### The Arcane in Lymbus
**True magic**—raw, visceral, and **forbidden**—exists as a **closed circuit** between two reclusive factions. **Humans are mostly unaware that magic exists**, dismissing anomalies as industrial quirks, ether-madness, or frontier superstition.
#### The Two Sources
1. **Sommerisle Legion**
- **Style**: **Rune-forged precision**.
- **Mechanics**: Magic is **channeled through silver medallions** etched with **arcane signs**—glowing glyphs that **bind, banish, or burn** undead. Power surges from **mutated blood** (Trial of the Crucible); when activated, **veins blacken, eyes bleed red**.
- **Tools**: **Rune-revolvers**, **witch-light bolts**, **alchemical wards**. Every spell is **hand-crafted**, never mass-produced.
2. **Covenant**
- **Style**: **Shadow-weaving intrigue**.
- **Mechanics**: Magic is **woven from intent and pollen** in the Darkened Plains’ violet dusk. Spells are **cast via whispers, dreams, or touch**—**love-curses**, **nightmare-seeds**, **illusion-veils**. Power pools in **thorn-vines** that drink blood and memory.
- **Tools**: **Living crystal foci**, **pollen sigils**, **blood-bound familiars**. Every spell is **personal**, never shared.
#### Warlocks
- **Rogue outliers**: Male practitioners who **barter with eldritch patrons** for scraps of the same arts. Unstable, short-lived, and **hunted by both factions**.
#### Secrecy
- **Legion**: Operates in **absolute silence**—a Warden’s spell is seen only by the undead it kills.
- **Covenant**: Works through **proxies and possession**—a cursed king never knows the witch behind the throne.
- **Result**: Humans see **glitches, coincidences, or madness**. Magic remains **legend**, even when it walks beside them.