By the by -- the wind is the bigger overall problem (thematically speaking at the moment, but directly speaking, later) than the overlords. And actually, the wind is the source of most monsters and the overlords themselves, and all sorts of other things that are bad. If there's something wrong with the world, or dangerous, then probably the wind was involved. That's only about 75% true, but that's pretty good.
EDIT: And all of this sort of information is stuff you'll have to piece together through the mysteries we're going to be introducing through beta phase 3. Figuring out what the title means, and what all is going on with the world, is essentially a sort of series of side quests of things you can pick up. The writing for a lot of that is coming along, but none of it is integrated into the game yet.
Wow, the server updated the quote as I was typing, but didn't bother putting back in the text I was writing.
Oh well, what you added in the edit addressed what I was going to ask.
But still, having it only in the in game "exposition" text is something a lot of people are going to miss, and it still feels like you are telling, not showing.
It needs to be clear (or at least clear once hinted) that the wind is the number one issue.
OK, it's fine if at first the overlords look like the number one issue. Such red herrings are common in these kinds of stories, and can add some nice plot twists.
However, you should be able to see that the wind was the real issue once you review the narrative previous to the reveal (or rather, previous to when you gathered enough information to peice together the reveal), and once you figure it out, you should be able to see gameplay wise why wind is the actual #1 issue (not #1 danger, but rather the #1 ultimate source of the danger), even if it seems to scream at first that overlords are.
Again, this comes down to the tricky arts of storytelling with forshadowing even with a red herring, showing the reveal possibly indirectly (via enough hints to come to a better conclusion), show how what could of been explained via the red herring can now be better explained via the reveal, and integrating that not only in narrative but also having the game (layout, objectives, and mechanics) reflect this "red herring but this new reveal can explain it better" but without changing the gameplay before and after the reveal. EDIT: And possibly some of the hints would be in game (mechanics, layout, etc), rather than all of them in narrative.
I only really know some of the goals in theory. I am not trained in how to implement these types of story considerations in an actual game. I don't envy your job of getting your story and gameplay integration down. But I'm sure you guys can pull it off.