Windward Plains

Areas17
Camp sites9
Large monsters9

This is where the expedition lands and where your Wilds story begins. The Windward Plains are open savanna mixed with desert sand and big rock formations, and a lot of sky. On a calm day it’s grazing herds as far as you can see. On a bad day it’s the Sandtide.

Through the seasons

Like every region in the Forbidden Lands, the Plains cycle through three states in a fixed order: Fallow, then Inclemency, then Plenty, and back again. In the Fallow the plants dry out and the land turns dusty and pale. The Inclemency here is the Sandtide, a sandstorm full of lightning that strikes hunters and monsters alike. Big rock pillars draw the strikes and start to glow, and luring a monster next to one gets it shocked. In the Plenty the savanna turns lush and green and fills up with grazing herbivores, especially Ceratonoth.

Who lives here

Kunafa, the Windsong Village, sits on the Plains. Its people are tied to the Seikret: they raise them and ride them, and they wait out the Sandtide indoors. The glassy fulgurite left behind by lightning is part of life here, and the village chimes are made from it.

The king of the region is Rey Dau, a lightning wyvern that rides the Sandtide. Your first big hunt, Chatacabra, starts here too, and the Plains are also home to Balahara, Doshaguma and Quematrice.

Worth knowing

  • Wind’s Gasp is a lightning-struck landmark, and it’s where the Rey Dau story fight happens.
  • Thunderbugs live here.
  • From High Rank, you can rest at a tent and pick the environment state and time of day for 500 Guild Points (it was 300 before Title Update 1). See how to change weather and time.

Who lives here

Camp sites

Risk shows how likely a monster is to wreck the camp. Safe camps never get attacked.

AreaCampFloorRisk
3South1Insecure
4Mineral Cave2Safe
6Valley Hideaway1Safe
8Southeast1Dangerous
9Lookout Hill1Insecure
10Southeast1Dangerous
13Oasis1Dangerous
14Groundwater Vein0Safe
16Northwest1Insecure

Other regions