Pregnancy will happen in the game, but I need to be quite careful with that because of how it can mess with timelines. Also what do you do with the resulting child? That isn't the cop out "there is a magical nursery that whisks it away to look after it and you never see or hear from it again". In universe, they have contraceptives and they have life magic that can prevent or abort an unwanted pregnancy. There are different attitudes towards this across the world and some gods who are very interested in it.
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I just glad a lot of thought is being put into the story and plots. That is first and foremost of importance. I do like the world build and the system behind it as well as a key plot point-- it works and isn't clunky, distracting, and often fits the narratives. The real consideration is how to develop the magic learning, its concerning aspects, consequences and how it helps develop the progression of the game and its characters. It's how that aspect is being dominated with the interpersonal relationships. Oh, I say continue with defining and presenting the magic system but break it up a little so it doesn't get in the way of how the characters interact so more personal connections can be made. The MC making a surprise discover, some research, help from a teacher, maybe some experimentation. That gives the MC opportunity to decide what he may or may not do with his power, influence and magic abilities... inner monologue how and what he's has learned and how it may affect those he is close to is a solid plot build that shows the audience motives and feelings.
Pregnancy could be a very important aspect of the storyline or just a state of condition that isn't important at all... it depends on the time scale the game is supposed to cover. If the game is say just a year, 9 months of that year is being pregnant; thus no real effect on the timeline and is a plot tool or device to evolve a relationship (basically for all intended consequences no births required). However, if large units of time pass {it's not like every day the MC is going out to slay a dragon}, then pregnancy gets in the way if it happens too soon. Timing is everything in a story.
I wouldn't get too deep in the woods about contraceptives and magic fixes-- but a powerful add to relationship building is the emotional connection the characters have for each other to risk it, especially for older women with more life experience. And for the most part women generally know when they shouldn't have sex. And it could be a whole plot device in itself... Just having a woman come to the MC and say "guess who is going to be a daddy..." isn't a good fit--but if there is a love connection and desire between two characters it can be a risk-- it doesn't have to happen like getting lucky it didn't happen and might be a tool having shared that risk develops the relationship going forward.
Overall, great game... and I love just how wide open it can be developed. Sure, it can be a rifle barrel of predictable events one right after another, and it still would be a good game. However, plenty of room for surprises, plot twists to wow the audience. Not sure how I would write it--likely lean too much into old European history to draw inspirations from. But that's the joy of seeing other people's work in how they do it and why like games well thought out