Dragon Culture:

Wild dragons exist in semi-familial units called "Flights". These are necessary for emotional stability; a lone dragon is a mentally unwell dragon. Dragons in human society may consider humans as part of their Flight and can be satisfied with just one bonded companion. Their societies tend to be closed off from humans, but they have the same breadth of differences as any human society may have. They're considered juveniles until around 15 years old.

Different Types:

- True Dragons (Warden and Sapiere)
These only recently reintegrated into human society and are known for stability and sturdiness. Wardens are often seen as trustworthy and noble, having originated from the Deadlands that had been isolated due to constant storms.
- Wyverns (Stalker and Ravager and Radiant)
Having existed with humanity since the beginning of history, they are well-accustomed to human society. They're regarded as agile and immensely loyal to their companions.
- Emperors (Greater and Lesser)
Emperors avoid humans, keeping to their own societies. They typically only interact with humans when absolutely necessary, such as when they appeared during the Aether Wars to destroy corruption. They're known for their deep connection to magic and intelligence. A bonded emperor may impart stronger magic, such as illusions, portals, and teleportation.
- Drakes (Ridgewalker)
Drakes were hunted and enslaved to near extinction by the Tyrannical King of the Scorched Empire. Most of their original magic is lost, and they rely on their physical bodies for labor and navigation across their home, the desert. Their culture centers around folktales of mighty heroes.
- Basileous (Abyssal)
These come from under the Frigid Empire, located beneath ice in a secluded cave system. The plant life in their cave mimics a day/night cycle. They're adept at forgotten forms of magic. They lived there due to persecution in the distant past against magic.
- Leviathans (Rayfin)
The leviathans aren't well-known among humanity, and have only emerged in recent years. They have typical dragon societies, but have more primal behaviors and energies, and are said to have slept underwater since the beginning of time.
- Gryphons (Corvus, Equila, Noctua, and Cinereous)
Gryphon society has been cut off from dragons until very recently, with cities built on floating islands inhabited by them. They have their own magic, including telepathy to communicate and control and sensitivity to their surroundings, but can pick up draconic magic as well. They continue to be mostly secluded. There are four kingdoms based on individual races and are willing to trade and interact with outsiders, as long as their vibes are clean.

Bonding:

Rider and dragons are considered to have a symbiotic relationship, as magic cannot be performed without a bond to a dragon, and a dragon requires companionship to remain mentally stable. Every bond is different; it may be familial, romantic, or even (rarely) forced. This relationship is fully integrated into human society with both species assisting each other in daily life. Dragons perform labor, and humans provide nesting services.

If a bonded dragon dies, so does their rider; if a bonded rider dies, the dragon may be harmed but will ultimately live. Once bonded, it's for life, as a failed bond is often fatal to the rider. The rider will gain usage of their dragon's magic and their mental state will be connected, with strength usually growing over time. Bonds are often stronger after a dragon and their companion spends time with each other for months or years and proper connection is established outside of the bond.

Weak bonds will give the human a small amount of magic and a slight telepathic connection, while a strong, complete bond can change the rider irreparably, including physical and mental alterations.

Magic given through a bond typically imparts something related to the dragon's magic and being. A bonded Warden, for example, may impart strength and shielding to their rider. Magic is typically unpredictable if the dragon has not specialized in anything; most humans (and their dragons) study in the Aetherial Academy to learn how to use their magic.

Bonded dragons are capable of changing their body into that of another living entity, though their eyes always stay the same. This process is known as Soul Incarnation.

Human Culture:

Technology in human society integrates magic and steam power into daily life; trains and factories exist alongside airships and magic-based teleportation. Its modern-world equivalent is somewhere between antiquity and the first industrial revolution, blended with the fantasy of kingdoms and hamlets. Electricity outside of magic has yet to be utilized. The concept of humanity covers most sapient species, from humans to elves and centaurs.

The main empire is a continent-spanning society known as the Radiant Empire. Its ruler, the Radiant Queen, is immortal. Its major export is foods and lumber as they have a rather temperate environment ideal for farming. The southern mountainous region has a majority of the world's Emperor societies. The Radiant Empire is regarded as quick to ally and promote the study of magic and personal education.

The Scorched Empire resides in the Scorching Wastes, an isolated location set apart from the world after a war-ending barrier was constructed around it. Most civilizations in this place live underground. The empire is seen as quick to threaten with its large weapon industry. A lack of magic is typically discriminated against within the empire; the capital highly prefers elementalists rather than any other kind of magic. The city itself has a high crime rate.

The Frigid Empire is in the Frigid Realm, which mirrors Alaskan climes. At its heart is a temple dedicated to the origins of the Radiant Empire. Both empires are seen as allies. Expansive underground tunnels- some hand-dug with hot springs and greenery or catacombs for the deceased- span underneath the tundra.

The Shimmering Isle Empire, or the Dead Empire, was a society in the now-called Deadlands that had a constructive rivalry with the Radiant Empire. It fell during the Aether Wars.

The Gloom Empire resides in a swamp and is where pseudo-dragons originate from. Many cities sprawl within the swamps. A major export is lumber and minerals, though natives often do not leave. Magic users are discriminated against, speculated to be because of the fall of the Shimmering Isle.

The Natural World:

The Above- the only part of Empyrean accessible to humans- is akin to Earth, with typical Earth animals and habitats and non-specific fantastical creatures. Societies are prevalent across the surface.

Existing as a mirror world to the Above, the Below is the source of power dragons and other beings draw their magic from. It's a very dangerous, corrupt world that humans can almost never traverse. No edible food nor drinkable water exists in the Below. It resembles an inverse of the Above with ruined reflections of existing structures and ley lines that cause unnatural formations and altered gravity in various places. Most beings within the Below, such as aemons, desire power for their own gain and will attempt to consume anything uncorrupted. Dragons who make a residence in the Below will typically be corrupted.

The Below is separated from the Above by a phenomenon known as the Veil. The Veil serves as an afterlife keeping the Below from merging with the Above. Only the dead or dying can reside in the Veil; all others must only pass through it to get to either side, often at highly guarded locations where it's weak enough to do so. Necromancy and immortality is frowned upon, as it's believed that without death, the Veil would not exist.