In the deserts of Lahan, far to the south of the Haumean Theocracy stands a lone stone structure by a large oasis. What was at one point a temple to Pelor has been converted by its inhabitants to a place of personal training and dedication known as the Oasis of the Southern Wind. Within these walls, a small handful of monks train any who are hardy enough to survive in the Southern Wind disciplines of hand-to-hand fighting.
The Southern Wind style is unusual among many of the known unarmed fighting disciplines. Rather than focus on powerful strikes and complex acrobatics, the harshness of the conditions under which these students train push them to develop a style that emphasizes minimal effort, misdirection and controlling the enemy’s position. Inspired by the constant heat and winds, the Southern Wind style means to wear its opponent down, forcing it to tire out first and make mistakes. Practitioners of the style can seem weak or unimpressive to watch, but those who have squared off against it will often seek to talk things out first before being beaten and humiliated by a man who just seems to stand there and do nothing.
The first recorded practitioner of what is now recognized as the Southern Wind combat style was a half-elf by the name of Aelar Forene. Aelar was always a contemplative type; the constant ringing of bells and calls to worship by the many temples of his home nation made it difficult for him to find the sort of spiritual equilibrium he desired. He eventually left Haumea, seeking the most isolated and quiet place he could find. Aelar did in fact find such a place in the abandoned temple, but its location left much to be desired. In order to obtain necessary supplies and goods to survive in the desert, Aelar became a bounty hunter of sorts, tracking down and subduing enemies of the various faiths of Haumea. This line of work, combined with the constant stress of the desert begat the Southern Wind unarmed fighting style.
The first students of the Oasis were other similar hunters from divine backgrounds, but Aelar quickly found that the aggressive, confrontational approach that many of the gods encouraged did not mesh well with his training. Thus he came to require that students be free of religious or worldly obligation in order to better understand the lessons he had to teach. In time, the Oasis lost its strongly divine bent, instead championing the strength of the individual over the power granted by otherworldly beings. The Oasis, however, still accepts the occasional contract from Haumean temples in honor of its past.
The current Grandmaster is an elf known as Bren Autunlif. He was reported to be something of a lunatic prior to joining the Oasis; it seems the solitude has helped him control his tumultuous mind. There are other rumors that Bren is also telepathic and his ‘lunacy’ was merely an inundation of surrounding thought, but it has not yet been confirmed or denied.
Lotus Breeze — Southern Wind Feature
Your outstretched arms look like you are open to attack. Your opponent, however, suddenly finds himself bruised and stumbling behind you
Encounter • Implement
Standard Action — Melee Touch
Target: One creature
Attack: Primary ability vs. Reflex
Hit: 1d8 + ability modifier damage and you switch places with the target. If you have two free hands when making the attack, you may then push the target a number of squares equal to your Wisdom modifier Increase damage to 1d10 at Paragon and 1d12 at Epic
Tumbling Dune — Southern Wind Utility 2
Rolling with the momentum of an enemy’s attack, you get get back on your feet at a safe distance from him.
Encounter
Immediate Interrupt — Personal
Trigger: You are knocked prone
Effect: You may instead choose to be pushed 1 square.
Shoulder Wrench — Southern Wind Attack 3
You grab your opponent’s arm and with a swift turn, wrench its arm behind its back.
Encounter • Implement
Standard Action — Melee Touch
Target: One creature that you can grab
Attack: Primary ability vs. Reflex
Hit: 2d8 + ability modifier damage and you grab the target until the end of your next turn or the target escapes. If you have two free hands when making the attack, the target may not attack you while grabbed.
Sunrise, Sunset — Southern Wind Attack 5
You throw your arm across your opponent’s chest, lifting him as you kick his legs out from under him. He slams into the ground, losing his breath in the process.
Daily • Implement
Standard Action — Melee 1
Target: One creature
Attack: Primary ability vs. Fortitude
Hit: 3d8 + ability modifier damage and the target is dazed (save ends).
Miss: 2d8 damage.
Effect: The target is knocked prone.
Lightning Reversal — Southern Wind Utility 6
An enemy that has you its clutches finds the tables turned
Encounter
Minor Action — Personal
Effect: You escape being grabbed and instead grab your opponent, if you can do so.
Twisting Winds — Southern Wind Attack 7
You change your fighting style to an open-handed whirling discipline that momentarily improves your defenses.
Encounter • Implement
Standard Action — Close Burst 1
Target: All enemies in burst
Attack: Primary ability vs. Reflex
Hit: 2d6 + ability modifier damage and you gain a +1 power bonus to AC against the targets of this power until the end of your next turn. If you have two free hands when making the attack, the bonus increases to +2.
Blood Choke — Southern Wind Attack 9
You hook your elbow around the enemy’s carotid artery and squeeze tightly. Blood flow to the brain stops in a matter of seconds. You settle into a stance that prevents him from utilizing his weight to struggle against you.
Daily • Implement
Standard Action — Melee 1
Target: One creature that you can grab
Attack: Primary ability vs. Fortitude
Hit: 2d8 + ability modifier damage and the target takes ongoing 10 damage while grabbed.
Miss: 1d8 + ability modifier damage and the target takes ongoing 5 damage while grabbed
Effect: The target is dazed (save ends) and grabbed.
First Failed Escape: The target is unconscious (save ends).
Efficient Motion — Southern Wind Utility 10
You focus your ki into your solar plexus and allow it to flow to your feet.
Daily • Stance
Minor Action — Personal
Effect: You gain 10 + Wis modifier temporary hit points. Until the stance ends, your speed is increased by 1.