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Borka Tikket

Dwarf-born fairy (custom fey transformation; mechanically use dwarf traits plus the listed flying speed) · Druid, Circle of the Land (custom fey-touched presentation) · Level 20

Borka Tikket

Grove guardian, former quarry rescue-leader, and traveling healer
“when she is fond of them and”
AC19
HP180/180
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A bright, slightly rasped voice shaped by calling instructions through quarry dust and speaking over tools. She articulates crisply, clips the ends of practical directions, and lets a laugh escape in a sudden snort when genuinely amused.

Her voice has a clear, slightly rough edge, like a small bell that has spent years beside a forge. Quarry work left her with clipped instructions and a habit of naming the exact thing she means. Her jokes arrive quickly; her apologies take longer.

Speech patterns

Uses worksite comparisons: a bad plan is a cracked beam, a lie is a stone with a hollow ring.
Asks practical questions before emotional ones, then circles back when she has found a safe moment.
Calls people 'dear heart' when she is fond of them and 'good stone' when she is trying not to show it.
When impatient, rattles off options in a quick list and expects someone else to choose.

How to play them

Meet her with a concrete problem and she becomes brisk, generous, and surprisingly funny. Treat the grove as property and she turns immovable. She responds well to honest admissions of fear and poorly to grand promises. If the party earns her trust, she will share the real history of the flood bargain and ask for help before acting alone.

Goal

Keep the quarry from cutting into the grove's roots and bring her brother back into her life without pretending she made no mistakes.

Motivation

Protect the living roots that saved her town, while finding a way to repair the family bond she damaged by choosing secrecy over trust.

Secret · GM only

Appearance

Borka Tikket is a tiny, dwarf-born woman altered by an old fey bargain into a fairy, barely taller than a kitchen stool. Her doll-round face is framed by two long, untidy golden braids; enormous amber-gold eyes make her grin look perpetually conspiratorial. Four clear, dragonfly-like wings shiver behind her, their veins catching light like hammered glass. She is so slender that her clothes seem to have been tailored for a doll, yet her movements are precise and grounded, with the brisk certainty of a craftswoman crossing a workshop. The unexpected detail: she keeps a little tin of roasted barley tucked into her belt and offers it to nervous strangers before she offers them a spell.

Clothing

A short black dress with a flower-petal hem that opens in a crisp circle when she spins. It leaves her shoulders and arms bare. A narrow gold waist accent sits above black bracers and one black armband on each arm. Her white pointed boots are black from ankle to sole, polished at the toes and repeatedly patched at the heels.

Body language

She lands with a soft double tap of her pointed boots, folds her wings tightly when listening, and opens them in a sudden bright fan when she has made up her mind. Her smile is broad, but one hand often rests on her belt as if keeping an invisible tool close.

Height
1 foot 8 inches
Build
Very small and exceptionally slender, with wiry strength inherited from her dwarven family.
Eyes
Bright golden amber
Hair
Long golden hair in two low, messy braids
Skin
Pale ivory, with a faint pearly sheen along her temples and shoulders
Age
Adult, approximately 146 years old
Gender
Female; she/her
Size
Tiny

Distinguishing features

Four translucent dragonfly-like wings, veined with gold and clear as thin glass.
Very large golden eyes and a wide, cheeky smile beneath two messy low braids.
Her white boots have black ankle sections, visibly patched with careful, mismatched stitching.
A tiny tin of roasted barley rides at her waist, an oddly homely accessory for a powerful druid.

Personality

12 traits and drives

Borka is teasing and hospitable when people are uneasy, but turns blunt and stubborn when a decision could endanger others. She relishes small comforts and practical jokes, yet carries guilt like a tool she refuses to put down. In a crisis she is calm and decisive; afterward, when the danger has passed, she can become defensive about the choices she made.

Alignment
Chaotic good

Quirks

Offers roasted barley to people before offering advice.
Taps stone twice with one boot to test whether it sounds hollow.
Names every repaired stitch in her boots after a person who helped her.
When a conversation gets too sentimental, she abruptly asks whether anyone has eaten.

Habits

Counts exits whenever she enters a room, then pretends she was admiring the architecture.
Offers roasted barley to people she thinks are frightened, grieving, or about to make a foolish decision.
When thinking hard, presses a boot toe against the nearest solid surface as if testing stone.
After a serious argument, repairs a small object belonging to the person she argued with instead of apologizing immediately.

Traits · 3

She makes strangers feel welcome, then tests whether they can be trusted with one small truth.
She is tender toward frightened creatures but impatient with people who mistake confidence for competence.
She loves a clever solution and distrusts a beautiful one that has not been tested.

Flaws · 3

She takes responsibility for dangers that should be shared.
She withholds difficult truths until she thinks she has a workable solution.
She can mistake a compromise for a betrayal when the grove is threatened.

Fears · 3

That the grove will be destroyed before the quarry-town understands what it depends on.
That the fey bargain will eventually demand the life of someone she loves.
That her brother's belief she abandoned him is deserved.

Wants and needs · 3

Wants the grove protected without forcing the miners out of their homes.
Needs to tell Dagna and her brother the full truth about the bargain.
Needs help discovering a way to quiet the waking seed without sacrificing more memories.

Combat

AC 19 · HP 180 · Walk 25 ft., fly 40 ft.

She opens with control spells such as wall of stone, entangle, or sleet storm, choosing terrain that protects allies and divides enemies. She stays airborne, keeps concentration on a powerful effect, and uses healing or summoned creatures when the party's position turns dangerous. She avoids lethal force when possible but commits fully if someone threatens the grove or the trapped miners. Her tiny size is not a substitute for cover; she uses it to reposition, not to stand in the open.

Borka Tikket

Tiny humanoid (dwarf-born fairy (custom fey transformation; mechanically use dwarf traits plus the listed flying speed)), chaotic good
Armor Class19
Hit Points180
SpeedWalk 25 ft., fly 40 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsIntelligenceWisdomConstitution
SkillsNaturePerceptionMedicineSurvivalAnimal Handling
SensesDarkvision 60 ft.; passive Perception 20
Languages
Common,
Dwarvish,
Sylvan,
Druidic
Dwarf-blooded fairy; her transformation into a winged fey did not erase her dwarven resilience.
Fey Ancestry. Advantage on saving throws against being charmed, and magic cannot put her to sleep.
Dwarven Resilience. Advantage on saving throws against poison and resistance to poison damage.
Flight. Her four wings give her a flying speed of 40 feet while she is not wearing heavy armor.
Spellcasting. Wisdom is her spellcasting ability; spell save , spell attack bonus +12.
Wild Shape. As a 20th-level druid, she can use Wild Shape an unlimited number of times, with the forms and restrictions of the 5E druid feature.
Archdruid. She ignores the verbal, somatic, and non-costly material components of druid spells, and can use Wild Shape to cast many spells while transformed.
Custom feature, Petal-Slip. Once on each of her turns, when she flies at least 10 feet, she can move through a hostile creature's space without provoking opportunity attacks. The creature's space must be large enough to contain her.

Spells

Druidcraft (cantrip, transmutation). At will; she can produce a harmless druidic effect such as a tiny flower, a breeze, or a brief shower of sparks.
Minor Illusion (cantrip, illusion). At will; she creates a faint natural sound or image within range.
Poison Spray (cantrip, conjuration). At will; she creates a brief burst of toxic spores or another appropriate druidic cantrip effect.
Cure Wounds (level 1, evocation). 1st level, 4 slots. A creature she touches regains hit points, with additional healing for higher-level slots.
Entangle (level 1, conjuration). 1st level, 4 slots. She entangles creatures in a 20-foot square; affected creatures make a Strength saving throw against or become restrained.
Summon Beast (level 2, conjuration). 2nd level, 3 slots. She summons a spirit to take the form of a beast and fight beside her; use the spell's 5E statistics and scaling.
Call Lightning (level 3, conjuration). 3rd level, 3 slots. She calls down a storm that deals lightning damage to a chosen creature or object in range, with additional effects as described by the spell.
Grasping Vine (level 4, conjuration). 4th level, 3 slots. She creates a moving wall of tangled plants that impedes creatures and can restrain them.
Conjure Elemental (level 5, conjuration). 5th level, 3 slots. She calls a spirit of nature to aid her; use the spell's 5E statistics and options.
Wall of Stone (level 6, evocation). 6th level, 2 slots. She creates a barrier of stone that can divide a battlefield or seal a passage.
Plane Shift (level 7, conjuration). 7th level, 2 slots. She makes a safe extradimensional space for herself and willing creatures, using the spell's 5E rules.
Animal Shapes (level 8, transmutation). 8th level, 1 slot. She transforms willing creatures into beasts, using the spell's 5E rules.
Shapechange (level 9, transmutation). 9th level, 1 slot. She transforms one creature into another form, subject to the spell's 5E restrictions and saving throw.

Actions

Dagger. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () piercing damage. This is a small, rune-worked dagger, not a special class feature.
Starfall Dart (Custom). Ranged Spell Attack: to hit, range 120 ft., one target. Hit: 27 () radiant damage. The target is briefly outlined in gold sparks.
Briar Ring (Custom). Bramble erupts in a 20-foot-radius circle within 150 feet. Creatures of her choice in the area make a Dexterity saving throw, taking piercing damage on a failure or half as much on a success. The area becomes difficult terrain until the start of her next turn. She can use this action three times per day.

Reactions

Briar-Screen (Custom). When a creature Borka can see hits her or an ally within 30 feet with an attack, she can impose disadvantage on the attack roll by throwing up a flicker of leaves and starlight. She must be conscious.
Rooted Will (Custom). When she takes damage while concentrating on a druid spell, she can use her reaction to gain advantage on the Constitution saving throw to maintain concentration. She can use this once per short or long rest.

Legendary Actions

Wingbeat. Borka flies up to half her flying speed without provoking opportunity attacks.
Starfall. Borka makes one Starfall Dart attack.
Grove's Breath (costs 2 actions). One creature Borka can see within 60 feet regains 18 hit points. A creature can benefit from this only once per round.

Services they sell

Healing and restorative druidic magic
Guidance through old mine workings and dangerous forest terrain
A discreet place to shelter people threatened by the quarry owners

Rewards they can give

A hand-drawn map of safe passages through the old mine and root-tunnels.
A rare seed from the grove that can grow into a protective shelter if planted with care.
A powerful ally who can provide healing, local knowledge, or a safe haven.

Equipment

  • Dagger (weapon)A rune-etched dagger, carefully maintained and sized for her hand.
  • Root-seed focus (spellcasting focus)A gold-fitted druidic focus made from a seed pod, carried beneath her dress belt.
  • Black bracers (worn gear)Her bracers are practical leather, reinforced with narrow strips of metal.
  • Barley tin (keepsake)A battered tin containing roasted barley, a comfort food from her childhood.

Possessions

Rune-etched dagger
Gold-fitted seed-pod druidic focus
Roasted barley in a dented tin
A small rescue whistle from her quarry crew
A folded map of the grove's roots and the old mine passages

Background

Borka was born in a dwarven quarry-town, where she learned to read stone by listening for hollows and stress lines. During a spring flood, she led a rescue crew through a collapsed culvert to reach trapped miners. She found a sealed root-chamber below the works, where a fey presence offered to hold back the flood if Borka would carry its seed into the world. She agreed, and the bargain saved the miners but transformed her into a tiny winged fairy. The seed grew into a living grove above the town, and Borka became its fiercely practical guardian. She now travels between the grove and the quarry, trying to prevent the town's new owners from tunneling into the roots. Her old foreman, Dagna Kett, still trusts her judgment but resents that she never told the rescue crew the full price of the bargain. Borka has also been sending money and medicine to her younger brother, who believes she abandoned the family for a life of fey glamour.

Role in the story

A high-level ally whose divided loyalties make her a compelling quest-giver, guide, or formidable opponent if the grove is threatened. She can connect the party to the quarry-town's history and the consequences of bargains made under pressure.

“During a spring flood, she led a rescue crew through a collapsed culvert to reach trapped miners.”
From their background
Faction
Guardian and occasional mediator for the living grove above her old quarry-town; no formal faction membership.

Known connections

Dagna Kett, her former quarry foreman, is an old friend who still demands the truth about the flood bargain.
Her younger brother, Tovin, lives in the quarry-town and thinks she chose adventure over family.
The fey presence known as Grandmother Root claims the seed-bargain is unfinished and expects Borka to repay it.
The miners rescued in the flood still leave small offerings at the grove, though many do not know who saved them.
Major secret · GM only
Minor secrets · GM only

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