The easiest way I can think of to describe the game is Amber and Everway meet Aria. Let me rephrase that. The easiest way to describe the game is the chaotic world changing of Everway, meets the freeflowing of Amber, and a near-diceless sytem of Aria. Read on, then, and perhaps you'll get it. In the world of Maelstrom a person might go to sleep one night near a mountainside and wake up next to a swamp without ever moving.
Mists randomly appear and can shift one scenic vista into another.
The only three items that affect system rules and dice rolls are Descriptors, which really are just a more well defined version of the Description. Each Descriptor is linked to an Aspect, be it Mind, Matter, Spirit, or Chaos. Finally there is a line for the belongings, or Possessions. The conflict resolution system is designed to be very rules-light and as limitless as possible. It doesn't matter what sided dice are used.