Carlos Martínez "The Velvet Spark"

Season:
Forgotten Realms
Race:
Human
Class:
Draconic Sorcery Sorcerer 16
Background:
Entertainer (Barkeeper)
Lifestyle:
Aristocratic
Current Level:
20
Total GP:
30053
Total Downtime:
25
Tag:
Faction:
Harpers
Faction Rank:
Wise Owl (rank 4)
Magic Item Count:
37
Magic Item Limit:
10
Clockwork Amulet,
Wand of Pyrotechnics,
Pole of Collapsing,
Hat of Wizardry,
Mithral Chain Mail,
Battle Axe of Warning,
Cloak of Many Fashions,
Wand of Secrets,
Goggles of Night,
Gauntlets of Ogre Power,
Dread Helm,
Instrument of Illusions,
Staff of Birdcalls,
Cloak of Billowing,
Immovable Rod,
Shield +1,
Mystery Key,
Battleaxe +1,
Flame Tongue Longsword,
Shield +1,
Lantern of Revealing,
Necklace of Prayer Beads,
Sending Stones,
Bracers of Defense,
Bag of Holding,
+3 Bloodwell Vial,
Gloves of Thievery,
Rope of Entanglement,
Brazier of Commanding Fire Elementals,
Mace of Terror,
Bronze Griffon Figurine of Wondrous Power,
Instrument of the Bards (Cli Lyre),
Tome of Leadership and Influence,
Astromancy Archive,
Plate Armor +3,
Ruby of the War Mage,
Boon of High Magic

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2025-04-14 23:00 Trade Log -5 Staff of Power > Ioun Stone, Insight Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/110369

2025-06-19 14:00 Trade Log -5 Ioun Stone, Insight > Tome of Leadership and Influence Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/102910

Bastion Overview Show

Pub

Level 13 Bastion Facility
Prerequisite: None
Space: Vast [36 sq]
Hirelings: 4 (Vast)
Order: Research

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days.

Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured.

Enlarging the Facility. You can enlarge your Pub to a Vast facility by spending 2,000 GP. If you do so, the Pub can have two magical beverages from the Pub Special list on tap at a time. A Vast Pub gains three additional hirelings, for a total of four. These new hirelings are servers. Assign names and personalities to them as you see fit.

Meditation Chamber

Level 13 Bastion Facility
Prerequisite: None

Space: Cramped [4 sq]

Hirelings: 1

Order: Empower

A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.

Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Workshop

Level 5 Bastion Facility
Prerequisite: None

Space: Vast [36 sq]

Hirelings: 5 (Vast)

Order: Craft

This Workshop is a creative space where useful items can be crafted.
Artisan's Tools. The Workshop comes equipped with nince different kinds of Artisan's Tools, chosen from the following list:

Carpenter's Tools
Cobbler's Tools
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Mason's Tools
Painter's Tools
Tinker's Tools
Woodcarver's Tools
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.

Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan's Tools (chosen from the list above).

Smithy

Level 5 Bastion Facility
Prerequisite: None

Space: Roomy [16 sq]

Hirelings: 2

Order: Craft

This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.

Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Arcane Study

Level 5 Bastion Facility
Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Arcane Focus. You commission the facility's hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.

Craft: Book. You commission the facility's hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

2025-07-27 02:00 Trade Log -5 +2 Bloodwell Vial > Astromancy Archive Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/108774

2025-08-06 18:30 PS-DC-MIKE-01 The Clash for the Multiversal Championship 20000 10 Plate Armor +3, Ruby of the War Mage, Boon of High Magic Show

Bought

Sold

Gained

Story Award: Multiversal Champion
You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt.
The Red Dragoon
Shiro gave Carlos his Airship "The Red Dragoon" after Carlos casted the Wish Spell for him. Doing so made it for Shiro possible to go back to his homeland in the Fey Wild and Ending his Story for good.

Used

Date Played Adventure Title Tier Session ACP TCP ▲ Downtime Renown
2025-04-14 23:00 Trade Log -5 Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/110369

2025-06-19 14:00 Trade Log -5 Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/102910

Bastion Overview Show

Pub

Level 13 Bastion Facility
Prerequisite: None
Space: Vast [36 sq]
Hirelings: 4 (Vast)
Order: Research

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days.

Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured.

Enlarging the Facility. You can enlarge your Pub to a Vast facility by spending 2,000 GP. If you do so, the Pub can have two magical beverages from the Pub Special list on tap at a time. A Vast Pub gains three additional hirelings, for a total of four. These new hirelings are servers. Assign names and personalities to them as you see fit.

Meditation Chamber

Level 13 Bastion Facility
Prerequisite: None

Space: Cramped [4 sq]

Hirelings: 1

Order: Empower

A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.

Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Workshop

Level 5 Bastion Facility
Prerequisite: None

Space: Vast [36 sq]

Hirelings: 5 (Vast)

Order: Craft

This Workshop is a creative space where useful items can be crafted.
Artisan's Tools. The Workshop comes equipped with nince different kinds of Artisan's Tools, chosen from the following list:

Carpenter's Tools
Cobbler's Tools
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Mason's Tools
Painter's Tools
Tinker's Tools
Woodcarver's Tools
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.

Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan's Tools (chosen from the list above).

Smithy

Level 5 Bastion Facility
Prerequisite: None

Space: Roomy [16 sq]

Hirelings: 2

Order: Craft

This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.

Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Arcane Study

Level 5 Bastion Facility
Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Arcane Focus. You commission the facility's hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.

Craft: Book. You commission the facility's hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

2025-07-27 02:00 Trade Log -5 Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/108774

2025-08-06 18:30 PS-DC-MIKE-01 The Clash for the Multiversal Championship 10 Show

Bought

Sold

Gained

Story Award: Multiversal Champion
You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt.
The Red Dragoon
Shiro gave Carlos his Airship "The Red Dragoon" after Carlos casted the Wish Spell for him. Doing so made it for Shiro possible to go back to his homeland in the Fey Wild and Ending his Story for good.

Used

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2025-04-14 23:00 Trade Log -5 Staff of Power > Ioun Stone, Insight Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/110369

2025-06-19 14:00 Trade Log -5 Ioun Stone, Insight > Tome of Leadership and Influence Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/102910

Bastion Overview Show

Pub

Level 13 Bastion Facility
Prerequisite: None
Space: Vast [36 sq]
Hirelings: 4 (Vast)
Order: Research

Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or tea room, and it might have a colorful name, such as the Rusty Flagon or the Dragon's Loft. The facility's hireling, who serves as the bartender, maintains a network of spies scattered throughout nearby communities. These spies are useful sources of information and frequent the Pub, often incognito.
Research: Information Gathering. When you issue the Research order to this facility, you commission the Pub's bartender to gather information from spies who are aware of all important events happening within 10 miles of your Bastion over the next 7 days. During that time, these spies can divulge the location of any creature that is familiar to you, provided the creature is within 50 miles of your Bastion and not hidden by magic or confined to a location that the DM deems is beyond the spy network's ability to locate. If the spies learn the target's location, they also learn where that creature has been for the previous 7 days.

Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

At the start of a Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it's poured.

Enlarging the Facility. You can enlarge your Pub to a Vast facility by spending 2,000 GP. If you do so, the Pub can have two magical beverages from the Pub Special list on tap at a time. A Vast Pub gains three additional hirelings, for a total of four. These new hirelings are servers. Assign names and personalities to them as you see fit.

Meditation Chamber

Level 13 Bastion Facility
Prerequisite: None

Space: Cramped [4 sq]

Hirelings: 1

Order: Empower

A Meditation Chamber is a relaxing space that helps align one's mind, body, and spirit.
Empower: Inner Peace. When you issue the Empower order to this facility, your Bastion's hirelings can use the Meditation Chamber to gain a measure of inner peace. The next time you roll for a Bastion event, you can roll twice and choose either result.

Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

1d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma

Workshop

Level 5 Bastion Facility
Prerequisite: None

Space: Vast [36 sq]

Hirelings: 5 (Vast)

Order: Craft

This Workshop is a creative space where useful items can be crafted.
Artisan's Tools. The Workshop comes equipped with nince different kinds of Artisan's Tools, chosen from the following list:

Carpenter's Tools
Cobbler's Tools
Glassblower's Tools
Jeweler's Tools
Leatherworker's Tools
Mason's Tools
Painter's Tools
Tinker's Tools
Woodcarver's Tools
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Adventuring Gear. The facility's hirelings craft anything that can be made with the tools you chose when you added the Workshop to your Bastion (see above), using the rules in the Player's Handbook.

Craft: Magic Item (Implement). If you are level 9+, you can commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Implements tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Source of Inspiration. After spending an entire Short Rest in your Workshop, you gain Heroic Inspiration. You can't gain this benefit again until you finish a Long Rest.

Enlarging the Facility. You can enlarge your Workshop to a Vast facility by spending 2,000 GP. If you do so, the Workshop gains two additional hirelings and three additional Artisan's Tools (chosen from the list above).

Smithy

Level 5 Bastion Facility
Prerequisite: None

Space: Roomy [16 sq]

Hirelings: 2

Order: Craft

This Smithy contains a forge, an anvil, and other tools needed to craft weapons, armor, and other equipment.
Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Smith's Tools. The facility's hirelings craft anything that can be made with Smith's Tools, using the rules in the Player's Handbook.

Craft: Magic Item (Armament). If you are level 9+, can you commission the facility's hirelings to craft a Common or an Uncommon magic item chosen by you from the Armaments tables in chapter 7. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hirelings can assist), and you must have all those spells prepared every day you spend crafting the item.

Arcane Study

Level 5 Bastion Facility
Prerequisite: Ability to use an Arcane Focus or tool as a Spellcasting Focus

Space: Roomy [16 sq]

Hirelings: 1

Order: Craft

An Arcane Study is a place of quiet research that contains one or more desks and bookshelves.
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Arcane Focus. You commission the facility's hireling to craft an Arcane Focus. The work takes 7 days and costs no money. The Arcane Focus remains in your Bastion until you claim it.

Craft: Book. You commission the facility's hireling to craft a blank book. The work takes 7 days and costs you 10 GP. The book remains in your Bastion until you claim it.

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

2025-07-27 02:00 Trade Log -5 +2 Bloodwell Vial > Astromancy Archive Show Trade Log

Magic Item traded with: https://www.adventurersleaguelog.com/users/41329/characters/108774

2025-08-06 18:30 PS-DC-MIKE-01 The Clash for the Multiversal Championship 20000 10 Plate Armor +3, Ruby of the War Mage, Boon of High Magic Show

Bought

Sold

Gained

Story Award: Multiversal Champion
You and your allies have proven your might in the Interplanar Arena by defeating the toughest opponents the realms have to offer. Let no creature in any plane of existence doubt your fighting spirit or your martial prowess. You gain all boons and rewards associated with holding the Undisputed Multiversal Championship Belt.
The Red Dragoon
Shiro gave Carlos his Airship "The Red Dragoon" after Carlos casted the Wish Spell for him. Doing so made it for Shiro possible to go back to his homeland in the Fey Wild and Ending his Story for good.

Used