When Violence is Appropriate

So far we've established that the amount of personal violence typical of Exalted going to be lower in our campaign, as we focus on mass combat, intrigue, and dominion-management.

This page exists to explore the lower end of the scale of our campaign; situations in which we may be forced into personal or small-scale conflict. These are the sorts of situations our characters should be prepared to deal with, or at least survive. The Solars are the warriors of the gods, and although they are generals, governors and inventors rather than sergeants, scribes or craftsmen, we are expected to go where our mortal charges cannot, and defeat the enemies that they can only hope to appease.

These situations will (in a 'realistic' game) happen; our characters should expect them and either be prepared or have Attitude about it.
 * The combat posse - we have multiple characters each, so it's easy enough to prepare a circle for laying the smackdown. Overspecialisation in this campaign would be very bad, imo, so give them a few more strings to their bow.
 * Assassins - be prepared. All rulers face them, and once it becomes apparent we're more than human, we can expect more-than-human assassins. At very minimum, your combat powers should be focussed on expecting and surviving the unexpected. Sidereal assassins are a major problem. We need to accept that, in the long-term, non-combat Solars are gonna get punked.
 * Quests! - it may not be safe to take our mortal followers to First Age ruins, behemoth-hunts, assassinations/thefts and the standard lot of Exalted. That's, after all, why we have Exalted. These could plausibly be rolled into the background, especially with the Backgrounds with XP house rule.
 * Bandits - these are usually a job for our army, but it will often be easier, cheaper, or faster for us to saddle up and obliterate the enemy. Bandits, often powerful bands of them, plague the uncivilised areas of Creation, and the safety of our people is our concern. Of course, bandit problems can often be solved by offering them better employment in our army, but some examples may need to be made first.
 * Impudent fools - sometimes bitches will come to our court. That's why we have the blood-proof tapestries in the main hall. Sometimes these bitches will have magic powers.
 * The Wyld Hunt - let's try not to go there for as long as we can. FOR FUCK'S SAKE GUYS, STOP USING YOUR PERIPHERAL.
 * "A drunk Dragon-Blood starts a brawl." Ideally, we want at least a couple of characters who can take down most enemies without flaring their anima. (PROTIP: Night castes are awesome for this campaign.)