Mountains
Hill Country
Mist on the peaks, tea on the terraces and honey in the rocks. The cool, high west of the land.
- Feeling
- Union
- Hour
- Midnight
- Flower
- The kurinji flower, which blooms once in twelve years

The world of Spiritlands Online
The old Tamil poets of the Sangam age gave every landscape its own flower, its own hour of the day and its own feeling. They called these landscapes tinai. The world of the game is made of all five.
Mountains
Mist on the peaks, tea on the terraces and honey in the rocks. The cool, high west of the land.
Forest and pasture
Home ground. Jasmine on the evening air, cattle coming home and spirits stirring under the old trees.
River farmland
Paddy fields, canals and loud market towns, where everyone has an opinion and nobody stays angry for long.
Seashore
Salt pans, pearl lagoons and fishing boats pulled up on the sand, and a sea that people watch at sunset.
Dry land
Red dunes, thorn scrub and a burning noon. The old grammar says this isn't a land of its own: it is what the others become when they dry up.
Ten towns, and every one should feel like itself even without its name on the screen: its own ground, buildings, music and people.
where the journey starts
Woodland · home
Shaded verandas, a three-hundred-year-old banyan, red laterite lanes and jasmine on the evening air. Everyone here knows your name.
the market town
Farmland
A loud, cheerful market town on the river, all bargaining, gossip, bus horns and bathing ghats. Home of the Silambam Arena.
the misty hill town
Hill Country
A misty hill town that climbs in terraces, with tea gardens, rope bridges and honey gatherers on long ladders. Home of the Wind Cliff Arena.
the fishing village
Shoreland
A fishing village on a lagoon: dawn fish auctions, nets drying in the wind and catamaran boats on white sand. Home of the Boathouse Arena.
the big city by the sea
Shoreland
The biggest city in the land, where the river meets the sea: cranes, cinemas, kite sellers and a lighthouse on the point. Home of the Lighthouse Arena.
the foggy cliff town
Shoreland
A quiet, foggy town on the southern cliffs, where clay lamps float out on the water every evening.
the old merchant town
Edge of the Wasteland
Grand old merchant mansions with long verandas and open courtyards, standing silent in the dust. One old hall has been reborn as the Light Circuit Arena, a gallery of light.
the caravan stop
Wasteland
A caravan stop round a deep stone stepwell, ringed by palmyra palms, cloth awnings and red sand. Home of the Sun Kiln Arena.
the meeting city
Where all five lands meet
The oldest city, built in rings around a great temple, with mountains of jasmine in the flower market and the roads of all five lands running in. Home of the Shadow-Puppet Arena.
the cape of three seas
Shoreland and Wasteland
The southern tip of the land, where three seas meet and the sun both rises and sets over water. Home of the Three Seas Arena.
the hall of the Council of Five
All five lands
A five-sided open hall on the southern peak, one side for each land. The Council of Five waits here at the end of the road.
Twenty-five routes link the towns, each with one thing you'll remember it by. Three of them cross the sea.
One short email whenever something real is ready to show: a trailer, a demo, a release date. Nothing else.