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The Severan Challenge — Real-World Format

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The Severan Challenge

Real-World Format

Weight Classes

Light
150 lbs and under
Middle
151 to 185 lbs
Heavy
186 to 220 lbs
Super Heavy
221 lbs and above

Standards

Light
Middle
Heavy
Super Heavy
Opening Sprint
400 m
400 m
400 m
400 m
Unbroken Pull-Ups
25
20
15
8
Ammo Carry
2 × 60 lb50 m
2 × 80 lb50 m
2 × 100 lb50 m
2 × 125 lb40 m
Unloaded Return
50 m
50 m
50 m
40 m
Anchor Carry
2 × 90 lb50 m
2 × 120 lb50 m
2 × 150 lb50 m
2 × 180 lb40 m
Dead Hang
2:00
1:30
1:15
0:45
Closing Sprint
400 m
400 m
400 m
400 m
Sandbag Alternative
Ammo Carry: 90 / 120 / 150 / 185 lb for 50 m (40 m Super Heavy). Anchor Carry: 135 / 180 / 225 / 275 lb for 50 m (40 m Super Heavy).

Carry Sequence

The two carries use different weights. Both loads begin at the original carry starting line. The entire sequence is scored as one station.

Step 1
Ammo Carry
Lighter load to finish line. Place beyond line.
Step 2
Unloaded Return
Run back to start. Clock keeps running.
Step 3
Anchor Carry
Heavier load, same route. Proceed directly to hang.
Step 4
Dead Hang
No rest between carry and bar.

Drops are permitted. Straps are prohibited. Chalk is permitted. Farmer's handles may not be rolled, dragged, or intentionally slid. Athletes must proceed directly from the Anchor Carry to the Dead Hang.

Tiebreaker order: reaching the Anchor Carry defeats failing to reach it. Greater distance with the Anchor Load wins. If both reach the same distance, the faster Ammunition Carry wins. If neither reaches the Anchor Load, greater Ammunition Carry distance wins. If both stop at the same distance, the station is tied.

Scoring

Head to head. Five stations, each worth one beat. The athlete who wins the most beats wins the match. A tied match proceeds to the Duel.

01Opening SprintFaster time wins
02Pull-UpsMore reps wins
03Carry SequenceFaster completion wins
04Dead HangLonger time wins
05Closing SprintFaster time wins

Completing a station defeats failing to complete it. An athlete who cannot finish receives credit for the distance, repetitions, or time completed. The closing sprint split is recorded separately from the athlete's total time.

The Duel

Used when the station score remains tied after the closing sprint. Both athletes compete for control of a designated supply pack. The first to secure the pack, stand upright, and demonstrate clear control wins.

Permitted
Clinching, grappling, takedowns, throws, positional control.
Prohibited
Striking of any kind, unsafe equipment use, intentional injury, uncontrolled throwing.
When a safe Duel cannot be conducted, the athlete who wins the closing sprint wins the tiebreaker. The Duel should only be conducted in a controlled environment with appropriate supervision and safety precautions.

VESSELBORN — The Severan Challenge (Real-World Format)

© 2026 Cuby Holdings LLC · VESSELBORN™ and related marks are trademarks of Cuby Holdings LLC · All rights reserved

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 greatest warriors of the mountain passes become 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. The last emperor is assassinated and the throne shatters. Civil wars consume the planet. But the answer is not collapse. The Shadow Rule forms from what the empire left behind, ends the warlord broadcasts, and holds the world together without a crown. They are the empire made quiet: continuity without ceremony.

Today, the Shadow Rulers still govern from the background while the Energy Wars decide who controls grids, relays, vehicles, and culture. Nine faiths compete for how the world understands itself. Tour racing draws audiences as large as the Yuvaar Hunting Games. Relaymen carry broadcast rigs into corridors and criminal networks to capture what the governed world is never meant to see. Contractors move through contested territory for manufactory interests. Syndicates operate trafficking networks through grey zones the empire tolerates rather than confronts. The Engineered, once created as instruments of war, now live as citizens, athletes, engineers, and parents.

Stories range from relay field defenses and inland recoveries to city governance and frontier resettlement; from airship crews racing through volcanic caverns to truth seekers embedding in syndicate operations; from arena fighters practicing an ancient faith through combat 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.