A Thousand Auras
A Thousand Auras is a curated repository of character profiles, story hooks, and plot outlines — a story generator without the generator. We offer the bones of tales, ready to be expanded, reshaped, or reimagined. Everything here lives in the public domain. No gates, no gears, no guardians. If a character whispers or a plot hums like a steam engine in your chest, take it. Build a novel. Spin a script. Turn sparks into starlight.
Sunday, March 15, 2026
Character Profile -- Ophelia Piercy
Story Idea -- Sudoku Slaughter
I watch the documentary "Wordplay" last night and had an idea for a murder mystery story. "Wordplay" is (in a nutshell) about contenders in a crossword competition. This one dude always comes in third and has a bit of a complex about it.
I thought about someone who wanted to do a guy like that a favor, like his wife, maybe, who kills his competition so that he can come in first. Missing, of course, not only the point of competing in the first place, the rush that comes from being and beating the best -- but also the fact that these guys aren't just competitors, they're friends.
So, in my story, the third place guy would of course figure it out. He'd send his wife home in order to protect her, but they'd end up divorced.
In the documentary, the third place guy finishes first, but missed like two squares that he forgot to complete, so he ends up coming in third again. It's honestly devastating to watch (the documentary was really good) but a moment like that would be great in the story.
There are a couple of things. First, I don't really care about crossword puzzles; I'm not good at them and don't find them an enjoyable version of challenging. But I am a Sudoku fiend. I have eight Sudoku apps on my phone (all by Cracking the Cryptic because the other ones I tried are garbage) and play almost every day unless I get stuck and frustrated, in which case, I'll play Solitaire for a few weeks. The point being that I don't really want to research what makes a good crossword puzzle and how to make up clues and stuff that I can slip into the story, but I WOULD be willing to do that for Sudoku.
Sudoku has an interesting history and even though its popularity is more recent than crosswords but there IS a competition that has been running for twenty years, and it wouldn't be difficult to come up with a fictional one based on the real one.
I want the main characters to be two people who want to compete in this competition. I think the competition is still going but most of the people who played the year the murders happened haven't competed since. You have a building full of puzzle solvers, so a lot of people figured out who the murderer was but didn't want to expose her because they wanted to protect the third place guy.
So, these are a couple of young people who come in, wanting to have fun and not understanding why all of their fellow contestants are also young and why there's just a pall over the proceedings. Maybe one of the two wants to understand and the other one doesn't care, and they can be foils for each other. Maybe the one who doesn't care is the one who accidentally finds out more information.
Anyway, we could have people involved in the competition who were there the year of the murders but they aren't competing. Maybe they're judges or the puzzle creators or whatever. If I wanted to go real dark, I could have the third place guy there and have him attempting to murder the nosy kids in order to protect his ex-wife. His life sucks now, anyway. His friends are dead and a decades-long obsession has been tainted.
That's all I came up with. It's much darker when I write it out but I'd want it to be like a Marple mystery where there's an emotional distance. I think writing about the competition aspects would be fun. And there were a lot of people in the documentary other than the third place guy who I thought were interesting. I will say that I noticed a sea of white, mostly male faces. I imagine Sudoku is a bit different, but then again the main two guys I watch on YouTube are white British dudes and my nemesis, Phistomefel, is German. I can never solve his puzzles without looking at hints. I hate him. Anyway. Just wanted to record that story idea.
Saturday, March 14, 2026
Character Profile -- China Romney
China Romney
Character Profile -- Candy Romney
Name: Candace Romney
Character Profile -- Thai Martinez
Name: Atairal Martinez
Friday, March 13, 2026
Character Profile -- Ahmose
Name: Ahmose-Merit-Aten Sat-Nesu
Other people don't seem quite real to her because they bow to her, they anticipate her needs, they aren't allowed to tell her "no". Their worlds revolve around her, but she knows nothing about theirs. She feels pampered, like a doll who is expected to sit in her perfect little dollhouse all day but never move unless she's told to, and even then she's told where to move and how.
When she is seven, she is left unattended for a few minutes, and she ends up wandering off. It's summer, so she catches heat stroke. A field worker picks her up and takes her home. She is nursed and coddled by the women of the village. The peasants recognize her and sent message to the palace. The king and queen, who were not aware that the princess was missing drop everything to pick her up from the village. Because she's so sick from the heatstroke, she isn't scolded, just cuddled by her parents, who take her home.
The next time she makes her way to the village, she is less celebrated, and her parents do scold her when she's taken home. But she escapes to the village so often that she becomes its unofficial mascot. She likes it best when she's treated as just another child of the village. She's able to blend better once she learns to take off her jewelry before setting off. (Her mother doesn't like it when she gives it away.)
She adopts Meryt and Paseru as her village parents. They have a four-year-old daughter named Nakia that Ahmose pretends is her sister. (She's not allowed to fraternize with the children of her father's other wives.) When she gets tired of being treated like a normal child with chores and getting scolded for doing dangerous things, she returns to the palace. Ages 7-10 are an ideal time in her life because she can switch between physical luxury and emotional comfort whenever she feels like it.
Ideally, she'd have both, and that's what she thinks will happen when she turns ten and decides that Nakia will come to the palace and be her closest personal attendant. (Nakia is seven.) Her parents agree, but her happiness is soured when Meryt and Paseru are sad to lose Nakia. Meryt makes Ahmose promise to protect Nakia. Ahmose agrees but is privately frustrated. Ahmose is supposed to be Nakia's responsibility, not the other way around.
She's also hurt that Meryt and Paseru seem to think she's stealing their daughter, when she thought that they thought of her as a daughter. She, as the princess, should be more important to them than their stupid peasant child. Insult is added to injury when Nakia also cries when she realizes that she's leaving her parents.
For Ahmose, who runs off to the village almost every day, the only thing that she thought was changing was that Nakia would be coming and going with her. When everyone is upset, it occurs to her to let Nakia stay, but a small, petty part of herself wants to punish everyone for being sad. As though rescuing Nakia from a hot, dusty village was some sort of punishment, not a reward.
Some part of her understands the community that comes from proximity and relying on each other -- that's why she's obsessed to going to the village in the first place. But she shakes off that thought and also thinks that maybe the village isn't that great and maybe she doesn't want to visit it very much anymore.
For the next few years, Ahmose's life becomes more structured, with her education ramping up. Now she is also learning about ceremonial roles and making appearances at court rituals. She begins to understand politics, dynastic expectations, that she may be married for alliance (this explains why her mother doesn't look at her father the way that Meryt looks at Paseru). This is when her personality sharpens. To most people she appears witty, charming, and charismatic, but underneath she feels trapped, watched, and constantly evaluated.
At first, she showers Nakia with gifts; nice clothes, a comfortable bed, excellent food, some education. They still visit the village together frequently, and Nakia seems happy enough, but she obviously misses living her family. As time goes on, they visit the village less and less frequently. Ahmose remains generous, but she will fly into rages and take or break all of the gifts. Nakia's devotion never seems to shake, and she never seems particularly attached to any of the gifts, anyway. For whatever reason, these things only enrage Ahmose.
By the time she's thirteen and Nakia is ten, Nakia is not allowed to leave Ahmose's room or fraternize with the other servants. Over time, Ahmose has convinced the servants that Nakia is a cruel gossip so they don't like Nakia anyway. Ahmose takes away the nice clothes and bed and food until Nakia has one too-small shift that she's only allowed to wash once a month. She no longer has a bed, she sleeps on the marble floor underneath Ahmose's hammock. Ahmose frequently vents her stress on Nakia by beating her, so Nakia is constantly covered in bruises. And through all of this, Nakia's devotion never seems to waver. This is a comfort and a frustration to Ahmose who stops thinking of Nakia as human at all.
Now that she’s becoming a young woman, Ahmose participates more in court life: festivals honoring Aten, diplomatic ceremonies, public appearances, sings hymns to Aten, presents offerings, and stands beside the king during rituals. This reinforces her identity as a semi-divine royal figure. At the same time she cultivates fashion, influence over servants, and subtle political awareness. This is when people begin to notice that she's formidable as well as beautiful, like her mother.
When she's sixteen, her future becomes a political issue. Her possible paths are marriage to a noble or priest, marriage within the royal family, or remaining unmarried but politically useful. None of these options appeal to her. Court factions begin to circle around her. Outwardly she’s poised and dazzling, privately she feels terrified of losing control of her life.
At some point, in this period, she discovers Nakia playing senet with the king. And that this is something that they do secretly, often. Her sense of betrayal is real, her rage is violent and long-lasting.
When she's nineteen, her father dies. The world she grew up in is collapsing. The religious system centered on Aten is controversial, nobles are nervous, priests want revenge, and the royal family’s position is fragile. Ahmose responds to that chaos by tightening control over everything. In her mind, the logic is simple: Disorder leads to suffering. Obedience creates harmony. Therefore forcing obedience is mercy. Once she believes that, almost anything becomes justifiable.
By this point, she can't even remember ever having had any affection for Nakia. Nakia seems to get stupider, uglier, and more useless every year, and the guilt that Ahmose feels regarding the way she treats Nakia can only be justified so much. She considers letting Nakia just go and be a peasant again but Nakia knows the depths of Ahmose's cruelty, along with all of her other secrets. The only answer is to kill her.
Retainer sacrifice is a very old tradition in which a king is buried with attendants, money, and other comforts, so that he'll have everything he needs in the Afterlife. By this time in history, the tradition of killing servants has fallen out of favor and "servants" are represented by small statues. Ahmose convinces her mother to reinstate retainer sacrifice for her father because she "doesn't want to take any chances" that he won't have what he needs.
Satibu is game. She allows Nakia to be killed and also uses the reinstatement in order to remove enemies, reward loyalty, and demonstrate that resistance has consequences.
Ahmose should feel like a real piece of shit -- and she does. But, to maintain her self-image, she cultivates gestures that convince her she is compassionate. Things like talking casually with servants, remembering the names of stable boys, sneaking in common street food, funding a performer, singer, or storyteller she likes.
As she's further groomed and then takes over as ruler after her mother dies, she has two versions of herself in her head. First, there's Ahmose the Just -- protector of tradition, friend of the common people, restorer of ancient customs, humble despite royal power. And then there's Ahmose the Necessary who punishes traitors, removes threats, enforces loyalty, maintains order at any cost.
Whenever she does something terrible, she tells herself, “This is what Ahmose the Necessary must do so Ahmose the Just can protect the kingdom.”
Common people are fascinated by her charisma, impressed by her interest in ordinary life, and unsure what rumors to believe. Court officials are wary of crossing her, impressed by her intelligence, and unsure where her limits are. Close servants aware to some extent of her volatility, careful around her moods, loyal but frightened.
Once immediate threats fade after her parents' deaths, Ahmose shifts into image-building. Her court becomes known for lavish festivals, theatrical religious ceremonies, music, poetry, and dance, as well as striking fashion and visual symbolism. She understands spectacle. This period makes her famous among ordinary people.
By her mid-twenties Ahmose has ruled long enough to accumulate real enemies. Court politics intensify. Ahmose becomes more guarded. In the palace, she starts to limit who can approach her, private conversations become rare, punishments become harsher.
In her late twenties, the duality of her personality is starting to become part of public conversation. The rumors range between acts of kindness or humility she has performed as well as her ruthless ability to destroy entire noble families and secretly has rivals killed. Both sets of rumors help her rule. Admiration creates loyalty. Fear prevents rebellion.
In her final years, forty-five to fifty, she's publicly radiant, privately ruthless. She continues her elaborate court life, patronizes performers, and occasionally mingles with peasants to reassure herself she’s “humble.” She also enforces her power: Retainer sacrifices, intimidation of nobles, and subtle eliminations continue. Everyone fears her, yet she believes her legacy is safe. She's sure she'll be remembered forever.
Death: At a ceremonial river festival on a palace canal or Nile tributary, Ahmose is adorned in gold, lotus crowns, elaborate robes. The court gathers in awe, music and incense filling the air. She boards a ceremonial boat. A sudden slip, misstep on the gilded deck. She falls into the water. She struggles briefly, surrounded by attendants and nobles. She dies.
Nobles and priests continue the narrative of “divine favor” in public texts, but later regimes erase her entirely. Her grand monuments, inscriptions, and records vanish from official history.
The only surviving artifact that leads directly back to her existence is a pendant that the king gave to Nakia, that Ahmose found after Nakia's death. (The entire country hear her screech of rage that day.)
Thursday, March 12, 2026
Character Profile -- Nakia
Nakia
She finds some robes to swaddle herself in, and follows the footprints she finds leading out of the crypt. There, she loses track of the king, and spends the next several hundred years looking for him. She eventually tracks him to the island of Atlantis around 1000 BC. He's left by the time she gets there, but Nakia makes a friend, the daughter of a geologist. When the volcano Atlantis is built on is threatening to explode, the friend betrays Nakia's secret that she's a mummy and she's sacrificed to the volcano. The volcano erupts anyway, if you can believe it.
Anyway, The Mummy emerges from the ruins of Atlantis, ready to find The King and drag him back to The Afterlife. She's tried being a person twice now, and has failed both times. She wants the comfort and beauty of her little gazebo and waterfall and her board games. She could actually return to the Afterlife at any time, but because she thinks that she needs the king in order to return, the lush doesn't take her.
The main part of her story takes place in modern-day Beverlee Hills (an alternate universe very similar to ours). She's had plenty of time to grow with new technologies, so there's not much she doesn't know. She has several aliases with paper and electronic trails, and she has an assistant named Kim (now that the king's nickname is Khepu, I may change that, I'm not sure). Kim's main job is to help Nakia with her investigations and to keep track of all of Nakia's aliases. They all live in different countries and travel often so that them suddenly travelling somewhere doesn't raise any red flags with the government, in case Nakia needs to become them.
She does! And he tells her not only that he's been avoiding her on purpose, but that she doesn't need to look like a skeleton. He tells her about lush and about how he chooses his own form. He has no intention of returning to the Afterlife any time soon, and he shoos her (gently) out to go build a life for herself.
The Mummy is crushed by The King's attitude. She'd hoped that he had been avoiding her in order to protect her for some reason. It doesn't help that him having this conversation with her a couple of thousand years earlier could have saved her a lot of heartache. She finally sees the resemblance between him and his daughter.
Her saving grace at this point is that she has finally made some true friends; the teenage girls at Beverlee Hills High. She also has a -- maybe -- boyfriend. She allows her body to grow flesh and hair and to even remove her bandages so that her friends get to see her. My favorite part is that they all just start talking to her normally before realizing that her bandages are gone. She's been emotionally stunted at the age she died for thousands of years and she finally allows herself to relax and grow.
The Rift (see the Worldbuilding section) probably a few years after this, and I don't have anything on this character until we get to Mended times, when she is a ship captain (maybe of illegal things) who helps Jane figure out that the prophecy is bunk created by The King for his own amusement. She declines the offer to join the group and see him. It's been literally thousands of years but she's not ready. She likes her life, and she's letting her body age naturally. She figures that when she's too unsteady on her sea legs, she'll sacrifice herself to the sea and go see the collection of connections she's amassed in the Afterlife (see the Worldbuilding section).
Character Profile -- Ophelia Piercy
Ophelia Piercy Aliases or Nicknames: Feels Era: Pre-Rift Appears In: Beverlee Hills Mummy Importance: Secondary Character Main Goal: text Re...
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