Game Worlds

[Khrysalis Part Two]


Still confident from her victory in Azteca, Morganthe has chained the souls of the oldest Aztecosaurs and dragged them to her place of power, the world of Khrysalis. They are teaching her Bartleby’s primal song, which will allow her to rewrite the Spiral in her image.

The Council of Light, that ancient assembly under the leadership of Merle Ambrose, knows it has precious little time to act. Ambrose gathers what is left of the council – the Emperor of MooShu, Diego the Duelmaster and Lydia Greyrose – and they come up with a desperate plan: arm the Wizards and send them into the spider’s fangs. The call to action is now!

Morganthe has created an eldritch ward to hold back her ancient enemies. But the Council of Light believes the heroic Wizards can use trickery and willpower to slip through her defenses, in their last, best hope to shatter her plans.

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, helping those pinned down under the weight of her tyranny, and learning the secrets of her magic in order to have a chance of restoring the Spiral.

The Game World of Khrysalis

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