Nidamento, the Hidden Landgrave
Demon of the Second Circle
Defining Soul of the Blood Red Moon
Kinda looks like a Warden Soul as much as a Defining one, honestly. What does Ululaya's actual Warden look like? Or does she simply not have one because Nidamento keeps that spot occupied?
Like, in actual real life, we as finite human beings say, "Okay, I can't stop World War X, but I can take a cup of soup to my sick neighbor." Our humanitarian deeds don't get swallowed up in the immensity of tragedies we're unable to prevent, because they're too big for us. But Exalts don't get to just say, "Oh, nothing I can realistically do there" - the heck you can't. Maybe you can't fix Malfeas, but if you could make orders of magnitude more difference by creating any improvement at all...
It's a matter of relative magnitude. I am ok with Malfeas mattering somewhat. Just not, you know, more than Creation.
If i am the king of ten million people, and i heard that tens of thousands are dying in another kingdom, well, even if i do nothing about that it doesn't make me an asshole. I have, after all, my hands full with my current work.
If i heard instead that a meteorite is going to make the blessed isle explode, and i can avoid it if i just abandon what i am doing if i don't do so that it makes me a complete bastard automatically.
The thing about Malfeas as presented is that there is always a meteorite just about to aniquilate a continent-sized mass.
My personal solution to this dilemma: Stop overinflating the importance of a single Exalt so much.
An example calculation:
Yes, Solar Bob is a glorious demigod, able to shatter armies and mountains alike with contemptuous ease.
There's also 149 other Solars, who are all exactly as (potentially) powerful as he. There's that number again in Abyssals and Infernals, which are again exactly that powerful. The Lunars number as much as all of these combined, and (bad writing aside) they're still similar enough in power that the difference, if any, can be dismissed as a rounding error. Plus one hundred Sidereals, again just as powerful in their own weird way, for a grand total of
seven hundred invincible demigods that can nominally warp the world around them as they please.
This statement contradicts itself, because all of these people are inevitably going to have contradicting ideas of what the world should look like, and none of them can ever be singularly powerful enough to single-handedly sweep aside all his rivals and what they want, which means that as soon as one of them has enough power to influence the world as a whole, barring a unified Exalted Host, a multi-campaign-winning archievement in itself, he's going to have many times his number in equally powerful enemies out for his blood, who by weight of numbers will succeed eventually, after which they'll happily go back to each other's throat over their own mutually contradicting ambitions.
This is ignoring the
tens of thousands of Terrestials, whose combined weight is (or should be) again fully equal to the combined weight of those seven hundred Celestials. It is also ignoring the, again, hundreds of Third-Circle-alike spirits (demon, god, elemental, ghost, raksha), and tens to hundreds of thousands Secon-Circle-alikes, all of which are nominally of equal power to the Celestial and Terrestial Exalts one-on-one, as well as the arbitrarily huge number of First-Circle-alikes and the roughly estimated hundreds of thousands of Enlightened Mortals, or other, weirder things, which are admittedly quite a bit less powerful than any of the aforementioned individuals, but are still by no means helpless, especially if they have numbers or maturation-induced power refinement and growth on their side, or if nothing else helps, they can buy the assistance of one out of the other groups.
You
cannot have all of the above, and then say that any single individual can warp the world however he wishes, by definition. You cannot even say that any single
group composed of the above can meaningfully exert their will over the others, unless they're big enough to encompass a notable plurality of the whole, like it happened in the Primordial War or the Usurpation.
This brings us to the second thing, the Thousand Dooms of Creation, all of which have to be specifically averted by you and only you, because you are the chosen one and only you have the power to deal with it. You don't. There's literal, depending on where you stand, thousands to hundreds of thousands of chosen ones who can deal with it, scattered all across the worlds in every place worth mentioning and preserving. You're a big fish, true, but your pond is still so much bigger by orders of magnitude that even if you trash all that you can, at the far shore all the ripples that you caused will be background noise at best.
Worry about preserving your own slice of the world, the other guys will take care of the rest. If you let your threatened treshold kingdom into the wyld to go haring off after other crusades to wage and places to safe, chances are that you'll merely be an unnecessary distraction to the native guys who are working on and entirely capable of preserving their own, while at worst you'll interfere with each other's plans so much that the entire thing devolves into a pissing match over which plan has more blackjack and hookers while the actual problem goes on unsolved, and even in the best case where you actually saved some other kingdom your own home is still toast, so it's still a wash.
Granted, not all of the actors named above are actually very good at the whole 'saving their own slice of Creation' bit by our own modern first-world standards, but they'll at least be somewhat passable. If nothing else, can't have adoring mind-eaten slaves and delicious food-cattle if they all die off to some cause unrelated to you because you were too lazy to take care of it. So they will take care of their own slice of Creation enough for it to continue existing, and that also means to keep out any competitor whose plans would disrupt their domain to the point of non-usefulness to them.
Let's look at the examples of people trying to or suceeding at leaving their mark on Creation as whole in some kind of fashion (which would quite likely have been seen as Doom events by their opponents).
1. Primordial War; Suceeded, The Exalted Host and a part of all the Spirits sucessfully defeated the larger rest of all the Spirits.
2. First Age nearly getting destroyed by the Solar's hybris; Failed, Sidereals, Dragonbloods, Spirits and possibly Lunars sucessfully prevented the Solars from acting out too much.
3. The Usurpation; Suceeded, Dragonbloods and Sidereals successfully ganked all the Solars and a large part of the Solars.
4. The Contagion; Failed, the plague got first stalled by the Exalted, then derailed by the Wyld and the Pole of Wood, and the Deathlords didn't have the initiative to capitalize large-scale.
5. Balorian Crusade; Failed, the Raksha got stalled by the remaining Exalted until the Empress could nuke them with the Sword of Creation.
6. The Scarlet Dynasty; Succeeded, Dragonblooded with Sidereal guidance and the SoC successfully displaced the remaining Lunars and Fae as well as any dissenting Dragonbloods to become the reigning world power.
In all of these there's a pattern that the inciting party was only successfull in their plans if they had at the very least a notable plurality of all the available powerful people, weighted by individual prowess.
Contrast the current age:
The Deathlords spend far more time sabotaging each other and following their own hobbies than on actually ending Creation, the Raksha are too big drama-queens to ever follow another's doomsday story without trying to take the wheel and make it their own story and will literally backstab each other as soon as it's dramatically appropriate, the Realm's in civil war, Heaven too corrupt to do anything, don't even mention Malfeas and it's literally hellish powerplays and infighting, even Autochtonia is divided, the Lunar's Silver Pact even if you take it at face value is too loosely organized to accompliish much of anything, and the Solars don't have enough common identity and goals beyond 'avoid the Wyld Hunt' to even have a faction worth naming in the first place.
None of the larger factions are exactly unfied any more than they have to be to not die immediately, especially not the ones whose overarching plans come the closest to 'end of Creation as we know it', and even then they don't hold enough monopoly of power to really enact their chosen doomsday or victory scenarios large-scale.
Quite frankly, if anyone tried their hand at enacting a doomsday or global victory scenario of any kind without having the majority of Essence-Users in the worlds under their banner, I'd expect their attempt to last exactly long enough for everyone else to get their shit together and slap them upside the head before promptly going back to their usual bivkering among themselves. You, the player, are not needed anywhere unless plot fiat demands that there be a you-shaped hole in the solution to the current crisis that no one else is available and willing to squeeze themselves into.
To go back to our original point and what this means for it:
The reason you should worry about your own Treshold Kingdom is that you're there, it's your own responsibility, and your subjects depend on you to protect them. Meanwhile in Malfeas, the local demons are adapted well enough, and even if they're not immediately subject to and protected by a 2C, will still have ways to deal with the problems.
If Kimbery floods a layer, you're going to get demons praying to her and drinking her waters in order to be adopted and changed until they're able to survive in her, you're going to have demons build boats and Arks, flying demons aren't going to care overmuch anyway, some of the larger communities with access to citizens more powerful than the average demon are going to build dykes and drainage channels and floating houses, and everyone else will know to keep careful watch on when their more informed and aware members start running.
Yes, the death toll will still be horrific by most any standard. But as a whole, the local demons will be able to cope, if they couldn't then Natural Selection would have long since ensured that they'd gone extinct. Yes there will be failures and bad days where the survival rate approaches zero, but just as often luck or a sufficiently powerful 2C will save the day, enough so that on average, if while running after days to save you show up and start commandeering resources for your own rescue plan away from all the individual demon's rescue plans over which they will quite understandably grow quite angry, you'll fight so much that the entire thing fails at least partially.
Your own Treshold Kingdom meanwhile got stomped by a Wyld incursion because the Realm Legion deployed to take care of the problem in your absence didn't care enough to protect it, or if they did it was in return for becoming a Protectorate and thus ceasing to be your property and responsibility.
TL,DR; Creation doesn't revolve around you anymore than it does around the literal thousands of people who are equally as powerful as you, and every crisis will generally be solvable in some fashion by someone. You can zoom in on that crisis and have that someone be your PC, but if you don't, some other guy will fill in while you do your own thing. Creation as a whole is meanwhile stuck in a Kingmaker balance-of-power Quantumstate to the power of a dozen, and it will remain that way until you, the player, amass enough power and followers to resolve it and declare a king of your choice, or until your GM fiats whatever he needs to keep the local plot going if you just never bother.
Granted, the canon writing does not exactly support the view that Exalted importance shouldn't be overblown in both fluff and crunch, but I believe the locally prevailing opinion points to canon writing as the thing that has to be changed to make things fit here.