Just to let everyone know, I'm merely a player in this campaign. I don't have the final say but I can connect you to the DM for more details. Right now, we are only looking for 1 or 2 players since real life responsibilities struck our previous crew. Being new to the system is not a deal breaker so long as you are willing to learn. We usually play on discord and the game is very much theater of the mind. We did used to have a roll20 game with custorm macros for the system but it made by someone else and has since disappeared. The game runs on Saturdays from 12 pm EST to 3 pm EST. If people can't make that time, we usually go for Sunday from 1 pm EST to 4 pm EST as an alternative or cancel for the week. The system is a d10 system though in this case rolling a 10 is equal to a nat 1. Nine is the new Natural 20 here. To explain the setting, the modern world you know is a lie. It is nothing more than a sweet dream called Shadow that exists outside of the true reality. Magic has always reigned supreme in the Actuality. Creatures considered myth in Shadow are alive, strong and deadly in the Actuality. People whom could weild world breaking magical power were known as Vislae. The Vislae carved out major societies in this untamed wild. However, the great war changed all that. To this day, no one is sure who started the war, the factions within it, or even why. All that is known is that a large collective of Vislae decided to escape the chaos by fleeing into Shadow. Although their magic was sealed and their memories of before Shadow cloudy at best, they lived as normal humans on "Earth" and thrived. Eventually, the war ended and the mages slowly but surely returned to the Actuality. As one of these mages, it is up to you to forge your own path in this familiar yet unfamiliar reality. Basically, all the players are mages (or Vislae as they are called in universe) to some degree. There are major magical orders and each player is a part of one of them. First, you have the Vances. They are your stereotypical wizards who study and cast spells. They have massive libraries and tend to look at other orders as amateur casters. Next are the Goetics, they gain their magic by making deals with otherworldly beings just like warlocks. They aren't inherently considered evil but the smart Goetics learn how to be lawyers real quick. Then you have the Weavers, they gain magic by taking it out of the air around them and forging their own spells from their environment. Most of them feel that magic is a living entity that can't be controlled but rather redirected. As their name suggests, the Makers gain magic through crafting. They build strange and bizarre devices that break the laws of nature. Speaking from personal experience since my character is a Maker, they also bleed money faster than the other orders. Doomsday weapons aren't cheap to make. Finally, you have the Apostates, they are not an officially recognized order and some believe they are nothing more than criminals. Rather than develop their own style of magic, they steal the secrets of the other orders and build a style out of that. If you are interested, post or PM and I'll connect you to the DM.