Dire corbies are an aggressive race of wingless humanoid crows. They can see in the dark (darkvision) out to 60 feet, and their keen hearing allows them to fight blind without penalty, and listen through doors and thin walls on a roll of 1-3 on a d6 (+30% to the Thief skill). Their thick, dark feathers give them a natural AC of 8  and allows them to surprise foes on a roll of 1-2 on 1d6 in areas of darkness. Unarmed dire corbies get a claw attack that inflicts 1d4 points of damage; at second level they can make two claw attacks a round. They speak their own language and have a percentage change equal to their Intelligence attribute of speaking Common at the beginning of the game.
Dire corbies can advance as fighters (8th level; 9th with Strength 14+) or Thieves (4th level; 5th with Dexterity 16+).
Dire Corby: HD 2; AC 5 ; Atk 2 claws (1d4); Move 12; Save 16; AL C; CL/XP 2/30; Special: None
Silid are a dark-loving race slightly smaller than dwarves, with gray skin and bulbous eyes. Silid can see in the dark (darkvision) out to 90 feet, but take a -1 attack penalty in bright light (full sunlight). Once per day they can create a magical effect that blurs their image, granting them a +4 bonus to Armor Class for one turn.
Silid may be Fighters (5th level; 6th with a Strength of 13-16; 7th with a Strength of 17+) or Thieves (6th level; 7th with a Dexterity of 13-16; 8th level with a Dexterity of 17+).
The Referee may decide that silids are related to gnomes, and are also known as deep gnomes. These silidneblin may also advance as Illusionists (10th level; 11th with an Intelligence of 18+).
Silid: HD 1; AC 7; Atk 1 weapon (1d6); Move 9; Save 17; AL C; CL/XP: 2/30; Special: Blur, -1 to hit in sunlight.