Last time we saw Trey Chambers around these parts, he was setting a high bar for himself with Argent: The Consortium. Set in Brad Talton’s World of Indines, a universe so overflowing with magic as to make the perfect excuse for bodybuilders, angels, machines, machine assassins, and inter-dimensional huntresses to slug each other in the nose, Argent made its name by giving the worker placement genre a good shaking. Like Talton’s BattleCON before it, Argent wasn’t merely packed to the gills with stuff. It was packed with inventive stuff. In stark contrast to the genre’s more placid entries, here was a world where a site-occupying worker might be removed to the infirmary by a fireball. Provided they weren’t immune to fireballs. Or their employer didn’t cast a counter-spell. Or the threat of mutually assured fireballs didn’t cow their aggressor into backing down.
Now Chambers is back with Empyreal: Spells & Steam, again set in Indines, and again stuffed with magic. Only this time, Chambers has his sights set on trains. Is Empyreal as disruptive of railway gauges and snowball deliveries as Argent was of higher education? More importantly, are there choo-choo fireballs? Let’s take a look.