The Anunnaki are remembered in Evil Land not merely as gods or rulers, but as primordial architects—the first great power to shape, enslave, and abandon the world. Their story is scattered across crumbling ziggurats, fragmented tablets, and whispered rumors, but their influence lingers in every ruin, every strange relic, and every shadow of ambition among mortals. To speak of Evil Land without speaking of the Anunnaki is to tell a tale missing its first chapter.
The Anunnaki are said to have descended from the Celestial Rivers, bringing with them the first tools, the first laws, and the first hierarchies. Ancient tablets speak of them as beings vast in stature and immortal in essence, who could bend elements and flesh alike with their voices. Some scholars in the Guild of Mages insist they were not gods at all but a civilization so advanced that their technology appeared divine.
Philosophers instead claim the Anunnaki were manifestations of Heaven’s Deck itself—the first players, who gambled creation into being. The truth is lost, but all factions agree: they existed, and their disappearance left Evil Land scarred.
When the Anunnaki ruled, Evil Land was said to be green and radiant, full of cities of gold, terraces of lush gardens, and rivers that sang with vitality. Humanity was created or reshaped as their servants, organized into castes to build and worship. Card magic, the signature force of Evil Land, is believed to have been their invention, though some claim they merely discovered the cosmic game and forced mortals to play it in their name.
The Anunnaki Kings—Enlil, Ninhursag, Enki, and others—established dominion by dividing realms: sky, earth, underworld, and ocean. The people of today only know fragments, but many rulers and guildmasters still style themselves heirs to those “original thrones.”
No account agrees on how the Anunnaki vanished. Some say they warred among themselves, collapsing the world into deserts and ash. Others say humanity rose against them, guided by stolen relics. There are even whispers that they were forced back to the Celestial Rivers, promising to return when the cards again align.
Whatever the cause, their empire shattered. Cities turned to ruins buried under black sands. Creatures bred by their hand—chimerae, titans, beasts of unholy fusion—escaped into the wilderness, now known as some of Evil Land’s deadliest predators. Most important: their artifacts remained, scattered across the wastes, powerful beyond comprehension but often unstable.
Anunnaki architecture dots Evil Land: vast ziggurats half-buried, cyclopean walls immune to time, broken canals cutting across dead deserts. Some ruins are inert, while others still hum with strange energies, glowing when cards are drawn nearby. Whole tribes settle in their shadows, treating them as sacred or cursed.
Legends speak of devices left by the Anunnaki—giant bronze lions that walk, thrones that control weather, mirrors that show past and future. Many no longer function, though the Qin Dynasty and Guild of Mages scour ruins for any fragment they can adapt. Even a broken cog from an Anunnaki machine sells for fortunes in the Guild of Merchants’ markets.
These stone fragments bear inscriptions that mortals can barely interpret, yet when combined with card draws, they enable feats of magic far beyond ordinary limits. To hold a tablet is to channel the voices of the Anunnaki, but also to risk madness. Entire wars have been fought over a single shard.
Some lineages claim descent from the Anunnaki. These bloodlines often manifest strange traits: golden eyes, inhuman strength, or uncanny card draws that always favor them. Many rulers exploit these traits to justify dominion, but others fear such scions, whispering they may herald the return of their masters.
Though the Anunnaki are gone, cults across Evil Land still revere them. Some worship them as gods who will return to reclaim the world; others fear them as demons who cursed humanity. The Guild of Assassins maintains a hidden sect that kills in their name, claiming every life taken is a tithe to Enlil. Meanwhile, scavenger tribes use fragments of hymns as battle chants, mixing reverence with rebellion.
The Qin Dynasty frames itself as a reincarnation of the Anunnaki order, calling their emperor the “Celestial Heir.” The Dominion of Canada portrays itself as humanity’s liberator, claiming they broke the chains of the Anunnaki once before and will do so again against tyrants. House Dagoth insists the Anunnaki still dream beneath the earth and that their return can be hastened. Thus, every faction uses their memory for legitimacy, bending myth into propaganda.
Card magic itself is seen as a divine inheritance. To draw a card is to mimic the Anunnaki gamble of creation. Every shuffle echoes their first shuffle. Some claim each Joker is a fragment of their laughter, still echoing across reality. Philosophers debate whether mortals are free players of the cosmic game or merely pawns left behind.
The most dangerous beasts of Evil Land often trace their lineage back to Anunnaki experiments. The Scarab Colossi, armored beetles the size of houses, were once their war-beasts. The Serpent of Ash Rivers is whispered to have been a guardian of their canals. Even the mind-twisting Card-Eaters—creatures that devour decks and turn them into chaos storms—are blamed on Anunnaki design. Every expedition into a ruin risks encountering such remnants.
Perhaps the most persistent aspect of the Anunnaki legacy is fear. Across Evil Land, the question lingers: will they come back?
Prophecies inscribed on tablets predict a “reshuffle of Heaven’s Deck,” when the Anunnaki shall deal once more.
Cult activity spikes whenever a comet passes or an eclipse darkens the land.
Dreams plague sensitive mages, whispering in languages they do not know.
Some say the Anunnaki never truly left but slumber beneath the deepest ruins. Others claim they are watching, weighing whether humanity has become a worthy player or a failed hand ready to be discarded.
The Anunnaki are both memory and presence in Evil Land: vanished lords who still rule through their ruins, artifacts, and terror. Every faction seeks their remnants, every scavenger dreams of their treasures, and every philosopher debates their meaning. In a land where survival is a gamble, the Anunnaki represent the original dealers of the game, the ones who first shuffled the deck of existence.
To u
To the ancient Mesopotamians, their supreme God was known as "An" (Sumerian: AN Cuneiform: 𒀭 ).[4] His children were called Anunna. The Akkadians added -ki (meaning “Earth”, or “under”) which denotes that the princely Anunnaki, the “Children of Anu”, had come down to Earth. Succeeding cultures used the first grapheme, i.e. A, in their alphabet to represent the supreme One, such as the letter aleph (Canaanite: 𐤀, Hebrew: אֱ), or alpha (Greek as in Alpha and Omega). The “Children of Anu” (Mesopotamian) eventually translated to “Children of El (𐤀𐩴)” in Canaanite culture. The Israelites later adopted El, as God,[5] to become Elohim אֱלֹהִים “sons of God”[6] (ie. Gen 6:4).
The Anunnaki are a major subject of the Ancient aliens hypothesis, and have often been related to the biblical Watchers (Books of Enoch), the “sons of God” in Genesis 6:4 who are the progenitors of the nephilim. The name Anunna has also been translated as “Those Of Royal Blood”[7] and even “star rulers” as the first symbol in their cuneiform name is 𒀭 (An) originally meaning “star”.[8]
Author Christian O'Brien has suggested a connection between the biblical Watchers “sons of God” (Gen. 6:4) and the Tuath Dé “tribe of god”. The Tuath Dé are said to be a race of ancient entities who descended to Earth on the sacred hill of Tara in prehistoric Ireland.[9] Interestingly, the Irish legend of Tuath Dé has also been translated as “people of Anu” (As related to Danu, an Irish goddess).[10]
Creation of man
The Lacerta Files speak of the Illojiim (Elohim) who came to Earth from the Aldebaran System and evolved the human genome to produce the modern homo sepian.[1] If these are who the Sumerians called Anunna[ki], it would coincide with the mythologies that they helped humans to develop the first human civilization of Sumer, and had taught them not only language but other advanced skill sets.[11] Of the Anunna, the “abgal” (Sumerian) were these teachers, who were known as the “seven wise sages”.[12]
Sumerian nobility, blue-eyed
.[13]
Vril 1
In the 1920s, the Vril Society of NS Germany, allegedly made contact with beings from Aldebaran (which connects the Anunnaki) by channelling them through esoteric means.[14] They were in pursuit of technologically advanced designs for the Nazi party to gain a future foothold on the World Theatre (See Nazi UFO space program).
Aldebaran in Taurus
The Anunnaki take a major role in Scooby-Doo!: Mystery Incorporated, depicted as a race of higher-level consciousnesses that guided humanity inside the bodies of animals. The descendants of the Annunaki hosts would become the talking animals seen throughout the series, including Scooby himself. An evil individual of the race was imprisoned beneath the future site of Crystal Cove, but continued to exert a corrupting influence on its environment until its death, which erased all traces of its existence except within the memories of Mystery Incorporated and Harlan Ellison. It could seal the benevolent attributes of sapients inside a similar plane to the Red Room, which they would continue to inhabit until long after their death, however it was possible to rescue an afflicted consciousness through astral projection.