse of 1906.
From the steampunk sky-cities of Isla Aether and High Tortguga come the airship pirates. You hoist the Jolly Roger, spin your propellers and take to the skies. Yours is a life of adventure, plunder and infamy.
The American wilderness lies below. Beast-haunted wastelands are criss-crossed by the tracks of freedom-loving Neobedouins. Armoured railroads connect the Emperor’s widely scattered domains.
In the walled, fog-shrouded cities, people huddle in forced Victorian squalor, lorded over by the upper classes. The Emperor’s clockwork policemen patrol the streets and the ultimate threat of the Change Cage hangs over those who would rebel. Rising from the dockyards, the frigates of the Imperial Air Navy patrol the clouds, hunting pirates and threatening the sky cities.
The game is based on an idea presented in the core rulebook. More information can be found on the website I’ve set up for the game.
It is a tradition at Devil’s Tower, Wyoming, that every youth spend two years fending for themselves in the wilderness beyond the community before they are considered adults. Each year, the latest crop of hopefuls are given a wad of cash, command of an airship of their very own and told not to return for another two summers.
A ship, a crew barely ready for shaving and a hold full of rum. What could possibly go wrong?