### The Supernatural of Lymbus
The veil between Lymbus and the unseen is thin, frayed by ancient sins. **Humans are the most prominent species on Lymbus, and the only mundane species**—no dwarves, elves, or any other mortal kin exist. **Humans believe the supernatural to be fables**, and **most supernatural entities work tirelessly to maintain that illusion**. Five undead races prowl the shadows, and one plague festers in the light. None are illusions or metaphors; all are real, physical, and **hungry**.
#### Zombies
**Origin**: The **Undying Plague**—a mundane contagion born in the trenches of the Ashen Ocean, spread by corpse-fluids and battlefield rot. No infernal hand stirred it; it is purely mortal folly. Victims rise within hours, mindless, tireless, driven only to bite and infect. They shamble in hordes across no-man’s-land, ignored by angels and demons alike (souls already lost to undeath cannot be ferried).
#### The Lingering Five
Millennia ago, **rogue infernals**—demons who broke celestial law—walked Lymbus unchecked. They sowed curses that **outlived their banishment**, anchoring five undead races to the world. This is why infernals are now **forbidden** from the mortal plane without permission; the damage lingers still.
- **Vampires**
**Curse**: **Blood-Echo**—a demon’s kiss that replaced the heart with a **void engine**. They drink life to fill it, but it never satisfies. Pale, aristocratic, sunlight burns them to ash. They rule from Kaldius’ shadowed manors, pulling strings in parliament—**disguised as reclusive tycoons, vanishing victims blamed on “gas leaks.”**
- **Werewolves**
**Curse**: **Lunar Rage**—a demon’s claw that bound the beast to the moon. Full moons force the change; silver severs the tether. Pack-driven, territorial, they haunt Redlands canyons and Rebmosian forests alike—**maulings dismissed as “rabid outlaws.”**
- **Ghouls**
**Curse**: **Grave-Hunger**—a demon’s whisper that twisted burial rites. They eat the dead to remember being alive. Subterranean, pack-like, they tunnel beneath cities, emerging to drag the living below—**disappearances chalked up to “cannibal gangs.”**
- **Ghosts**
**Curse**: **Echo-Binding**—a demon’s laugh that trapped souls in their final moment. They replay death endlessly, unable to move on. Invisible to most, they haunt battlefields, factories, and saloons—**whispering through glitching Aetheric Communicators, blamed on “ether-fumes.”**
- **Iron Wraiths** (Cog-Necromancy constructs)
**Curse**: **Soul-Forge**—a demon’s blueprint that fused ghost to machine. Rebmosian necromancers (unwittingly) recreate the ritual, binding spirits into automatons. Cold, mechanical, they patrol factories and dreadnoughts, eyes glowing with trapped screams—**malfunctions attributed to “industrial accidents.”**
#### The Veil and the Observers
**Angels** and **demons** watch but **do not interfere**. Rogue infernals of old proved the danger; now, only sanctioned observers walk Lymbus. They tally deeds, ferry the dead (**unless undeath claims them first**), and hunt their own kind who slip the leash. The **Sommerisle Legion** alone knows the truth—and hunts to keep the balance.
The supernatural is **not myth**. It is the scar of a war older than nations, a wound that festers while humanity blames rust, plague, and progress—**and the shadows smile, keeping the lie alive**.