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Order Of Dune

The 13th Gen: A world of Power and Order

For over ten thousand years, humanity has evolved beyond its Earthly origins, adapting to a world where strength is everything. With Elite Bodies, enhanced physical and mental abilities, and mastery over energy, power is the ultimate currency. But power alone is not enough—strict laws govern energy users, and an unbreakable system controls how far one can rise. The world is ruled by eight Elders, each overseeing a massive continent. Beneath them, prestigious Academies train future warriors, scholars, and strategists. The most renowned of them all, the Elite Gifters Academy, is where only the strongest and most talented individuals rise above the rest. But graduation is just the beginning—every energy user must serve a faction, whether in government, military, private organizations, or the shadows. Independence is forbidden; those who refuse to align are hunted. While order is maintained on the surface, beneath lies a world of hidden conflict. The Energy Regulation Bureau (ERB) enforces control with an iron grip, ensuring no energy user steps beyond the boundaries of power. Yet, opposition exists—the Triad, a secretive organization, believes humanity was never meant to be bound by limitations. To them, these laws are unnatural shackles placed upon mankind, and they seek to break them at any cost. The war between control and freedom is not fought openly. It takes place in the shadows, in secret battles, through political games, and through those who seek power for their own reasons. Among them are belief systems that shape the world—some accept energy limitations as necessary, others see them as a curse to be broken, and some dream of ascending to godhood itself. But in a world where power is everything, destiny is not written by prophecy, but by those strong enough to take it. The next generation of warriors is rising, caught between duty, ambition, and forces far greater than themselves. Will they uphold the system? Break it? Or carve their own path? This is an era of power, faith, and war—where the battle for the future is already being fought in the shadows.
Dante_Tells · 369 Views

Ash Runner

In the Ashen Reach, a cursed wasteland of black dunes and ember-storms, Torv “Ash” Kren runs alone, hauling glowing ember-shards in a battered sled. Once a raider, he quit when his crew torched innocence—now he trades magic fuel for water, machete chipped, coat patched, one job from death. An ember-storm cracks his sled—shards spill—when Lysa “Ember” Vey stumbles from the haze, half-dead, clutching a red-hot Core Ember worth a fortune or a grave. Lysa’s an ash-witch—bends shards into fire-blades, hunted by warlord Krax for a 10,000-shard bounty. She offers Torv 2,000 to run her to the Free Drift, rebel camp past the Dune Wall—or leave him dry in the sand. Torv’s gut says ditch her—warlord’s hounds close—but her ember buys time, and his Ash Runner Sense wakes: kills earn miles, power grows. They trek—raiders bleed, storms burn—Torv’s machete sings (+500 miles, Dune Dash), Lysa’s fire cuts deep. Krax’s dogs tear closer—ember-teeth glint—when the Core cracks, whispering: “Free me, claim all.” Truth hits: Lysa’s bounty’s fake—Krax wants the Core that cursed the Reach. Torv’s past crew died for it—he’s bound to the ash. Miles climb (Ash Veil, 1,000)—lungs scar, Lysa’s shard burns her grip. At the Dune Wall, Krax looms—Torv carves, Lysa flares—Core shatters, Reach shakes. Warlord falls—shards rain—but Torv’s ash-coated, Lysa’s bleeding. A new ember glows west—next run calls. Grind, fire, survival—will Torv and Lysa outrun the curse, or burn in it?
Javu_Anele · 3.3K Views
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