Hmm, thinking about turning souls into items, how exactly do you determine a soul's value?
A soul has two qualities to be evaluated, mental attributes and skill levels. Mental attributes range between 0 and 5000. Also, they are capped at double their default value at birth. They can be averaged without a problem, but how do you translate their numbers into an item value?
With skills, it's even trickier: is a soul's value the sum total of all its experience? Is being legendary in one skill enough to qualify a soul as 'masterwork quality'? Is having their experience spread out among multiple skills valued the same as having it all in one skill? Fighters tend to have many different skills, while crafters usually have only one, so should a soul who is an expert swordsman, armor user, fighter, and dodger be significantly more valuable than a Legendary Armorsmith?
Then there's the little issue that cats and the like are born legendary climbers, which boosts their value considerably.
It's also tricky because the value of quality levels are fixed. All non-masterwork levels are a certain multiplier above the base quality (x1, x2, x3, x4, and x5), while masterwork items are x12.
I was thinking about using soul attributes as an item's base quality and using its skills as the decoration quality, while stress levels could be 'damage'.