Wizard City is at the center of all things.
The entire city has sprouted up around Bartleby, the World Tree. Bartleby protects all worlds by eternally maintaining a connection to them along the Spiral.
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Krokotopia is an ancient land of forgotten treasures.
In this place, deserts surround the life-giving oasis in the shadow of towering pyramids. Krokotopia was once home to the Kroks, and it is rumored the Kroks have re-awakened and enslaved the Manders.
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Marleybone is the home of dogs, cats, and proper manners.
The city has all the trappings of a modern society built upon scientific foundations. Big Ben, Scotland Yard, and the Royal Museum are some of the most famous sights in Marleybone.
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MooShu is a beautiful land with a rich, deep history.
Full cherry trees, carefully maintained gardens, and tall mountains can be found everywhere. Although this is a place of knowledge and tradition, there is a great mystery here.
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Dragonspyre is an ancient, haunted world in which renegade professor Malistaire has recently been spotted!
Once an advanced militant society, Dragonspyre had an esteemed Academy rivaling that of the Ravenwood School of Magical Arts in Wizard City. The inhabitants once held a special interest in Fire Magic.
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Long ago, the Astral Wizards of Celestia created powerful magic using the energy of the Stars, the Moon, and the Sun. The sorceress Morganthe, a Queen of the Shadow Web, wanted the secrets of the Celestian magic at all costs.
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Grizzleheim & Wintertusk
Inspired by Norse mythology, Grizzleheim & Wintertusk are airy, outdoor landscapes of snowy mountains, glacial ridges and towering trees that are home to three Wizard101 tribes - Bears, Wolves and Ravens.
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Wysteria was once a trade post and pleasant enough small town in the Wizard City cluster, not too far away but of little consequence in the overall scheme of things, until a magical incident occurred that caused a crawling vine to grow and completely overrun the town.
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When a group of Ravenwood students go missing on a class field trip, Wizards are summoned to Zafaria! Wizards discover that high tensions run throughout Zafaria, as ancient tribes clash over territory and resources, while Morganthe's agents sow the seeds of chaos.
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Avalon is a world full of wonder and history. Who's history in particular? Why, Ravenwood's very own Merle Ambrose came from Avalon! With lush green trees and mythical creatures, it seems like nothing could go wrong in this beautiful world... but Morganthe has trouble brewing.
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Ten years ago a great comet appeared in the sky over Azteca, one of the oldest islands in the Spiral, a fragment of the First World. The comet panicked the Aztecosaurs and drove them to seek shelter in their underground mines. Most in the Spiral assumed Azteca was destroyed.
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Behold mighty Aquila, land of noble eagles and glorious adventures! Aquila is home to the Immortal Games, an epic challenge hosted by the magical Immortals. The Games are open to any students of magic from around the Spiral.
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The Wizards travel to a small Spiral island, a fragment of a broken world lost to time. From the edge of this island, one can see the dark swirl of Khrysalis. The Wizards will explore Morganthe's world, searching for ways to disrupt her power and learning the secrets of her magic in order to have a chance of restoring the Spiral.
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It is time to revisit some familiar places, open closed doors, and explore new regions previously only spoken of in whispers. It is a chance to rekindle old relationships and to finally tie up some loose ends. It is a time to wander off the well-traveled path and to challenge oneself as never before.
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At the very edge of the Spiral lies the world of Polaris. A land of frozen tears and long-forgotten secrets, this is where the once-proud kingdom of Penguinonia has fallen under the harsh rule of the Walrusk Empire. To set things right, the Wizard must forge an alliance with a mysterious witch and expose a dark plot that threatens to unravel the entire Spiral.
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It seems a lifetime ago that Malistaire stole the Eye of History from Grandfather Tree in Ravenwood, but as the Tree’s condition worsens, Bartleby himself suggests that recovering the Eye may be his best hope. Upon learning that a shadowy “Cabal” took the Eye to the world of Mirage, the Wizard must journey to this land of shifting sands and shifting allegiances, where the Dromel Nomads and House Qhats are facing their own troubles.
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