# Awarding Rewards
## *when the loot drops and how much*
The FellGuide tells a player what every currency is. It does not tell you when to hand it over. That call is yours, and the table feels it. Reward the right things and the Fell chase the right things.
## Lore Points
Lore Points come after a battle. Each group of enemies is worth 1 to 5 points by difficulty, and they sit in a Fell's inventory doing nothing until they cross the threshold for the next level, where they convert on their own into an Ascension Crystal.
You set the 1 to 5. A cleared pack of fodder sits low. A fight that cost the table something sits high. Pay for the fight that happened, not the one you planned.
> [!note] Proposed, needs your ruling
>
> The per-level Lore Point thresholds, the number that decides when points convert to a crystal, are not in CANON. Until they are set, track them on your own and flag them for the numbers pass.
## Ascension Crystals
Crystals are growth itself, spent while resting to raise one attribute and level up. You mostly do not hand these out directly. They arrive through Lore Points. Where you do place one by hand, a found crystal, a reward, a relic, treat it as a real step in power and a real shift in how the world scales to that Fell.
## Luck
Luck is the one reward with no formula, and that is the point. Each Fell can earn 1 per battle, and you award it for play that genuinely impressed the table. A sharp read. A React spent at the perfect moment. A choice that turned the fight. You know it when you see it.
Luck is the gate on treasure. A Fell who earned it rolls in the [[Treasure Phase]] when the fight ends, and rolls Lucky. A Fell who earned none takes nothing. It clears at the next rest, so it never banks.
That one call decides how much loot reaches your table. Loot does not scale to the enemy or the Crucible, so Luck is the only brake you have. Hand it out for the moments you want more of, and the table will give you more of them.
## Skyvault Shards
Shards are found, not given, and only the Fell can see them. A Fell who spends an Act searching during a fight can turn up as many as 1 plus their Wit. Your part is the battlefield. A fight with shards on it plays differently from one without, since a shard can heal, revive, charge an Arsenal, or fire a Paragon Point. Decide before the fight whether this ground holds them and roughly how many, then let the Fell dig.
## Paragon Points
The rarest thing in the game, and a cheat code by design. There is one clean way to earn one. A Fell who rolls a Fellmark on their Treasure Roll takes a Paragon Point. What it does when spent is between you and that player, and the weight is real. Treat every Paragon Point as a story beat, not a stat.
## Aurum
The coin that travels. Aurum is the everyday wealth that buys gear, passage, and favors, stable across every world the Fell walk. Hand it out the way the world would. A paid job pays. In the Treasure Phase it pays by the bodies on the ground, 1 Oro per Minion, 1 Arca per Elite, 1 Atla per Champion, and 1 Zurith per Epic or Forsaken. It matters less than crystals or Paragon Points, and it still makes the world turn.
## The Treasure Phase
When a fight ends, the [[Treasure Phase]] is where most of this lands. The player rolls to name the band, you roll the Draw to find the item, and the corpse gives up what it fought with. Roll in the open and let the table feel the fight pay out.