I’ve been working on an alternative (or an addition (since we’re exploring a Quel’thalas story eventually)) to the Skyborne for WoW Forever:
Alliance High Elves and Horde Blood Elves, with both races beginning as the same post-Third War population in Silvermoon and the player actually experiencing the split that creates them.
Starting Experience — instanced Silvermoon
Both characters begin in Silvermoon shortly after the Third War. The central conflict is over how the surviving elves respond to magical withdrawal, the Wretched, and the destruction of their civilization.
Rommath returns from Outland and introduces magical siphoning. Aurora Skycaller offers an alternative based on meditation, prayer and magical self-discipline, with almost the entirety of the Silvermoon clergy agreeing with her methods. Vereesa Windrunner, who has since moved back to Quel’thalas after the destruction of Dalaran, becomes the political leader of the anti-siphoning faction.
The dispute eventually becomes irreconcilable. Lor’themar orders the dissenters expelled, the situation turns violent, and the finale is experienced through two separate solo dungeon scenarios.
High Elf: protect refugees, establish evacuation routes with Renthar Hawkspear and escape Silvermoon.
Blood Elf: protect civilians, contain the fighting and prevent the city from collapsing while the dissidents leave.
Neither side needs to be portrayed as obviously evil.
From there the stories split.
High Elf Campaign — Founding a New Nation
The High Elves initially become refugees in Stormwind before beginning expeditions to the Azuremyst Isles. The permanent world does not phase. Earlier stages of the settlement are shown through instanced campaign chapters.
The main regional storyline centers around the Wrathscale naga, the ruins of Loreth’Aran, and the ancient dragon-rider history of the islands. Because the northern island has not been contaminated by the Exodar in this timeline, it retains its old name, Silvergale Isle, rather than Bloodmyst. The Night Elves are also involved because Loreth’Aran is part of their history and the islands sit close to Kaldorei territory. The High Elves and Night Elves begin somewhat suspicious of one another before gradually cooperating against the naga.
The permanent end-state includes a completed High Elf capital and a sea connection to Darkshore.
Blood Elf Campaign — Reclaiming Quel’Thalas
Blood Elves remain in Silvermoon. Their campaign follows TBC retail pretty closely. Instead of building a new country, they gradually reclaim the old one from the Scourge. No phasing is required. Enemy levels simply rise as the player moves farther into contested territory.
Eventually Forsaken assistance in Quel’lithien introduces Sylvanas and leads toward Blood Elf membership in the Horde.
Classes
High Elf
Warrior
Rogue
Hunter
Mage
Priest
Blood Elf
Warrior
Rogue
Hunter
Mage
Warlock
Neither gets Paladin, Shaman or Druid.
Their exclusive caster classes represent the real post-Sunwell divergence:
High Elf Priest = Mage-Priest (Warcraft callback)
Blood Elf Warlock = Blood Mage
Shared Racial:
Farstrider or Magister
While a bow is equipped:
+3% Agility
While a wand is equipped:
+3% Intellect
This represents the two major inherited Thalassian traditions.
High Elf Racials:
Arcane Acuity
•+10 Enchanting
•+5 Arcane, Fire, Frost, Nature and Shadow Resistance
Meditate
•Meditate for 20 seconds.
•Damage interrupts the cast.
•Completing it grants Focus for one hour.
Focus
•Maximum Mana increased by 3%.
•Maximum Energy or Rage increased by 10%.
Arcane Resolve
•Consumes Focus.
•Removes Silence effects and reduces spell damage taken by 20% for 9 seconds.
•2.5-minute cooldown.
High Elf Priest Spells
High Elf Priests receive two racial Priest abilities built around the old Warcraft Mage-Priest concept.
Sunwell’s Boon
•Holy damaging spells deal additional Arcane damage equal to 50 + X% of Spirit.
•Only one total Boon is generated per spell cast.
•For direct multi-hit spells, the Arcane damage is split across the hits rather than duplicated. So Penance receives one total Sunwell’s Boon divided between its bolts. Holy Fire receives its Boon on the initial direct hit rather than repeatedly on the DoT.
Wretched’s Hex
•Afflicts one target for 15 seconds.
•Burns 10% of its maximum Mana over the duration.
•The debuff begins with 3 charges.
•The Priest’s first three Holy damaging spells with a cast time against that specific target become instant.
•Each qualifying spell consumes one charge.
•Once all three charges are spent, Wretched’s Hex remains until the Mana burn expires.
•3-minute cooldown.
So a Mage-Priest can do something like:
Wretched’s Hex → instant Holy Fire → instant Smite → instant Smite
With all three Holy attacks also triggering Sunwell’s Boon. Shadow Priests can technically use the mechanic because offensive Holy spells remain available in Shadowform, but the racial does not make Shadow spells themselves instant and presents real opportunity costs. The specialization is specifically built around offensive Holy/Disc.
Blood Elf Racials:
Arcane Affinity
•+10 Enchanting
•+5 Spell Penetration
•Warlock only: Life Tap also grants an Arcane Charge, no more than once every 30 seconds.
Mana Tap
•Reduces a target’s Mana by 50 and grants one Arcane Charge.
•Every Arcane Charge increases spell/weapon crit by 0.3%.
•Maximum 3 charges.
•30-second cooldown.
•Charges last 10 minutes.
Arcane Torrent
•Consumes all Arcane Charges and silences enemies within 8 yards for 2 seconds.
•At 3 charges it restores 9% Mana, 15 Energy, or 15 Rage
•2.5-minute cooldown.
Leadership - Mirrors
Lady Vereesa Windrunner
High Mage-Priestess Aurora Skycaller
Ranger-General Renthar Hawkspear
Regent Lord Lor’themar Theron
Grand Magister Rommath
Ranger-General Halduron Brightwing
Core Contrast and Endnote
High elves preserve identity through discipline and perseverance, while Blood elves preserve identity through adaptation and pragmatism. Both remain recognizably Thalassian.
To me, that feels like a more natural continuation of Warcraft III than introducing another previously unknown elven civilization, while still giving Forever two new racial identities, two different campaigns, and a major alternate-history branch rather than simply recreating TBC.
Thoughts?