Ertam, wizard adventurer

Defense 2
Endurance Reserve 2
Filthy Rich 2
Occult Knowledge 2
Illusions 4
Invisibility 3
Smart 2
Servant 2 (His brother, Ofil, a tavernkeeper: Combat skill 2, Defense 1, Weapon 1 [bat], Boorish -1 Hobby: Streetwise 2 )
Fussy -2
Arrogant -2
Jittery -1
Weak -1
Stubborn -1
Secret -1 (not a real mage, just a good illusionist)
Ertam is (more or less) the main bad guy of the story. He is the owner of the tavern "Magic Flame" (he created the magical tavern sign, a blue flame, that is, of course, an illusion) that he bought with he made after years of quests and adventures.
Note: while he doesn't possess the ability "Flunkies", there are a lot of... flunkies and guards that spend time in his tavern. They will defend the establishment but won't really answer to his commands. (but he could always use his Filthy Rich ability to hire some footpads...)
Dahel, paladin of Pelor

Combat Skill 4
Defense 3
Armor 2
Heal 4
Willpower 2
Charisma 2
Quick 1
Pacifist -1
Stubborn -2
Unperceptive -1
Code of conduct -2 (celibacy, sincerity and being a pious man)
Servitude -2 (to the Church)
Dahel is the good guy of the story, but this doesn't make him an ally for the Pcs. In the past, when we played D&d Clerics and Paladins of Pelor were a recurring element as annoying characters in a lot of humorous situations.