Sorash D'resh al-Zawba'a
Magic Might: 35 (Terram)
Locus: A patch of the Egyptian Sahara Characteristics: Int –1, Per +1, Pre –1, Com –2, Str +5, Sta +4, Dex +1, Qik +1
Size: +1
Season: Autumn
Confidence Score: 2 (5)
Virtues and Flaws: Magic Spirit (Jinni); Magical Monster; Affinity with Single Weapon, Arcane Lore, Berserk, Educated, Great Strength (x2), Great Stamina, Improved Characteristics, Puissant Single Weapon, Warrior; Magical Air*, Wrathful (major); Anchored to the Desert, Incomprehensible, Infamous, Reckless
Magical Qualities and Inferiorities: Focus Power (x2), Greater Immunity (Heat & Flames), Greater Power (x2), No Fatigue, Shapeshifter, Ways of the Desert; Gift of Tongues, Improved Abilities (x3), Improved Attack (x2), Improved Confidence, Improved Initiative (x3), Improved Powers (x3), Improved Soak (x2), Lesser Immunity (Sand & Stone), Personal Power, Second Sight, Variable Power; Blatant Magical Air, Greater Malediction (bound by bargains); Baneful Circumstances (contact with iron), Restricted Power
**Personality Traits: ***Wrathful +3 (Strength), Vicious +3, Brave +2, Loyal –1, Merciful –3
* Essential Trait
Reputations: Cruel and Merciless 4 (local)
Combat:
Fist: Init +10, Attack +12, Defense +8, Damage +5
Clawing Wind: Init +10, Attack +13, Defense +9, Damage +5
Scimitar: Init +13, Attack +21, Defense +14, Damage +11
Soak: +12
Wound Penalties (material form): –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24), Dead (25+)
Abilities: Arabic 5 (merchants), Area Lore: Egypt 3 (ancient days), Artes Liberales 3 (astronomy), Athletics 3 (jump), Awareness 3 (alert), Bargain 3 (magical), Brawl 7 (clawing wind), Carouse 2 (secretly stay sober), Charm 3 (win trust, Concentration 3 (powers), Finesse 3 (precision), Folk Ken 3 (bandits), Guile 3 (twisted truth), Hunt 3 (tracking), Infernal Lore 2 (Sons of Iblis), Leadership 3 (intimidation), Magic Lore 4 (jinn), Penetration 4 (Flay), Philosophiae 2 (natural), Sahara Lore 4 (trade routes), Second Sight 4 (spirits), Shapeshifter 3 (sand), Single Weapon 9+2 (scimitar), Survival 3 (desert), Theology: Islam 1 (jinn)
Powers:
Corporeal Veil of the Jinn, 0 points, Init –4, Corpus
In addition to his normal corporeal form, Sorash can manifest as a whirlwind of sand, a jackal, or a vulture. His snarling face can be recognized on any shape he takes. As a whirlwind, he fights using Clawing Wind. This is not a separate power. Rather, this is the natural effect of being struct by a whirlwind of sand.
Greater Power (50 levels, –5 cost, Variable Power, Restricted Power) Flay, 2 points, Init +1, Corpus
R: Touch, D: Mom, T: Ind
As Sorash touches an opponent, the skin is partially flayed from her body. The victim suffers a Heavy Wound. Note that Sorash can use this power in any physical form he takes, but as a spirit he can only touch other spirits.
PeCo20 (Base 15, +1 Touch); Greater Power (20 levels, –2 cost, +2 Initiative) Invisibility, 0 points, Init –1, Imaginem; Fast Cast
Most Jinn have the power to become invisible at will and can remain so for as long as they choose.
(Base 4, +3 Constant, +1 changing image); Personal Power (20 levels, –2 cost, Fast Cast)
Presence, 0 points, Init –2, Imaginem
Greater Power (30 Levels, –3 cost) Lord of the Desert, points equal to Magnitude, Init + (1 – Magnitude), Various:
Sorash can duplicate effects up to level 35 that are defined by a Minor Magic Focus in deserts. Example effects include whipping up a sandstorm, creating heat enough to cause fatigue or injury (but not fire), and causing dehydration.
Focus Power (35 levels, Fast Cast, Multicast, Penetration)
Equipment: Brass scale hauberk, brass scimitar
Encumbrance: 0
Vis: If the corporeal form of Sorash is killed, he leaves behind a whirling column of black sand that, if collected, yields 4 pawns of Terram vis and 3 pawns of Auram.
Appearance: In the form of a man, Sorash appears as a ragged desert nomad with tattered clothing and a weather-beaten face. He can also take the form of a desert jackal, a vulture, or a whirlwind of sand.
Sorash is an angry jinni, a member of the wrath-driven Zawba'a tribe. He is not as bloodthirsty as his brethren, though he is just as cruel and merciless. He serves the Malik of the City of Brass by guarding the Regio boundary that separates the Marble Palace from the Egyptian Sahara. He cannot be willingly convinced to help the characters, the best they can hope for is an agreement not to harm them, but he does not let them pass unless they defeat him. If coerced, he can lead them to the Marble Palace which leads to the City of Brass, but he begs to go no further (he is weakened outside of his native environment).


cupy companion and grog characters, he can use this as way to give them the chance to shine. They can speak with the locals and gain added information that may be helpful in their quest, such as the best direction to travel, landmarks to look for, dangers to avoid or the location of a blessed oasis, and bits of the original tale. If the characters are itching for a fight, have them encounter a group of nomadic bandits.
As-Sahara-al-Gharbiyah
This is the Egyptian Sahara, the western desert. The weather is blistering hot and dangerously dry. It takes a month to reach the next stage of their journey, the Marble Palace. If the characters have some sort of advantage, such as directions from the locals in Al-Bawiti or someone possessing a Virtue such as Way of the Land: Desert, then it takes half as long. Unless special precautions are taken and specifically mentioned, water supplies run out.