To give some ‘flesh’ to the ancient sites and possible ancient magic the 
characters encountered, I created a generic race of beings. I called them
 Others.
(can be LN, CN, or NE alignment)
Infravision 60’; listening 1-10 in 20; +1 to +5 SR vs.spells, rods, wands, 
staves; Immune to Disease, Sleep, Charm, any Polymorph; 90 percent
 chance can change self or Polymorph self.
Strength:     12-19
Intelligence: 14-20
Wisdom:        9-19
Constitution: 16-19
Dexterity:    15-20
Charisma:     -1 to 17
Armor class: varies
Move: 12”; special 28”
HP: visible class ( actual)
number of attacks: per visible class or 2/1
Special attacks: varies
Special defenses: varies
Magic Resistance: varies by actual class
Size: usually appear as humans
Psionic Abilities: I (1 percent); II ( 9 percent);
   III ( 30 percent); IV ( 30 percent); V ( 30 percent);
   VI ( 30 percent)
Can make favorite weapons appear in their hands.
One encounter the players had was a female 
Other who could ‘reach’ somewhen and bring
her ancient sword to her hands.
Does not always do things seemingly in alignment or in character.
Will sometimes look at people strangely.
Character classes shown to non-Others:
merchant, low-level thief, low-level fighter, low-level cleric,
 or low-level thief-acrobat ( from a magazine article).
What classes they actually are:
classes Magic resistanceIn Ancient times, they had stronger powers. Sometimes one of the
 centuries older Others will be around the character’s adventure area.
I didn’t create the Others as a Deus Ex Machina to get the players out of 
major problems, but to lend an air of ‘the ancient and mystic beings from 
mythological times’. And to occasionally give them beings to encounter 
that they could not easily win against. Or beings who might do oddball 
things to the characters. Like create magic fountains that a drink from it 
would make the characters glow in the dark, or turn their hair green. 
Several player characters have drunk from such fountains, and do glow 
green in the dark…