Enjoyed my time with your game, but I see two problems already:
The FIRST, which I believe is going to sort itself out eventually, is the bloated stat system. Six is simply too much, and as you keep writing, and devising, and balancing SIX (most of which are going to not be available to players) different ways of getting dialogue options becomes impossible, I think you're inevitably going to scale down the system to fewer options. Considering, also, the skills' "learning by doing" nature, this just stinks of a future balancing nightmare.
The races and the origins might present a similar issue which, similarly, might solve itself naturally through the homogenization of the writing as you focus more and more on telling a specific story instead of setting up race/origin specific hooks.
The SECOND is the more important one -- the overly aggressive world building.
Starting with the character creation, and then the very first conversation you have , or, rather, listen on is the one by children, and it's already filled with politics, terms, fictional names etc. The first real conversation you actually have -- even more so. If you immediately think it's a sign of things to come then you're right.
This problem also manifests itself in certain NPC responses coming out as massive walls of text filled with fictional names, contexts and some such.
This criticism is in no way a judgment of your skills as a world builder. In fact, I'll intentionally refrain from any specific evaluations.
The problem, as I see it, isn't that the player needs to be TOLD what all the fictional terms and names mean through hyperlinks, but that there are already too many of them, and most people will be IMMEDIATELY intimidated and WON'T CARE a bit, whether your writing's decent or not.
Most people don't even care about the world in acclaimed series like Witcher or Game of Thrones. They won't be able to tell Kaedwen from Redania or Dorne from The Free Cities. Not bashing on people or trying to be a snob here, just simple facts: most people want stories with tangible action and understandable, simple, relatable drama.
Thus, the World-building needs to be SNUCK in subtly and gently, through real events as they happen and can be followed along, through something universal that anyone can understand, through real world analogies.
In that sense, those famous stories still work even without most of the background info through its plots, characters and dialogue. This, in addition to, of course, sexual content, is what you need to focus on.
The bottom line is, sometimes you just want to have simple conversations about how bucolic the surroundings are. Or to flirt. Tell jokes, or be spooked, without immediately being thrust into a political conversation about a world you know nothing about. Human stuff, you know.
Not saying you don't have those. In fact, I'd argue this is one of the most actually HUMAN games out there, that feels like it's written by a real person, and not automatically generated by a neural network taught to spit out lazy, emotionless porn dispensers wrapped into an html file.
I can't praise you enough for how most of the events are constructed. Whether it's a sex scene or a simple conversation they're almost exactly the way they need to be in a text-game. Multi-staged, granting the player real agency, RP-heavy. There's small-talk, there's innuendos, real depth. EXACTLY what most games on the site are missing.
This is why I'm bothering with all this word-diarrhea. The game's cool and I want it to succeed.