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Thazvaari Ascension - Vesselborn Codex
Thazvaari Ascension, Ascension, tower sport, vertical combat, flag ascent, collapsing platforms, non-lethal rifles, population centers, Coastal Thazvaaar, Geba Continent, Thazvaari Dominion, Jeyrhan Bio-Engineering Consortium, Yelidra Veykar, Yuvaar Hunting Games, Kharan’s Gulf, 1v1 Ascension, training towers, relay broadcast, VESSELBORN, 自陨者生, CHRISTOPHER JAEPHETH CUBY, 顧承光, GEBAN CHRONICLE, BOOK OF THE WITNESS, VESSEL BORN, THE BLOOM, VESSELBORN CODEX, VESSELBORN MUSIC, VESSELBORN OVA, CUBY HOLDINGS LLC

Thazvaari Ascension

Alias: None
Location: Coastal Thazvaar, mixed districts on the Geba Continent

Thazvaari Ascension is a vertical combat sport where two teams race to raise their flags up unstable towers while enduring collapse timers, direct assaults, and vertical route puzzles. It descends from Thazvaari Dominion boarding drills and was formalized after assimilation as a shared practice in mixed Thazvaari and Geban communities. The Jeyrhan Bio-Engineering Consortium mainstreamed the sport by installing standardized towers, and Yelidra Veykar funded further growth and relay visibility. Unlike the often remote Yuvaar Hunting Games, Ascension towers stand inside population centers and draw constant live audiences from balconies, rooftops, and plazas.

Core Rules and Match Objectives

One team plays offense and must ascend with its flag. The flag must remain in ascent. If it is dropped off the tower, the offensive team is disqualified. If it is dropped but remains on the structure, it must be recovered before the current level collapses. If defenders capture the offensive flag, defenders are not permitted to continue ascending until the flag is returned. If this capture stalls and the level collapses, the offense loses the round. Defenders also ascend with their own flag and may choose an aggressive strategy to eliminate attackers before collapse begins. The offense wins if even a single player reaches the top platform with the flag. If the offense fails to reach the top, defenders win. Engineered individuals are banned outright from the sport, as they are from all physical competitions on Geba, to maintain fairness and integrity.

There is no extra score or penalty for knocking players from the tower. Deaths are rare and do not pause the match. Judges can impose penalties or disqualify a team for intentional unnecessary harm that results in injury or death.

Tower Features and Game Elements

  • Platform Collapse: Delayed failure forces constant upward motion and prevents static defense.
  • Non-Lethal Rifles: Wide, unbalanced rifles deliver painful impacts that remove players from play without intent to kill.
  • Legal Contact: Grapples, shoves, and throws are permitted, including removals from platform edges.
  • Vertical Combat: Fire and engagement occur between levels and during transitions across gaps.
  • Route Solving: Some levels lack direct access and require jumps, climbs, or use of moving elements under pressure.

Variants and Tower Types

  • Street Towers (up to 14 levels): Casual stacks built from scaffolds or scrap for local play, wagers, and pride.
  • Relay-Class Towers (up to 51 levels): Broadcast structures with sensors and standardized basins for long matches.
  • Training Towers: Slower platform timing, labeled paths, added grip ledges, and lower jumps. Designed for recruits, casual players, and those without advanced athleticism. Not exclusive to children.
  • 1v1 Variant: Played only on the first 8 levels and prioritizes speed, agility, and route mastery.

Towers were once built as scaffolds around mega-relays for visibility. This practice was banned after fatal falls.

Scene and Reach

Although the Yuvaar Hunting Games dominate global spectacle and sponsorship, Ascension thrives on density and accessibility. Most cities across Kharan’s Gulf support regular play with local stars, relay coverage, and steady audiences.

About Vesselborn

Vesselborn is the story of Geba — a world that has carried an empire for six thousand years.

It begins with Vaer’karesh, who unites five nations into the first empire and fixes a common language and law. Across the ages, the empire fights and finally breaks Thazvaar, welcomes Jeyrha through engineering and diplomacy, and liberates Berinu by choice. In Ngorrhal, the people of the mountain passes lose their ancestral name and are permanently renamed the Frost Sentinels, whose strength helps secure imperial rule. The Haavu cannon systems cement that dominance.

At its height, the empire spans continents and raises relay towers that bind cities, coasts, and passes into one network. Assassinations and civil wars follow — the Fracture — but the answer is not a vacuum. The Shadow Rule forms from imperial networks and manufactures peace, ending the warlord broadcasts and taking the world back from collapse. They are the empire made quiet: continuity without ceremony.

Today, the Shadow Rulers still govern from the background while the Energy Wars — covert struggles over power grids and relays in uncivilized regions — decide who controls energy, transport, and culture.

Stories range from relay-field defenses and inland recoveries to city governance and frontier resettlement; from rail lines and air programs that stitch regions together to festivals and work crews where culture and politics collide; from Frost Sentinel memory to families choosing the safety of hub clearings or the risk beyond the grid.

This is Geba.
It began in silence.
It has not yet ended.