On Owls & Goggles
A character that can’t see in bright daylight might be a pain in the ass, so the Judge should allow Silent People to have a special black goggle that they can use during the day. The google gives them normal vision to 30 ft. If you are using the Changeling Earth those goggles could be rare artefacts from the Ancient Ones.
I hate Favorite Enemies!
This trait was based - of course! - in the Changeling Earth setting. However, I usually don’t like “Favored Enemy” traits because if that creature doesn’t show up in an adventure that ability is useless. So, if not playing in the Changeling Earth, feel free to ignore it or change it to something different. An option would be to change the name to “Natural Predator” and give the Vengeance Die against any humanoid enemy (with the creepy implications that Silent People here enjoy man-flesh). Humanoids are usually common enough to keep this trait useful.
Silent People Occupations for Funnel!
If you want to start a Funnel as a Silent People, you have +0 to attacks and saves, 1d4 hit points like everyone else and the traits Feathers & Claws (d4 damage, just one attack), Owl Head, Owl Sight and Light Sensitivity (no googles!). Plus, you get a special item/trait (roll a d6):
1 – Younglings Keeper. You are entrusted with 1d3 Silent People eggs. If you survive the Funnel and keep the eggs intact, you have that many Hirelings to work for you at 1st level. The eggs are light but very delicate, so roll Luck after every crazy action you attempt while carrying the eggs (and you can’t carry anything else!) or they are kaput!
2 – Hunter. You’re good at getting food in the wilds. You start with fresh meat for 1d4 days (don’t ask where that meat came from). At the beginning of every game session, if possible (roll Luck) you start with food for 1d4 days (for one person!).
3 – Watcher. Light sleeper. You get a Luck check even while sleeping to awake up and let everyone one that “WE ARE BEING ATTACKED!”.
4 – Loner. You don’t get along with your kind, but you know a lot about humanoids. You get a Luck check to know enough about any humanoid language if you can her them speak for one night. This is enough to communicate basic stuff (like “We surrender!” but not “Where is the closest library?”).
5 – Heretic. You love the sun and the light! You get a Luck check to avoid the effects of a torch or sunlight for 1d4 rounds. All other Silent People hate you.
6 – Scavenger. The Judge should roll twice on the Occupations table (or any other table, check those Kender tables from Dragonlance if you are old enough). You start the game session with the trade goods rolled. You filthy thief!