@King2 I’m back with the reply about stats! Tell me if this answers your question
Strength is related to melee fighting mostly, it helps the player if they want to master the scythe (but they will also need a bit of magic for complete mastery)
Intelligence is used as an umbrella for historical, political, and mostly theoretical knowledge.
Magic is useful for becoming a spellcaster later on, but the player has to maintain a good relation with nature (not being scared of the forest, respecting nature etc.)
Leadership grows every time the player is reliable, follows their duty as a council member, protects the people, and being responsible in general.
Humour is just a nuance for the player’s personality.
The rest are more about your view about the world. If you see the best in others or you’re more of a pragmatic, if you want to keep status quo or if you’re thinking of new ways to solve different problems, if you’re kind or not, if you’re a people’s person or more private.
Science and arts are a must only if the player doesn’t want to rely on magic or strength.
Currently, [spoiler]there are three important scenes for the player’s future path. Choosing the family (each family comes with a different stats growth), choosing the one to see before departing (Marsail gives the player something that will be useful only if the player keeps the “humane” and “idealist” stats high; Tamhas gives the player something that works only if the players keeps the “instinct” stat high; Arailt gives something that works only with “intelligence” and “methodical” high), and choosing how to spend the time before sleep in the woods (training will make the player a scythe user or a spellcaster, while painting and tinckering will make them an artist and inventor, respectively).