TO EVERYONE IN THE IR
You guys seem to want to have a good brawl.
That's ok with me!
I propose the following simple rules for Turns:
A turn, lasts about 6 months.
Going by alphabetical order, on the IR (NOT using e-mails!) I will ask each of you: who do you want to attack?
Using the RISK precedent, each of you can generate 1 army, per turn, for each of your 10 PLs (rounded up.)
These armies can be expended in taking a country or countries, and next turn you get more armies. (No, nobody gets to draw cards!

)
Unlike RISK, you can attack anywhere from anywhere, for magic allows it.
- - -
For example, I go to Bugbear and say: With your 103 PL, you get 11 Armies. Who do you attack?
And Bugbear says: I send 5 armies to attack Serpenteye's nation of Calimshan, and 6 armies to attack Jano's City of Shade!
Now, poor Serpenteye and poor Janos have no armies on these places, for it is turn 1, and they have not built any armies yet!
So, Bugbear takes Calimshan and the City of Shade. He also makes Serpenteye and Janos both madder than Hades.
Bugbear's turn is done. And Bugbear, has sent all of his armies abroad. He has no armies protecting any of his holdings!
When Janos turn comes, he can try to retake the City of Shade, or he can attack Bugbear's undefended areas, or he can do whatever he wants.
Ditto Serpenteye.
Unlike in RISK, Bugbear cannot keep attacking (I attack Western Europe with 50 Armies, then Eastern Europe with 49 Armies, then Ukraine with 48 Armies, then Middle East with 47 Armies, then India with 46 Armies, then Siam with 45 Armies, then ...)
He must make one set of attacks, against as many targets as he pleases, up to the number of Armies he currently has (of course, he does not have to attack anything, but can deploy his Armies in his own countries/peoples/whatever.)
Pantheons cannot be taken with Armies. They are considered briefly driven from Faerun by valiant, foolish mortal heroes and villains.
Powerful races (like the Sharn or Phaerimm) taken by Armies are assumed to have been talked into joining the other side.
Now, everyone cannot attack at the same time under this system. It goes in alphabetical order, and ALL ATTACKS MUST BE STATED IN THE IR OPENLY (No burying me under e-mails!

)
There is a method to this madness.
While Bugbear is busy attacking, or not attacking and putting his 11 Armies on his territories, the rest of you get to post to the board.
You can argue, can threaten, can use diplomacy, can discuss alliances, make alliances, break alliances, talk about how outrageous Bugbear is being, talk about how reasonable Bugbear is being, offer help to Serpenteye and Janos later on (if they are attacked!), offer help to Bugbear later on, or anything else.
Also, you can keep writing.
That's right, writing. This was supposed to be a writing IR. (That sorta went out the window ...)
Writing is powerful. Writing could cause enemy peoples and nations to defect to your side. Writing could cause enemy peoples and nations to declare neutrality. Writing could strengthen the fighting power of your armies.
Writing could prevent the powers of Oerth and Krynn from attacking you (they ARE going to attack SOMEONE in Toril. SOMEONE, is going to pay for that plague.)
Writing, could win the powers of Earth over to your side.
Writing, might even win the powers of Krynn and Oerth over to your side.
(For example, Melkor and Forsaken One are creating vast armies of undead, according to their writing. This will strengthen their armies.
Also, the Charter of the Dauntless will strengthen Kalanyr, Tokiwong, William, Festy Dog, and all the others involved with them.)
The Silver Cabal has all sorts of mechanical wonders to show to everyone.
Mechanical wonders which, when combined with magic, will create a nice mess. But what are IRs for?

The Silver Cabal, will teach the understandings of science to a world where the concept has previously not existed (and if Serpenteye does not conquer you all, and thus bring mercantilism to the world, the Silver Cabal will.)
And that's what I'm considering, at this moment, folks.
Any comments?