











The Templar Gate – Dominion of the Four Djinn Kings
They Called Upon Four Kings — and the Desert Answered
The scrolls were hidden. The bloodline masked. The Knights Templar did more than fight wars in the Holy Land — they opened gates.
Not to heaven. Not to hell.
But to a kingdom beneath sand and stone, where four ancient Djinn Kings ruled with thunder, shadow, fire, and wind.
Marid. Ifrit. Ghoul. Jann.
The elemental monarchs of the unseen world.
Bound by pact. Called by force.
And now — aligned to YOU.
This is not a spell. This is not a story.
This is a direct energetic binding to the Templar-forged path of command — a current that unites the four primordial Djinn kings under your will.
Marid — The Ocean-Born Monarch of Magnificence
The Marid King speaks through tides of treasure and visions of dominion.
He does not grant. He reshapes.
He makes fortunes rise like storms over calm water.
When his current flows through you, wealth is not won — it is inevitable.
Others see you differently. As chosen. As fated. As someone to obey.
Ifrit — The Fire-Sworn King of Wrath and Power
Where you once hesitated, now you burn forward.
The Ifrit King doesn’t ask what you want. He roars it into the world and dares it not to happen.
This current awakens boldness, domination, and unshakable willpower.
It breaks curses. It flips outcomes.
It makes you immune to weakness, second-guessing, and spiritual parasites.
Ghoul — The King of Bone, Secrets, and Silent Servants
He moves through graveyards and forgotten contracts.
The Ghoul King rules over necrotic magick, spirit command, and forbidden knowledge.
He teaches you how to bend the dead — and the nearly dead — to your will.
Your presence begins to distort what’s possible.
Unseen forces obey.
Your enemies feel watched — because they are.
Jann — The Nomadic King of Trickery and Travel Between Worlds
He dances on sand and wind, never bound, never still.
The Jann King is a master of freedom, glamours, camouflage, and escape.
He teaches you how to disappear from danger and reappear inside opportunity.
His gift is luck disguised as movement — the chance encounter, the door that shouldn’t have opened.
He shifts your path until it’s no longer their game… it’s yours.
Together: They Make You Untouchable
You are no longer just you.
You are the crowned carrier of the Four Kings’ current.
You speak with ocean-backed authority.
You act with fire-fueled certainty.
You see what the dead whisper.
And you move like the wind between realms.
Enemies back down.
Opportunities open.
The world responds differently — because you are no longer one.
You are four.
One Path. Four Powers. Unstoppable Force.
You don’t need another spell.
You don’t need another book.
You need a throne.
The Knights Templar didn’t die out. They went underground.
And this — this — is the secret they sealed beneath the centuries.
Command the Four Kings.
Become more than a practitioner.
Become a Dominion.
They Called Upon Four Kings — and the Desert Answered
The scrolls were hidden. The bloodline masked. The Knights Templar did more than fight wars in the Holy Land — they opened gates.
Not to heaven. Not to hell.
But to a kingdom beneath sand and stone, where four ancient Djinn Kings ruled with thunder, shadow, fire, and wind.
Marid. Ifrit. Ghoul. Jann.
The elemental monarchs of the unseen world.
Bound by pact. Called by force.
And now — aligned to YOU.
This is not a spell. This is not a story.
This is a direct energetic binding to the Templar-forged path of command — a current that unites the four primordial Djinn kings under your will.
Marid — The Ocean-Born Monarch of Magnificence
The Marid King speaks through tides of treasure and visions of dominion.
He does not grant. He reshapes.
He makes fortunes rise like storms over calm water.
When his current flows through you, wealth is not won — it is inevitable.
Others see you differently. As chosen. As fated. As someone to obey.
Ifrit — The Fire-Sworn King of Wrath and Power
Where you once hesitated, now you burn forward.
The Ifrit King doesn’t ask what you want. He roars it into the world and dares it not to happen.
This current awakens boldness, domination, and unshakable willpower.
It breaks curses. It flips outcomes.
It makes you immune to weakness, second-guessing, and spiritual parasites.
Ghoul — The King of Bone, Secrets, and Silent Servants
He moves through graveyards and forgotten contracts.
The Ghoul King rules over necrotic magick, spirit command, and forbidden knowledge.
He teaches you how to bend the dead — and the nearly dead — to your will.
Your presence begins to distort what’s possible.
Unseen forces obey.
Your enemies feel watched — because they are.
Jann — The Nomadic King of Trickery and Travel Between Worlds
He dances on sand and wind, never bound, never still.
The Jann King is a master of freedom, glamours, camouflage, and escape.
He teaches you how to disappear from danger and reappear inside opportunity.
His gift is luck disguised as movement — the chance encounter, the door that shouldn’t have opened.
He shifts your path until it’s no longer their game… it’s yours.
Together: They Make You Untouchable
You are no longer just you.
You are the crowned carrier of the Four Kings’ current.
You speak with ocean-backed authority.
You act with fire-fueled certainty.
You see what the dead whisper.
And you move like the wind between realms.
Enemies back down.
Opportunities open.
The world responds differently — because you are no longer one.
You are four.
One Path. Four Powers. Unstoppable Force.
You don’t need another spell.
You don’t need another book.
You need a throne.
The Knights Templar didn’t die out. They went underground.
And this — this — is the secret they sealed beneath the centuries.
Command the Four Kings.
Become more than a practitioner.
Become a Dominion.
They Called Upon Four Kings — and the Desert Answered
The scrolls were hidden. The bloodline masked. The Knights Templar did more than fight wars in the Holy Land — they opened gates.
Not to heaven. Not to hell.
But to a kingdom beneath sand and stone, where four ancient Djinn Kings ruled with thunder, shadow, fire, and wind.
Marid. Ifrit. Ghoul. Jann.
The elemental monarchs of the unseen world.
Bound by pact. Called by force.
And now — aligned to YOU.
This is not a spell. This is not a story.
This is a direct energetic binding to the Templar-forged path of command — a current that unites the four primordial Djinn kings under your will.
Marid — The Ocean-Born Monarch of Magnificence
The Marid King speaks through tides of treasure and visions of dominion.
He does not grant. He reshapes.
He makes fortunes rise like storms over calm water.
When his current flows through you, wealth is not won — it is inevitable.
Others see you differently. As chosen. As fated. As someone to obey.
Ifrit — The Fire-Sworn King of Wrath and Power
Where you once hesitated, now you burn forward.
The Ifrit King doesn’t ask what you want. He roars it into the world and dares it not to happen.
This current awakens boldness, domination, and unshakable willpower.
It breaks curses. It flips outcomes.
It makes you immune to weakness, second-guessing, and spiritual parasites.
Ghoul — The King of Bone, Secrets, and Silent Servants
He moves through graveyards and forgotten contracts.
The Ghoul King rules over necrotic magick, spirit command, and forbidden knowledge.
He teaches you how to bend the dead — and the nearly dead — to your will.
Your presence begins to distort what’s possible.
Unseen forces obey.
Your enemies feel watched — because they are.
Jann — The Nomadic King of Trickery and Travel Between Worlds
He dances on sand and wind, never bound, never still.
The Jann King is a master of freedom, glamours, camouflage, and escape.
He teaches you how to disappear from danger and reappear inside opportunity.
His gift is luck disguised as movement — the chance encounter, the door that shouldn’t have opened.
He shifts your path until it’s no longer their game… it’s yours.
Together: They Make You Untouchable
You are no longer just you.
You are the crowned carrier of the Four Kings’ current.
You speak with ocean-backed authority.
You act with fire-fueled certainty.
You see what the dead whisper.
And you move like the wind between realms.
Enemies back down.
Opportunities open.
The world responds differently — because you are no longer one.
You are four.
One Path. Four Powers. Unstoppable Force.
You don’t need another spell.
You don’t need another book.
You need a throne.
The Knights Templar didn’t die out. They went underground.
And this — this — is the secret they sealed beneath the centuries.
Command the Four Kings.
Become more than a practitioner.
Become a Dominion.