In 50 unique worlds, the decision to go to war is shaped by culture, power, prophecy, and belief. In Elarion, a council of seers reads the blood of stars; in Tharnok, the War King listens only to thunder. On Silexia, an AI called The Balance makes all decisions without emotion. In Zephria, the people vote by releasing doves—if none return, war begins. Kravar leaves the choice to its oldest tree, whose falling leaves mark the signal. In Marneth, children born under eclipses inherit the right to declare battle.