By Fabian Alvarez Lopez (maldoror@eucmax.sim.ucm.es)
Wights look like decayed corpses, and due to an ancient curse are forbidden to go out of their tombs. When a Wight passes its Chrysalis, the Wight-to-be searches a tomb and fills it with uncountable treasures and all the gold and jewels he or she can hoard. Then, when the Chrysalis is complete, the new Wight is forever tied to its tomb, until someone takes something with permission from the wight and takes it elsewhere.
Childling wights are horrible, corpse-like children. Dressed with shrouds, childling wights can even give Beasties a shudder.
Wilder wights are more dark and somber, and they start dressing in armor and medieval garments. They also become more aloof and lonely.
Grump wights are the archetypical death-knights. Grump wights look completely corpse-like, and seems to be whithered and mummified corpses.
Barrow Rights: If anyone steals something from the tomb of a wight, he or she is forever struck with a Soothsay: Boil and Bubble cantrip even if the wight doesn't possess the Soothsay Art. Only the owner of the item may dispel the curse.
Curse of the Tomb: Wights cannot come out of their tombs, except if someone agrees to take a item from the tomb and take it elsewhere. They must return to their tombs before sunrise, or they will gain 1 point of Permanent Banality. Also, wights have -1 to all Dice Pools during the day.