Before you pack

Read these before you take the pack.

Conditions
Breezy to genuinely windy most of the year, cooler as you head north toward the snow line. The wind is more feature than hazard here — respect it and it'll actually help you get where you're going.
Hazards
Nothing especially dangerous in the open frontier itself, though the terrain gets rougher and colder heading north. The wind can knock an unprepared traveller off balance on the higher ridges — nothing serious if you're braced for it.
Useful finds
Courser bee honey and swift carrots both do well in this open country, and the village market further along has fish and produce worth the walk regardless of what else you're after.

Recommended

Journey pack

Add the whole pack, then change anything in your satchel.

  • Swift Carrot
  • Courser Bee Honey
  • Warm Safflina

Tabantha Wind Pack

Use the frontier wind and stay warm toward the snow line.

Respect the wind and it will help you cover ground. I lost a hat here once. Once.

Often found near here

Open one in the shop if Sorrel sells it, or in the Field Manual to read the record.

Field reference

The longer notes, settlements, and shrines. When you know what to carry, shop the shelves or look it up in the Field Manual.

Route notes

Follow the frontier road and use the wind rather than fighting it — good updrafts along the ridges make this one of the easier regions to cover a lot of ground quickly, on foot or otherwise.

Merchant story

I lost a hat to this wind exactly once and refuse to buy another one out here on principle. Pip found the hat two valleys over a week later and still brings it back up as evidence that I should simply listen to the weather.

Settlements

  • Rito Village

Shrines

  • Akh Va'quot — windmills
  • Kah Okeo — wind guide
  • Sha Warvo — path of hidden winds
  • Tena Ko'sah — a major test of strength
  • Bareeda Naag — cannon
  • Voo Lota — the winding route

DLC shrines

  • Noe Rajee — the four winds