Name: George
Appearance: about 1.7 m in height, on the skinny side, with one skull inside his head and two more skulls in his pack in case they come in handy for some purpose. Garbed in a simple tunic and trousers with lots of pockets, some of which may hold a knife or stolen spike or perhaps both. Wears a luxurious striped shawl purchased at a county fair wrapped around his neck to prevent unfortunate colds and a rather warm woolen hat taken surreptitiously from the man who sold it to him while he wasn't looking. Has a somewhat menacing soul patch, and dresses considerably more colorfully than the average peasant, having no less than 27 different tunic-trouser color combinations, of which about 9 would be reasonably pleasing to the eye.
Class: Warlord
Lair: Tower
Henchman: Robert Graves the Necromancer (well, technically it's his tower you're staying at, but he's cool with you staying there and helping you out with your plans, since he's a bit small-time anyway and doesn't have any other gigs lined up, plus you're very timely on paying the rent and reasonably good at keeping out any riffraff, and also you think he has a thing for the princess).
Source of power: a captured princess (she's currently torn on whether having skeletal butlers and a regular allowance from her father are sufficiently good reason to suffer your (and Robert's, she's not sure which one of you she likes less) company, but the possibility of dashing, muscular heroes coming to her rescue seems altogether less work for her than trying to actively escape her admittedly lax security).