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Thazvaari Ascension

Vertical tower sport of Coastal Thazvaar

Alias
None
Location
Coastal Thazvaar, mixed districts on the Geba Continent
Format
Two teams, offense and defense, racing flags up collapsing towers; 1v1 variant on the first 8 levels
Towers
Street towers up to 14 levels, Relay-Class towers up to 51 levels, training towers

Thazvaari Ascension is a vertical combat sport in which two teams race to raise their flags up unstable towers through 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 brought the sport into the mainstream by installing standardized towers, and Yelidra Veykar funded further growth and relay visibility. The Yuvaar Hunting Games are often held in remote places, while Ascension towers stand inside population centers and draw constant live audiences from balconies, rooftops, and plazas.

Flag Rules and Winning

One team plays offense and must ascend with its flag, which has to remain in ascent. If the flag is dropped off the tower, the offensive team is disqualified. If it is dropped but stays on the structure, it must be recovered before the current level collapses. Defenders who capture the offensive flag may not continue ascending until they return it, and if the capture stalls and the level collapses, the offense loses the round. Defenders also ascend with their own flag and may choose an aggressive strategy, eliminating 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, the defenders win.

Engineered individuals are banned outright from the sport, as they are from every physical competition on Geba except the Emperor's Night March, to maintain fairness and integrity.

Collapse, Rifles, and Contact

Platforms fail on a delay, which forces constant upward movement and prevents static defense. Wide, unbalanced non-lethal rifles deliver painful impacts that remove players from play without intent to kill. Grapples, shoves, and throws are legal, including removals from platform edges. Fire and engagement happen between levels and during transitions across gaps. Some levels lack direct access and must be reached under pressure by jumps, climbs, or the use of moving elements.

Knocking players from the tower earns no extra score and carries no penalty. 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 Types and Variants

Street towers, up to 14 levels, are casual stacks built from scaffolds or scrap for local play, wagers, and pride. Relay-Class towers, up to 51 levels, are broadcast structures with sensors and standardized basins for long matches. Training towers have slower platform timing, labeled paths, added grip ledges, and lower jumps. They are designed for recruits, casual players, and those without advanced athleticism, and they are not exclusive to children. The 1v1 variant is 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. The practice was banned after fatal falls.

Cities and Audiences

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