Just another brand of night creature is boring, we can mod those. What about cunning hermits and hags that can offer travelers devilish bargains and brew potions with dubious if potentially beneficial effects?
This would be great idea. Some great potential for expanding the secrets system that Necromancers use. Instead of necessarily secluding themselves in a tower like necromancers they could live in caves or isolated huts in the wilderness. Instead of getting the "obsessed with his/her/its own mortality" and turning to worship of something with a DEATH sphere to get a slab and become a necromancer, we could see something like 'Urist secluded himself in the wilderness to contemplate the natural world'
Perhaps the mechanism could be worship of a force of nature-mirroring how necromancers get their powers from deities. Perhaps it could be just tinkering. Instead of just the one secret necromancers get, I think a slow stream of less potent powers learned over time based on the individuals attributes, possibly devotion to the force of nature, time studying and luck. Something like potions and salve (perhaps like gnomeblight and golden salve?) might be able to be written down, but others like talking to animals, not needing to eat or drink, or changing the weather might be able to be taught to a disciple, but couldn't be learned from a book, and might even be bound to a force of nature, and thus bound to a region.
I like the idea that some magic secrets might be able to be learned from studying dusty tomes in a wizard tower somewhere, some might be divinely granted, while others might come from some sort of wilderness asceticism/communing with nature.
Perhaps their title 'hermit, witch, shaman, druid etc' could be determined by what secrets or collections of secrets they learn in seclusion, or what civilizations they associate with if/when they return to civilization. Perhaps whatever secrets they accumulate could even make them better canidates/be requirements for offices in elven civs.