Pre-Searing Ascalon
Pre-Searing Ascalon is one of those rare tutorial zones that quietly outgrows its original purpose and becomes a place people choose to live in, rather than rush through.
Guild Wars launched in 2005 with Prophecies, introducing Tyria and, with it, the small pocket of time and space that is Pre-Searing Ascalon. This version of Ascalon sits two years before the main campaign, in a separate instance of the world that you can never return to once you leave. It shows the kingdom before the Searing turns it into a charred wasteland: fields intact, walls unbroken, and a population that still assumes tomorrow will look much like today.
You start here as a novice adventurer, running errands for Ascalonian soldiers and villagers, and gradually brushing up against the looming threat of the Charr over the border. The story uses that gentle beginning to make the eventual fall of Ascalon land with more force; once you’ve seen the place whole, the ruined version you step into later feels much sharper. It’s an old trick in fiction—show the world before it burns—but Guild Wars commits to it by ring‑fencing the entire starting area in its own timeline.
Visually, Pre-Searing leans hard into a bright, pastoral medieval Europe: green hills, tidy farms, white‑stone outposts and little villages tucked along the roads. The palette is warm and inviting, with soft light and saturated greens that stand in deliberate contrast to the scorched browns and greys of post‑Searing Ascalon. That contrast isn’t just aesthetic; it’s doing narrative work, underlining the idea that this isn’t “generic starter meadow” but a snapshot of something that’s about to be lost.
Because the zone is small and densely used, you get to know its landmarks well: Lakeside County, Ashford Abbey, Ascalon City in its prime. Routes you learn here—across a stream to find Gwen, along the road past the bandits, out towards the Northlands—are later echoed in ruined form, which helps sell the sense that you’re walking the same country after a catastrophe.
On paper, Pre-Searing is the tutorial for Prophecies: you experiment with your first profession, unlock a secondary, pick up basic skills, and learn how quests and parties work. It’s carefully fenced off: you can’t access storage or bring in items from other characters, and once you commit to the Searing and head into the main story, there’s no way back. That isolation keeps the early experience coherent and, as a side-effect, lays the groundwork for something more unusual.
For years, the area capped out at fairly low levels, and anyone chasing the Legendary Defender of Ascalon title had to resort to “death levelling” Charr to grind out experience. In 2010–2011 ArenaNet added Vanguard quests from Lieutenant Langmar for characters who reach level 10, which made it realistically possible to take a pre‑Searing character all the way to level 20 and earn LDoA entirely within the zone. That change quietly acknowledged that Pre-Searing had become more than a throwaway starting area; it was now a viable long‑term home for players prepared to put the time in.
Because Pre-Searing sits on its own island of time and doesn’t talk to the wider account economy, it has developed a culture that’s slightly sideways to the rest of Guild Wars. There’s a long‑running community built around “perma‑pre” characters—people who deliberately never take the Searing, and instead treat the zone as their complete game. They organise guilds, run events, and maintain guides and FAQs specifically for life in Pre-Searing.
An independent economy has grown up as well. With no access to storage or most high‑end loot, common dyes—especially black—became informal currency, alongside materials and a handful of desirable rare drops. Small, flavourful side activities such as collecting Gwen’s Broken Flute, buying her a replacement, finding her cape, and showering her with Red Iris Flowers have taken on a life of their own, not just for the modest rewards but because they anchor the zone’s tiny human stories. It’s all a long way from the trading hubs and speed‑clears elsewhere in Tyria, but that slower pace is exactly what many people are there for.
Taken as a whole, Pre-Searing Ascalon is a neatly self-contained piece of Guild Wars design: it teaches the basics, establishes tone and lore, and then steps aside while the main campaign gets on with levelling cities and killing kings. The contrast between its soft, undamaged landscape and the shattered version you see later gives the Prophecies story some of its emotional weight. The fact that players are still rolling new characters purely to live in that small slice of Tyria, years after launch, says a lot about how carefully it was put together.