Spirits are a type of life that evolved from lifeless crystals. Each spirit comes from and depends on its mother crystal to maintain life and reproduce (which creates a new branch off an existing cluster). If this mother crystal is cracked or destroyed the embodying spirits will die. They feast off light and umbra depending on location. Some spirits are more corporeal than others, but they all contain cells, and blood. They can migrate and travel far from their original crystal and can hide out in welcoming crystals if the spirit is lost. They can also combine and merge with other spirits to become larger, spirits are always made up of lil spirits.
There is a way to harvest/farm spirits: Near the base of a large (10m+) crystal there are tiny budding crystals that are noticeably harder, more opaque than the mother. By chiseling these out you can begin the process of growing the crystal in a new location. This process is time intensive and can take many many years before they mature.
There are 6 classes of spirits that inhabit Terra. Each category has 2 subtypes of spirits that share the same blood color but presents differently. Each category has different properties, transparency, size, shape, magic, and behavior. Similar blood color spirits can share the same crystals, but can't merge together. Blood color must match crystal color/element
Small, floating, streak-like spirits. Very fast, jumping from crystal to crystal. Engulfs the “sky” in Aeons making them bright during the day and dark at night.
Small floating, streak-like spirits that stay together in clusters. Fast, jump from crystal cluster to crystal cluster. Flows through streams and waterfalls making them bright during the day and dark at night.
Medium, floating, translucent, reminiscent of floating lava streams, hot to the touch and air around it. Emerges during volcanic eruptions and flows with running lava.
Medium, floating, translucent, reminiscent of wisps of fire, hot to the touch and air around it. Emerges during fire storms and remains floating around long after the fire has been extinguished.
Floating, translucent blob/spherical-like spirits. Slow moving unless picked up by wind and storms. Picks up dust and other small particulates and transports them across vast distances. Mostly seen traveling across deserts.
Large floating, translucent ring-like spirits. Fast moving, traveling along jet streams. Contributes to the formation of cyclones. Mostly seen atop mountains and hills.
Grounded, opaque, small clusters of spirits that can coat any solid surface. Can change shape and move slightly. Mostly inactive with the exception during solar flares/storms where they’ll begin to migrate to other surfaces.
Grounded, opaque, large clusters of spirits that exist within soil. Can change shape and move slightly. Mostly inactive with the exception during solar flares/storms where they’ll begin to migrate throughout the ground to make networks.
Grounded, opaque, small clusters of spirits that can coat any liquid surface. Can change shape and move slightly. Mostly inactive with the exception during solar flares/storms where they spread to other water sources.
Grounded, opaque, large clusters of spirits that exist underwater and within glaciers. Can change shape and move slightly. Mostly inactive with the exception during solar flares/storms where they spread further.
Grounded, opaque, large yet slender spirits that can reshape and maneuver themselves on any surface. They can grow/shape multiple appendages at once. Only active during the day.
Grounded, opaque, large, bulky spirits that can reshape themselves to squeeze into any crevice and can expand themselves to fill an area. Only active during the day.