There is a Wildsea discord and a Mythworks discord. You could maybe find an online campaign that way.I played a one-shot of it for a podcast (which ended up turning into 3 episodes). It was a lot of fun and a very creative world. I didn't get to see how a lot of the rules interacted, but I'd play again.
What are your thought on the system?
Also worth noting, in an interview with My First Dungeon, the designer gave a recommendation of applying Cut to roughly 50% of rolls. By the end of my three-session adventure, I agreed.One thing worth noting is the 'cut' mechanic for task resolution difficulty. It's a dice penalty, but unlike other dice pool games I've seen, you take the dice off after the dice are rolled (the highest ones). It's a subtle difference, but the effects are significant. If you're performing an act where you really are looking for a full success (rolling a 6), the chance of success drops off precipitously, even with just a cut of 1 (varies by number of dice you are rolling, but like 1/3 or 1/6 as likely, instead of 70-80% as likely like would happen with pre-roll dice removal). This implies to me that the game is designed around the assumption that you will be shooting for partial success or better (4-6) for most tasks (where you are expected to succeed at all) where you might consider attempting when under adverse conditions. That's something the Firefly (the term for GM) needs to be aware of, especially when you already often aren't going to be rolling as may dice as something like BitD (you cannot spend stress for more dice, the assist action lets you mix and match abilities but doesn't add a die, etc.).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.