Background and Goals:
She is fascinated by Faerie. World that bound to the whims of majestic, enigmatic, playful beings.
She is fascinated, thrilled by the alluring "Unknown" that hides in darkness and lure her attention. Fascinated and entertained by the game she have with her playful "Friend". There is always something new. Something to unveil. Something to discover. Something that hides in the dark, something that can be used, and may be abused, if found and controlled properly. Something that can defend her, crush her foes, improve chances of success for anything she tries to achieve.
The fascination, thrill, will, whims and link to powerful patrons - Jester God and majestic, riddle-loving "Friend", not knowledge or wisdom, grant her what she have now, and she is happy and satisfied with that. She gained fracture of powers from majestic beings. She prays for Luck to Chameleon, and connection to "The Friend" protect her and make her much more powerful and resilient that she could be without both patronages.
The fact is clear to her - her "Friend" is powerful Seelie Court Faerie Lord, allied, loyal to Erevan. Playful, funny, unpredictable. Thrilling her with never ending games from her childhood and new ones. He made her what she is now - Unpredictable, Irresponsible, Devoted and Wild. Her dad was like that. Mischiefmaker clad in black leathers , ever playing, ever drinking, ever moving, dragging her. She grown travelling with him through Dragon Coast, Gulthemere forest and Orshrauns, doing his debt to Chameleon and having fun. She loved fun. Loved him, but both understood - her Faith, her Friend call her for long, bigger adventure on Sword Coast.
For her there is something pleasant, joyful in benevolence, in being benevolent. Not always but sometimes she feels good when she can be benevolent. Benevolent means useful, and she likes to be one. If she can bring luck, it is definitely manifestation of power. Sometimes, by whim, she can become very helpful, and she loves when succeeds in that, though her irresponsible, all-as-game attitude often can bring unexpected harms or unwanted consequences to people she tried to help.
She have allies. Hood - Both brotherhood and sisterhood. Independent personalities, shared affinity, similar experiences and overlapping interests. Of ones who live by own whims and whims of their like-minded Friends. Small family of friends, who share interests and views. Hood of Whims, as they together decided to call themselves. She entitled herself as The Quite Benevolent One.
She is part of loose small group of travelling Feylocks, patronaged by different Seelie Court Faerie Lords that call themselves Hood of Whims (Hood comes from Brotherhood/Sistehood) that always act independently, work separated, but share resources and specific goals. Genereally they are adventurers and troublemakers.
She hate when someone dictate her how she should behave, and hate prejudices against her kind. She believes that any creation and point of view can exist, as long it manages not to die.
Her real name is rarely used, and she known to people as Mercy Wild. She likes when someone calls her by title she took for herself, though it happens rarely.
She is troublemaker, and she already made number of pranks that upset people or caused trouble around Sword Coast, created chaos by her wild games, or just something that was done out of sheer desire to upset or to shake things up - but her identity was not unveiled or she talked herself out of trouble. Lies, disguise, invisibility and her charisma and very alluring appearance helped her to avoid any consequences till now.
Her patron is Faerie Lord, powerful, unpredictable leprechaun, who is loyal, allied to Erevan, and guides her through wild, never-ending, edgy game to do things that can be often in scope of Erevan interests. He appeared in hear early childhood, played with her and entertained her, one day she, herself, child five years old, asked him not to leave her, and made an agreement with him.
TO BE EXPANDED