Prophet of Air. The most difficult mask ever. I failed to draw it right a few times before admitting defeat and asking my friend to pose in this mask for me to take some pictures for reference.
I like how the folds on the cape and dress turned out ♥
For the Telegram fan-channel Sky: Children of the light.
Unpopular opinion: The pack(s) are treated very well in the ministry.
As much as they get chores to do, it's only to stop them from getting bored.
On top of that, each element of Ghoul or Ghoulette have a different corridor dedicated to their habitational region of the pit, and they're *very* well made.
Water Ghouls: (If running clean water habitat) get a very cool room and a flat rock floor, rounded pebbles in a running stream across the corner of their room and a pond deep enough for them to submerge themselves in, and lots of moss surrounding or in. They don't have beds as they naturally prefer to sleep in water. They can have a sort of like infinity shower that looks like a mini waterfall in the opposite corner too. Basically, lots of water.
For a Tropical Water Ghoul, they like a warm climate and sea or clean water, and so they get about the same set up with a clean water stream, and a saltwater pond with artificial soft waves to mimic the feel of home, and instead of moss and pebbles they get seaweed and sand.
Water Ghouls tend to have their preferences and don't exactly just make do with anything.
For Fire Ghouls: They like a warm, toasty climate, one that would sweat out a Water Ghoul. Their room has heaters in the walls and a ton of insulation, ashy corners from the Fire Elements always lighting something or another on fire, rock floors, and a dug out sort of large hole for them to sleep in. They get heavyweight, fire resistant blankets, and a mandatory sprinkler system because sometimes they have quite a temper.
Fire Ghouls don't change much per region, they like it warm and aren't too picky.
Air Ghouls: they like to have access to light, so unlike their fellow packmates they choose to reside a floor up, where windows are accessible. They love light and wind if course, and want to feel the rain on their skin when they lean out the window. They can get temperamental if they are disallowed access to the outside, which is why they are given balcony's and a mix of easy to take care of plants like basil and mint, and maybe a bird bath or feeder to watch the wildlife.
Earth Ghouls: So. Much. Plant. Everywhere, there's ivy, moss, mint, lilacs, specially sorted of magical plants that only demons can care for, they have hanging plant pots everywhere. There's not a single place in that room you CAN'T have a fresh breath.. But, they really help make herbal medication with their natural green thumb.
Aside from the plants, they have a preference for wood furniture. Wooden framed bed, for most they like bones to decorate the walls, perhaps a closet, and real ivy that creeps up slowly but surely around their room every year, only cut back when it starts to become sentient. Don't ask.
Quintessence Ghouls: Probably the most odd or perhaps normal. Quintessence quite literally just means 'perfection', and the word aether has just.. so many meanings, some greek some odd some scientific. The only thing really known about Quintessence Ghouls is that they *love* the dark. It's their favourite thing, cuddle with them in a dark room and they'll bond with you for life. So, they get utter and complete darkness with the option of a bedside lamp or a ceiling light.
Atleast some of the things known about Quintessence is that they like a cool temperature. They have a metal bedframe, a thin mattress (by choice), light blankets and black coloured everything. They can choose everything they like, but they prefer the simple, quiet and dark.
Multi Ghouls: they get to pick whatever the fuck they like. They change their mind about what they like so often there's practically no point in doing up their room, yet they have plain bedroom with whatever they like as a style, not a habitat. Then, they bounce from packmate to packmate to experience whichever environment their body so desires at the time. They're probably the easiest and hardest to keep all at the same time.
Aside from bedrooms, they don't get anything like lentil slop or stew for dinner every night, they actually get very decent meals usually made by themselves. See, demons can have quiet complicated diets. Water Ghouls are completely pescatarian, Fire Ghouls are somewhat carnivores, who don't need much of the greens at all. Earth Ghouls eat gamey wild meat like rabbit and deer, and *plenty* of their greens. Air Ghouls eat whatever they like really, as they have a flexible diet, but they seem rather keen on fruit. Lots of fruit. Multi Ghouls will inhale everything, even little miss Aurora who will demolish two rotisserie chickens in 15 minutes if given to her. Don't even talk about Swiss, he's just.. Swiss.
And Quintessence Ghouls? They don't have to eat anything if they don't want to. 'Oh, but how is that fair in hell?' you may ask..
Well, in hell they have to fight a LOT more, as their element is prone to violence, which equals an incredible amount of healing. Their Quintessence is healing, and basically drains what we could call a sort of.. reservoir of Quintessence they store in their veins. They regain this Quintessence by eating food, otherwise they don't need to eat.
But because these Quintessence Ghouls obviously don't fight in the overworld, their pack mixed and not many other Quintessence Ghouls to fight with, they just have this never drained reservoir or Quintessence, simply circulating their veins waiting for use.
But sometimes if they notice they're getting too skinny they'll put themselves on a calorie maxxing diet, and then stop eating again.
Gonna barf some random thoughts on my elemental paradigm.
Air is west, Water is north, Earth is east, Fire is south.
Air and Water are best friends, Earth and Fire are best friends; Air and Earth are opposites, Water and Fire are opposites; Air and Fire are on speaking terms, Water and Earth are on speaking terms.
The Sun is strongest during the summer months because it's in the south, the Fire zone, while it's still strong yet not as present in the winter because it's in the Water zone of the north. Earth coaxes it into the sky in the east in the morning because Earth and Fire are friends, while Air gently lowers it because while Fire is opposite of its bestie Water, Air and Fire are still on speaking terms.
The Moon, however, does not fucking care about this elemental pettiness. The Moon is busy with its own cycle and draws partially on the Sun when waxing or full, but it doesn't need any of these fools, as seen by the fact that the Moon still has its own power when waning or new, even though the power is different from the Sun-derived waxing and full power.
I'm still figuring out where eclipses work in this.
I'm once again kicking at the elements in my paradigm and figuring out what's what, but I figured I'd throw this out so the rest of you can see what kind of fucking mess I'm working in.
I am supremely autistic about Skylanders and the fey. So here I merge them together
Air fey, also called Whisperborn are the most transient of all fey. They don’t settle, they drift, forming communities that are more like weather patterns than actual villages
Communities
Air fey don’t build permanent settlements. Their “villages” are: floating clusters of platforms woven from wind, cloud‑houses that condense and evaporate, rope bridges that appear only when stepped on, and song‑carried meeting places that only exist when enough fey hum the same melody. Their communities migrate across the sky like flocks or storm fronts
A village might: drift with seasonal winds, split into smaller clusters during emotional tension, merge with another village during festivals, and disappear entirely during storms, only to reform afterward They are living weather
Architecture
Air fey structures aren’t fully solid, they’re held together by intention.
Common building materials can include: compressed wind, crystallized echoes, sunbeams bent into shape, cloud‑foam, and ribbons of illusion. A house might hum softly when someone is inside, or a bridge might only appear when someone believes it will hold
Air fey don’t fear falling, the air always catches them
Culture
Air fey communicate through words, tone, rhythm, echoes, whistling wind patterns, and emotional resonance carried on the breeze Their language is part spoken, part sung, and part felt
Some cultural practices examples include: echo duets: two fey harmonize across long distances, wind‑chants: communal songs that shape the weather, name‑songs: each fey has a melody instead of a surname, and memory‑whistles: encoded memories carried on the wind
Values
Air fey are the least hierarchical of all fey in Skylands. They value freedom of movement, freedom of expression, curiosity, spontaneity, emotional transparency, and playfulness
They dislike rules, stagnation, secrets, and heavy emotions that “weigh down the air” They’re not flaky, they’re fluid
Social Structure
Air fey don’t form nuclear families. They form flocks, loose and shifting groups based on emotional resonance
A fey might join a flock for a season, drift away for a year, then return when the winds feel right. Flocks are defined by shared melodies, shared moods, shared wanderlust, and shared sky routes
Air fey Children are raised communally, taught by whoever the wind brings
Daily Life
Air fey spend their days: riding updrafts, dancing on wind currents, sculpting clouds, gathering sound‑flowers (plants that store echoes ala echo flowers from undertale), listening to distant conversations carried on the breeze, and playing aerial tag with birds and sky creatures. Their lives are joyful, kinetic, and ephemeral
Magic
Air fey magic specializes in: illusions made of light and sound, echo manipulation, wind shaping, emotional “weather” (making a room feel breezy, tense, or calm), flight and levitation, and dispersal (turning into mist or wind temporarily) They are the best messengers in Skylands. Nothing outruns the wind
Conflict & Defense
Air fey avoid direct conflict, but when forced, they fight like storms
Attacks include sudden gusts, blinding flashes of light, deafening sonic booms, illusions that disorient, vanishing into mist, and striking from unexpected angles
Their strategy is always simply don’t be where the enemy expects you to be
Aesthetics
Air fey communities feel like: sunrise colors, wind chimes, feathers drifting, soft laughter, light refracted through mist, and the feeling of standing on a cliff with your hair whipping around you
Their clothing is flowing, translucent, feathered, iridescent, and always moving. Their hair often floats or drifts as if underwater
How Air Fey Interact With Fey of the Other Elements
With Magic fey: they adore them. Magic fey are the only ones who can keep up with their unpredictability
With Earth fey: they find them grounding but frustratingly slow
With Water Fey: they share emotional depth but clash over pace. Water is slow, air is fast
With Fire fey: they’re like chaotic siblings; together they create storms
With Tech fey: they short‑circuit each other’s logic
With Undead fey: they avoid them. Air hates stagnation