A strong but flexible post apocalyptic fantasy setting, using simple but motivating / forward propelling mechanics. Fun multi classing rules, too! Reminds me of "the Tower of Babel" and "The Sharing Knife" while being it's own thing.
My only beef is that resting up to full HP allows "all other factions and foes to advance their plans", which is a great concept for a bunch of reasons, but there's no further guidance. That's an amazing range under GM arbitration without any textual insight - what's a fair number of Threat Clocks to be running simultaneously, how much of A Big Deal should each be, how many segments per, etc. It's a huge component in the equation that determines how friendly or difficult or oppressive the system is to the PCs. Seeing it unaddressed struck me as a possible oversight.
But again, pretty cool, and I think a GM that runs a few sessions at a localized level with just a handful of major players could get a feel for how assertive to be with how many plots to keep up in the air at a time (and how strongly they leap forward when the players take downtime).