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The Maze Runner The Death Cure

The Maze Beyond Dreams

Dr. Elara Voss, a brilliant yet emotionally scarred neuroscientist, has spent a decade developing a groundbreaking technology called the Collective Unconscious Network (C.U.N.)—a device that allows humans to delve into and map humanity’s collective dreams. Her goal is noble: to heal mass trauma by uncovering the hidden fears and hopes buried in the subconscious. But when her first trial with human volunteers fails catastrophically, Elara recklessly immerses herself into the dream network, only to become trapped in an endless mental maze constructed from nightmares, fragmented memories, and the hidden desires of strangers. Inside the labyrinth, Elara encounters Adrian, a mysterious man who claims to be the "custodian" of dreams, and Lira, a teenage girl trapped in a recurring nightmare of a disaster yet to unfold. Together, they realize the maze is not merely a collection of dreams—it is alive, evolving, and beginning to absorb the minds of everyone connected to the C.U.N. Even more terrifying, the labyrinth’s walls are slowly bleeding into the real world, blurring the line between reality and illusion. As Elara fights to escape, she confronts haunting questions: Is this labyrinth a reflection of the human psyche… or something older and darker, using dreams as a gateway? And what of Adrian, whose face shifts like a half-forgotten dream—is he an ally, a jailer, or a fragment of her own guilt-ridden mind, still haunted by her sister’s death years ago? With time running out and the boundaries of reality collapsing, Elara faces an impossible choice: destroy the C.U.N. and sacrifice herself, or let the labyrinth consume humanity’s consciousness forever. But at the maze’s heart, she uncovers a truth that changes everything—her own dream is the key that birthed this chaos.
Daoist5CDTxH · 311 Views

Bill and the Whistling Death

|SEASON 1 OF BILL AND THE WHISTLING DEATH| |6X FEATURED · WATTPAD CREATORS PROGRAM · WEEKLY TO BI-WEEKLY UPDATES| A troubled veteran attempts to forget the past by volunteering at Patriots Point Naval and Maritime Museum, but it proves difficult when he's close to the plane that changed his life forever--the Corsair. *** Retired Navy pilot William Beckington never planned to move on after The Incident and has lived with the guilt for seventy years. After failed attempts with PTSD counselors, his daughter recommends that he begin volunteering on the aircraft carrier CV-10 in Charleston, South Carolina. Reluctantly, Bill agrees, but his decision proves difficult when he stumbles back into the world of Corsairs, the plane he'd rather forget. Seeing that The Incident still haunts him, Bill's new friends attempt to help him remember his long-lost joy; he attends Bulldog Tours, learns the stories of other veterans, and strangely finds himself near the Corsair more than he would like. While nothing will free his mind from the traumatizing Incident, Bill must find a way to push past his grief and guilt to live the life he is meant to live--and rekindle his best friend's legacy before he succumbs. *** *There is a queer side character in this story, but it remains relatively quiet and is not the story's primary focus.* *Genre: Wildcard (elements of Historical Fiction, General Fiction, Mystery, Adventure, Drama, and Coming-of-Age)* Are you curious about the airplanes we have at Patriots Point? Feel free to check them out! https://www.patriotspoint.org/things-to-do/aircraft
CroodsGirl · 10.7K Views

THE GAME OF DEATH

The Game of Death is a modern fantasy-action manga that blends virtual reality gaming with ancient mythology, intense battles, and deep character growth. Set in a world where players are trapped inside a deadly VR game, the story follows Lukashi Forono, a powerful yet outcast warrior, along with his friends Anturo Sakinama and Aiko Tsukino, as they fight their way through 140 perilous levels to escape and uncover the dark secrets behind the game. Created by the devil scientist Lord Lemra, The Game of Death is more than just a game—it is a battlefield where the weak perish, and only the strongest survive. The trio must face dangerous monsters, elite warriors, and the sinister Abyssal Legion, a villainous group that seeks to control the game’s hidden powers. Along the way, Lukashi discovers his true potential and his mysterious connection to the game's origins. How to Cross the Levels In The Game of Death, each level is a brutal test of survival. To advance to the next level, players must: Defeat the First Boss Monster – A powerful guardian that protects the path forward. Defeat the Leader Boss Monster – The true ruler of the level, far stronger than the first boss. Only by defeating the leader boss can players move to the next level. Each level presents new challenges, from powerful mythical creatures to skilled warriors, forcing players to strategize, adapt, and grow stronger. With high-stakes combat, deep friendships, and a mix of modern and ancient elements, The Game of Death explores themes of power, survival, and the meaning of destiny in a world where death is just a step away.
Adnan_Khan_4767 · 5.3K 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 · 2.9K Views
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