Scope
The motivation behind building Tremanac
Tremanac (pronouced Trem-an-ack if you are wondering) was created back around 2001 for an a roleplaying game. The age of the world has progressed as various groups have completed (or sometimes failed) quests relating to various world altering events. Most of the stories and characters from ealier ages are based on the player characters and what they got up to. While there's had to be a few alterations to account for changes in game systems the past events are pretty much what they've always been. The world continues to be for an rpg and will probably remain that way until I finally get bored with roleplaying.
Tremanac's Unique Selling point
Tremanac is all about having a world that develops and changes based on what the players in my games decide to do. Their actions have consequences, and that all feeds into the world's history.
Theme
Reader Experience
In Tremanac the intention is that the players feel like they stand out from the masses. They should feel exceptional, and then realise that sometimes even the exceptional need help and good strategies to survive some of the threats they face.
Magic is meant to feel magical in the world. Magical artefacts are not everyday items, so almost every magical item the players come across will have a history. Some will probably also have drawbacks as well as advantages to help balance out the power.
Reader Tone
Tremanac usually sits between bright and dark (the players will probably say it leans more to dark). Terrible things happen to the common people of the world every few decades and life isn't wonderful inbetween those periods of excitement. On the other hand the miraculous does happen, and the player characters get the opportunity to improve the peoples' lot and be an inspiration if they wish. I'm a sucker for over the top heroic nonsense and that is reflected in what the players can overcome compared to what would happen to them in a truly dark world.
Character Agency
Players are given a fair amount of freedom to change things as it all adds to the history. Most of what they interact with allows them to change the fate of towns or countries. As there is no intended path for the countries or settlements there isn't any need to force things back to a status quo. If the players should happen to wake a powerful undead and not destroy it, then their actions will have very long term consequences that will probably be felt in future campaigns.