Djinn can be bound to a talisman, and the person who carries that talisman may have the Djinn do his/her bidding for as long as they have it. However, there is always one request that, if asked, will release the Djinn from its service and allow it to kill the one who has asked it. Needless to say, Djinn do not share this information willingly, though some who have discovered a Djinn's special request have used it for their own ends to eliminate less knowledgeable opponents.
To bind a Djinn, one must know their name, and have a part of their person to be used in the making of the talisman. Many legends exist telling of games of riddles between Sahir and Djinn, with both trying to guess the other's name. Such games are often long and dangerous, with the stakes being enslavement or death for either party. The proper material must be used, depending on the tribe of Djinn to which the target belongs (see below). The Form and Effects table in the 3 ed. rules also is applicable here, especially the container, staff, and the proper gem that relates to a particular element (earth, air, fire, water).
Once the talisman is completed, the sahir must find or summon the particular Djinni, and best it in some form of competition. The Djinn must join in the match, but the type of competition must be agreed upon by both parties. The length of servitude depends on how well the sahir or magus bested the Djinni, though this only provides the new master with an approximate time in which the Djinni may be held in servitude. If barely defeated, the Djinni may serve for one task. If defeated by 3 or more, it will serve for perhaps a month. 6+ it may serve a year. 9+ and the Djinni may serve the talisman for 5 years or more. Greater than this, the time is the Storyguide's discretion. Djinn do not grant wishes greater than their own magic can provide, but they will follow commands. For example, if a Djinni was asked to make someone rich, he could create the illusion of riches for the duration of his servitude, or give actual gold he has acquired, either from his own treasure or taken from another.
Once bound, the master now has two options, depending on the type of talisman and service he/she needs. The master may keep the Djinni near, by providing it a place to stay inside the talisman. This is dangerous, for the Djinni is bound to the talisman, and not to the Sahir. The owner of the talisman controls the Djinni. The other option is to be able to summon the Djinni for a set amount of time, or for a particular service. Here, it is possible to use the talisman as a summoning device, for a limited purpose or number of times, to do the bidding of the wielder.
Once bound, any Djinni will try to regain control over it's own destiny. When possessing a talisman, the owner is mystically linked to the Djinni as well. The Djinni may try to end his servitude three times, by engaging a master in the same contest that the Djinni lost originally. The master does not have to accept the challenge, but must make a stress roll 9+ with his/her Presence vs the Presence of the subdued Djinni to resist (stress + own Prs - Djinni's Prs = 9+). If a Djinni bests his master in the contest, its power is broken. It may never be used to bind him again.
Djinn have long memories, and never forget a kindness or an injustice. If the Djinni was treated fairly and graciously by the master, it is possible that no hard feelings would result. If a Djinni is freed before it's service is done, it my even reward it's liberator well. However, if mistreated or made to abuse it's power, the master should be ready to face an angry Djinni when the service is completed. Needless to say, Ifrit, Shaitan, and Ghul tribes take revenge much more frequently. Also, it is very bad manners to bind a Djinni who is under your protection and hospitality. Remember as a Storyguide to take such treatment and behavior into consideration when determining how long and how well a Djinni will serve a master.