((Sorry for the delay in posting, I've been fleshing out some creature stats. Also, I got a touch distracted by Kevak's game, "Who are you?" Check it out if you get the chance; it's really good.))
I read through the spellbook I'd been supplied with. The book seemed to be written specifically for people new to the world. It wasn't terribly long, and the basis of it were as follows:
-Soul power can be numbered. Most natives of this plane have around 15 without training. Non-natives have closer to 10 on average. Maximum soul charge can be increased with use of magic.
-The amount of soul power a spell takes up is written in the spellbook it's found in. If someone teaches you a spell and doesn't give a soul cost, you won't know how much it costs.
-Once you run out of soul power, spells start drawing from your physical body. Two health gives pays for one soul cost, which will kill you white quickly. Don't over cast!
-According to legend, there are some powerful spells that don't require any soul charge. None of them have been discovered yet, though.
-On Rae occasions, a spell will be miscast. This causes some kind of negative effect on the caster, depending on the spell. In general, stronger spells have worse miscast effects. Some spells, mainly weaker ones, never miscast.
Additionally, it contained three spells.
-Burning Hand: Gives your next unarmed attack +1d6 damage. Soul cost 2, never miscasts.
-Force Palm: Causes your unarmed attack to have a chance to stun enemies for a short time.
-Flee: Teleports the caster to a nearby area with no other living creatures in the immediate vicinity. Soul cost 10.
I also asked Korkalkish who Arlakish was.
"He was my old dog. I ended up outliving him."