1. Aragox the Terrible
2. Male
3. A very handsome, somewhat stereotypical devil. Tall, red skin, small horns, smug smirk, hooves, tail. No spade or goat-legs, though.
4. A devil.
5. By whose standards? As mortals go, your resistance to poison and fire, distaste for cold, ability to see in the dark and teleport short spaces, to say nothing of your infernal magic, set you apart. As devils go you're mighty but not especially unusual on your own merits.
6. Standing on the rim of your beating Dungeon Heart, of course. It's the center of power for your entire foul subterranean domain, which is admittedly rather small at the moment.
7. Ah, there was an... incident. Your former Dungeon Heart, and with it your holdings, was overwhelmed by a rival. The only way out was hoofing it via creating a new Dungeon Heart, which happens to be long-ranged, inaccurate, difficult, and generally not something you can do again anytime soon. On the bright side, you're now waaaaaay away from whoever punked you last time, though exactly where, other than "underground," you couldn't say.
8. You're a Keeper, of course. As a dark lord of the underworld, you command monsters to do your bidding, inhabiting an underground lair infused with the magic of your Dungeon Heart.
9. Fractured and varied medieval fantasy. On the one hand, there's Keepers running around dense enough to get in each other's way with alarming frequency, so that can't be good. On the other hand, there's forces of good (or at the very least, uppity surfacedwelling mortals who don't engage in torture very often) so strong no Keeper would think of assaulting them, so that's a good sign. Not that Keepers and their servants are the only things to be wary of, mind you.
10. You're underground, who cares.
11. Alone, but not for long! You can summon imps to do your bidding, and there should be a portal nearby that you can use to attract in fresh minions.
12. Summon imps, for one thing. Can't do anything without slaves. Then figure out what to do about our currently empty dungeon consisting of one essential room. Good thing imps can dig.
Protip: Giving me twelve questions just results in twelve walls of text. Also I like Dungeon Keeper.