The first WoW: Forever beta build adds the Skyborne, a new race with its own starting zone, Zephras Isle, and separate Horde and Alliance questlines built around the same crisis.
The story centers on a hidden people whose floating homeland is losing the elemental support that has kept it alive. The wind spirits that once sustained Skyborne life are missing, contact with the other Skyborne islands has stopped, and the wards that hide Zephras Isle are beginning to fail. Without that protection, the island and the society on it are both in danger.
The Skyborne are not simply high elves under another name. Their ancestors were the Shen’drelar, the Highborne night elves of Eldre’thalas, which most players know as Dire Maul. Like other Highborne mages of the era, they suffered from magical addiction after their link to the Well of Eternity. When the Sundering destroyed that source of power, they were left without what they needed to sustain themselves.
Under Prince Tortheldrin, the Shen’drelar planned to summon a demon into Eldre’thalas and siphon its magic. Some rejected the plan, warning that it would bring the Burning Legion back to Azeroth. Tortheldrin named those rebels enemies, and they were forced to build ships and flee across the sea. They did not settle in the Eastern Kingdoms like the Highborne who would later found Quel’Thalas. Instead, they escaped with the help of wind spirits.
Those spirits raised a landmass from the ocean and carried it into the Elemental Plane of Air, Skywall. Magical wards hid the island there, keeping the exiles safe from the other elemental spirits. Over time, the rebels called themselves the Shen’dorei, meaning the hidden people, and grew into a culture of Skyborne elves spread across several floating islands, including Zephras Isle.
Zephras Isle begins with the wind spirits missing
In the modern story, the loss of the wind spirits is the point where everything starts to unravel. The Skyborne still live on Zephras Isle, but their link to Skywall has faded along with the elemental resources that power their society. The island’s wards are weakening as well, so the same magic that hid and supported them is now slipping away.
The player’s journey begins when a newly come-of-age Skyborne elf is called to Thendal Village. The opening quests begin like a standard starting zone, but the real threat quickly appears in the form of the Al’Aketh. These zealots believe the Skyborne must serve Al’Akir, the elemental lord of Skywall, and they have become the main enemy across Zephras Isle.
After probing nearby villages, the player learns that High Priestess Lorthuna leads the Al’Aketh and has been disabling the island’s protective wards in an effort to contact Al’Akir and his minions in Skywall. That turns the mystery of the missing spirits into a direct struggle over whether the island stays hidden at all.
At character creation, players choose between two factions: the Horde-aligned Windshapers and the Alliance-aligned High Order. That choice changes the questing experience and reflects a deeper split inside Skyborne society.
The Horde path follows the Windshapers
On the Horde side, the player joins the Windshapers, a group with a unique connection to the elements called Skysight. They descend from the original elves who bonded with the wind spirits and serve as the spiritual leaders of the Skyborne, including as shamans.
Led by Grand Skyseer Ayessa Dawnsinger, the Windshapers want to preserve their way of life while they search for the missing spirits and repair what has been lost. Their answer is to strengthen their shamanistic power and reach deeper into the Elemental Planes in hopes of finding their airy allies again.
That search leads them to shamans from Azeroth who are peering into Skywall from beyond. These are members of the Earthen Ring, led by Muln Earthfury, and they offer the Skyborne a home in Kalimdor while teaching them how to better master their elemental abilities.
Ayessa makes the crisis sound immediate, saying,
“Our way of life is in grave danger.”
She also tells the player that the Skyborne must return to Kalimdor and consult the Earthen Ring so they can learn to use skysight well enough to call their elemental patrons home again.
The Horde route stays close to the Skyborne’s elemental past. The Windshapers believe survival comes from restoring the bond they once had with the spirits, even if that means leaving Skywall behind for a time.
The Alliance path follows the High Order
The Alliance story takes the opposite approach. The High Order are descendants of the Highborne nobles who rebelled against Prince Tortheldrin in Eldre’thalas, and they have kept the old mage traditions alive for millennia. They do not believe the answer lies in waiting for the wind spirits to return.
Led by Supreme Magister Elaadrin Evengale, the High Order wants to make Zephras Isle sustainable through its own arcane knowledge. Their goal is to relearn Highborne traditions so they can keep the island afloat and protected without relying on the elementals.
To do that, they have contacted the Kirin Tor in the Eastern Kingdoms. The mages of Dalaran, led by the Council of Six, have agreed to welcome the Skyborne to Azeroth and teach them responsible ways to wield arcane magic while they recover their lost history.
Elaadrin frames the situation as a question of independence, saying,
“We seek to master our own destiny.”
He also says the High Order must travel to Azeroth, rediscover what they have lost, and bring that knowledge back as a tool to save Zephras Isle. In their version of the story, arcane magic is the thing that can keep the homeland alive when the elementals cannot.
The split is already personal
The two groups are already clashing before the wider Horde and Alliance conflict enters the picture. On the Alliance path, the High Order’s efforts to analyze the changing elemental sites across Zephras Isle bring them into conflict with the Windshapers, who refuse to let them defile sacred places in the highlands. On the Horde path, the High Order tries to study Windshaper constructs and make peace with the Al’Aketh, but that effort collapses when the player steps in.
The tension runs deeper than a policy disagreement. Ayessa and Elaadrin both want to protect Zephras Isle, but they disagree on whether the island should lean harder into its elemental past or move toward a future built on self-reliance. By the time blood has been spilled, neither side sounds willing to compromise.
The article’s scripted exchange makes the hostility plain. Ayessa dismisses the High Order’s message as a threat and tells the messenger to have Elaadrin speak to her himself. Elaadrin, in turn, blames the Windshapers for bloodshed in the highlands and says he no longer trusts them to resolve the crisis civilly.
Elaadrin’s final response makes the break clear: the High Order will not hesitate once the current crisis is over. That leaves Zephras Isle with two factions, two philosophies, and no sign that either one is ready to stop fighting long enough to find common ground.
What the first beta build adds is a race story tied directly to faction identity. The Skyborne are rooted in Highborne history, their island is under pressure from missing spirits and failing wards, and their future is already divided between the Windshapers’ elemental return and the High Order’s arcane independence.
the split actually makes sense, but i hope they dont make one side feel like the “correct” lore path. if both questlines end up with the same ending, then it is just flavor text with extra steps.
why do you think it will end up same ending? the story sounds like they already set two different philosophies, not just cosmetic choice.
because beta lore loves promising big splits and then walking them back later. maybe im being too cynical, but the bloodshed line sounds like the point where they can force both sides back into one room.
The faction split is the part I care about most, honestly. Horde getting shamans and a return to Kalimdor, Alliance getting arcane reconstruction through the Kirin Tor – that’s a real fork, not just a dialogue swap. The only thing I want to know is whether the content stays distinct past the starter zone or if it collapses back together too fast.
fair lol
the wind spirits missing is such a cool starting hook. it feels way more wow than another random village getting burned down for the 50th time lol
I think the missing spirits are the least interesting part, though. The real hook is that the island is literally losing the magic that keeps it hidden, so the crisis is about survival, not just a mystery to solve.
hot take but the High Order sounds way more believable than the Windshapers. if your floating island is dying, “let’s trust the same elemental system that already failed us” feels a bit too noble fantasy for me. the arcane self-reliance angle has more teeth, especially since they are not pretending the old setup is coming back on command. that said, Blizzard usually makes the spiritual path look cooler in cutscenes, so i expect the Horde side to get the prettier quests anyway.
prettier quests and 3 more feathers per mob, the usual elite treatment
nah let them have the feathers, i want the actual lore more than loot
the Al’Aketh stuff is the actual win here. finally a starting zone enemy that is not just “random bandits but blue” and has a reason tied to the island’s wards failing.
i get it but zealot starter enemies can get old fast if they just stand there and sermon spam. the ward sabotage part sounds better than the cult label alone.
Highborne again… nice
highborne with a new coat of paint yeah
Skywall again…
bro if every expansion gets a new sky realm i’m gonna need a glider collection tab just for my sanity. still, floating islands do look sick.
i am tired of them
Is Skywall actually a place players will go to, or is it just lore background for this zone? I could see Blizzard teasing it forever and never letting us in.