Speaking as an abiding fan of TAW as a project? People.
Continuity of memory is an interesting- and you raise a good point about people not
playing the Wyld Hunt- but it's always
present. You can almost always think of how the Hunt fits into a game because it's a persistent element. For Dynasts, it's something to do, or something to turn your nose at and mock for
not being the domain of decadent nobles.
Now, if you're going to argue 'small, fractured conceits', which is fine organizationally, then we
need to see them. Not your job to write them, obviously, but that's the litmus test I'm putting down here. A player has to be able to go 'What are the Lunars doing in my game, even if they never come up? What's the most relevant Lunar Activity that I could be acknowledging."
I'm going to make note that the actual structure of the Wyld Hunt - supposedly an institution in the Realm - has never been sketched out in any book throughout all of the three editions of Exalted.
Actually as I recall, 1e Cult of the Illuminated went into a lot of detail on the actual Wyld Hunt's structure. Even so I agree with your point that the Hunt is not as
playable for Dragonblooded- though you could argue it'd be an almost... boss rush kind of game? Or harrowing investigation/chase plot.
My point is though, that in general- there are enough setting conceits of the Realm that you can
know what they're doing in any given game at any given time. They're doing decadent noble things on the Isle, or more provincially in the threshold. They're politicking and militarizing. They're preparing for the Realm Civil War. They're Wyld-Hunting, etc.
Sometimes I wonder if we play the same game
The truth is, we really don't, and few people everdo play the 'same' game of Exalted.
3e's initial answer is, yes, the Pact War. I'm not sure if that's a good idea or well executed, but let's examine this:
Like Imrix said, the Lunars have continuity and a more intact communication network, meaning they
can organize, even if they are not organized like the Realm or Sidereals. Remember, my original post was noting how due to splat sanctity , a given splat implicitly cannot fill the other splat's roll. No Lunar Empires, because the Realm got there 'first'.
It seems the thrust of your perspective and interpretation (entirely valid), is that the 'Lunar Conceit' is NIMBY- to invert the problem that 'Guardians of the Borders' had as a concept (nobody cares about what's beyond Creation), by saying that Lunars come from places of Oppression, and the most widespread oppressors in Creation are the Realm. Ergo, there's a logical and consistent thread that ties all lunars together: Fuck the Realm.
I'm not sure if this is a good idea, but it's at least
an idea.
My solution to the Lunar problem would be to lean into the flaws of their previous depictions: the Lunars are the Exalts of dreams and stifled ambition.
That sounds totally fine for a story, but I'd have a hard time playing in a splat who's characterized primarily by chronic inability to Do anything. On the one hand it plays into the fantasy that PCs are Special and they Get Shit Done, but a lot of Lunar's legacy issues come down to the fact that they haven't been able to
do anything that anyone can appreciably care about. We all
approve of them being the guardians of Creation, insofar as 'we like Creation and playing there, Thanks Lunars!', but in and of itself that's such a distant element that it never comes up. That's why I don't treat it like a conceit at the same level of the Wyld Hunt.
People keep saying this like it's some obvious self-evident truth, and I still don't see it. Plenty of campaigns in a lot of games are such that if the heroes achieve total victory in their objectives, this will mean the heroes become unnecessary and the campaign will end. If Kamen Rider manages to take down all the evil organizations threatening the world, he will have to hang his belt. This does not mean Kamen Rider is unplayable as a character type.
This is more a discussion of my opinion of the TSR narrative and thematically, so more power to anyone who enjoys it. How to explain...
I've said it before that Exalted is at it's best when it's a Political Game, of the science of politics and application of power. In that regard, creating a 'sustainable' empire that can endure Exalted absence is a laudable goal. It's also a frustratingly self-defeating one in context of a game. It tells the player that the best thing you can do is
not be there. I don't
want that as the central thesis of Lunars or even Exalted in general.
But, at your table, go however you want.