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RPG Evolution: Stay Dead

Be it bodysnatching or restless undead, the same tactics apply to keep the dead, dead.

Be it bodysnatching or restless undead, the same tactics apply to keep the dead, dead.

Protected_Graves_to_prevent_Grave_Robbers_-_geograph.org.uk_-_3301588.jpg

Picture of Protected Graves to prevent Grave Robbers by Les Hull, CC BY-SA 2.0, File:Protected Graves to prevent Grave Robbers - geograph.org.uk - 3301588.jpg - Wikimedia Commons

Valuable Corpses

It’s hard to imagine just how valuable corpses were in the 18th and 19th centuries. With the rise of operating theaters to teach surgical students how to operate on the living, the dead were in high demand. In 1790 there were around 300 medical students between Edinburgh and London; by 1820, there were over 1,400. Each student was expected to dissect up to three cadavers.

But there was a problem. In Britain, corpses could only be legally sanctioned under the Murder Act of 1752, averaging 10 to 12 corpses a year. Paris faced a similar challenge but had a system in place to provide for corpses, resulting in London schools losing as much as 20 percent enrollment as students fled to places where they could have guaranteed access to practice their profession. The pressure was on for a solution, and with money on the line, these institutions turned to a shady source for corpses: resurrectionists.

These upper-class institutions were willing to pay, and pay well, for these corpses. A corpse could net up to 250 shillings; a skilled weaver worked 12 hours a day, six days a week, to earn 1/50th that much.

Meet Your Taker

Body snatching, while serious, was only a misdemeanor in the eyes of the law, punishable by fines of up to six months in prison. The larger concern was valuables, which could invoke longer prison sentences (those were the domain of grave robbers, a different type of rogue). Most body snatchers stripped the body bare and loaded it into a horse-drawn cart. Armed with a wooden shovel (quieter than a metal one), a lantern, hooks, and ropes, they dug down in teams to a coffin and hoisted it out of the grave. This was hard work and required significant upper body strength; resurrectionists might snatch as many as six bodies in a night and had to lift them both out of the grave and over cemetery walls.

Despite being universally reviled, body snatchers were a tight-lipped group of exclusive professionals, relying on stealth and discretion to keep their activities out of the public eye. But that all came crashing down with two men named William, William Burke and William Hare, who decided that the most lucrative corpse was one they had recently converted.

At the behest of Robert Knox, the leading anatomist in Edinburgh and a fellow of the Royal College of Surgeons, Burke and Hare were paid seven pounds and 10 shillings per body. And they made a killing, literally, by murdering as many as 16 people, passing them off as freshly interred corpses to Knox (who surely knew the difference but accepted them anyway). Of the three, only Burke was convicted and hanged; his skeleton remains are on display in the Anatomical Museum at Edinburgh Medical School. The murders were so notorious that their actions gave rise to a new word, “burking”: the act of committing a murder with the intent to sell the corpse.

John Bishop and Thomas Williams followed in the Williams’ footsteps in London three years later in 1831, murdering a child and selling his corpse to the King’s College School of Anatomy. After they were caught and hanged, the law finally changed in 1832 with the Anatomy Act, making it illegal to sell unclaimed bodies.

Defenses Against the Living … and the Dead

Not surprisingly, many of the tactics used to ward off the living from digging up the dead seem like they were meant to keep not just the living out, but the dead in. And in a fantasy game, both can certainly apply.

The rich could afford tombstones, vaults, and mausoleums; but body snatchers weren’t interested in drawing attention to themselves from affluent corpses. It was the poor who were targets, and they did what they could: placing flowers and pebbles on graves to detect disturbances, digging heather and branches into the soil to make disinterment more difficult, and even having friends and relatives watch graves at night.

Mortsafes were iron-and-stone devices of great weight, heavy contraptions with a plate placed over the coffin and rods connecting to a second plate, removable only by two people with keys. These were placed over the coffins for about six weeks in the summer, when the body was sufficiently decayed and of no use for dissection.

Watch-houses were even created to shelter the watchers, and in some cases morthouses were built to house corpses until they started to decompose (up to three months in the winter), buildings with no windows and multiple locks.

The Corpse Problem

Even if your campaign isn’t technologically advanced enough to support anatomists (and many are), it’s easy to see how these practices might arise in a Dungeons & Dragons campaign and why player characters might bump against these defenses. Many religions believed that the corpse was necessary for a future resurrection; in practical terms a cleric needs a body, and if they can’t reach the corpse before burial and without permission from family members, they may need to overcome the aforementioned defenses.

Necromancers—the fantasy resurrectionist equivalent—face a similar problem; both animate dead and create undead require a pile of bones or a corpse within 10 feet. Casting a spell at a target requires the caster to see it, so aspiring necromancers will need to be able to see the corpse somehow (clairvoyanceor scrying), and even then, the undead might be trapped until freed, from six weeks to three months. Similarly, spontaneously created corporeal undead might find they are trapped … until an unsuspecting resurrectionist frees them.

Rest in Peace

In real life, resurrectionists were the intersection between the upper class desire to advance medicine (and anatomists’ careers) and the lower class, who had few rights in life and even fewer in death. In a fantasy campaign, those with magic that can resurrect or animate the dead take on a similar role. Every corpse was somebody’s friend, relative, or lover, and towns will do what they can to let their beloved dead rest … at least until they think no one but the gods has need for them.
 

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Michael Tresca

Michael Tresca

Wordplay aside, a more fantastic fantasy world with serious, long term undead problems might see some cultures abandon burial altogether to deprive necromancers of material. Cremation is energy-intensive in a technologically primitive system without absurd amounts of magic - whatever you're burning could be heating houses and cooking food, after all - and relying on exposure to natural scavengers is probably impractical beyond a certain population density (and attracts ghouls and other true monsters), but deliberate, ritualized cannibalism could be a viable option. Many cultures and religions might balk at that (and it does historically carry some disease risks) but fantasy worlds are notorious for having multiple sapient species and perhaps some of them are more accepting of the practice than others.

Consider, maybe the dividing line between the "monster races" (TSR D&D's "humanoids") and "demi-humans" is the result of being willing to devour their own dead, a practice that might extend to devouring the dead of other sapient species in time, especially during times of societal stress like war or famine. Other cultures that see such behavior as abominable would be quick to call them monstrous and accuse them of all manner of other evils despite it being a normal practice in traditional orc, goblin, etc. culture.

Or do something more interesting and have one of the traditional "good" species practice funereal cannibalism instead, which is largely a private ritualistic affair and pointedly ignored by their fellow demi-humans in the interests of peace. I rather like Dwarves for the role, as they're frequently portrayed as reclusive and secretive about their culture, deeply respectful of their ancestors, but also pragmatic enough to accept that homophagy (or whatever the term should be when homo sapiens aren't involved) will efficiently keep said ancestors being turned into undead. Runequest's Glorantha already has their Dwarven dead being rendered down Soylent Green style (albeit out of sheer pragmatism, not fear of undeath), direct cannibalism would just simplify the process.

Illuminated Chaos worshipper? Who, me? :)

If you wanted to really run with the concept, perhaps the cultures that frown on devouring their own dead personally are grudgingly willing to let other sapient species do so - presumably in a setting where undeath (possibly as a spontaneous phenomenon) is applying enormous survival pressures and even the staunchest zealots need to bend. This might lead to cautious integration of "monster race" species with the "demi-humans" as they provide a vital service - or it might lead to a sort of caste system where "corpse eater" species are tolerated but despised for engaging in vital but anathematized behavior. The possibilities for drawing real word parallels are obvious if you like some social commentary in your roleplaying.
 

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MNblockhead

A Title Much Cooler Than Anything on the Old Site
Wordplay aside, a more fantastic fantasy world with serious, long term undead problems might see some cultures abandon burial altogether to deprive necromancers of material. Cremation is energy-intensive in a technologically primitive system without absurd amounts of magic - whatever you're burning could be heating houses and cooking food, after all - and relying on exposure to natural scavengers is probably impractical beyond a certain population density (and attracts ghouls and other true monsters), but deliberate, ritualized cannibalism could be a viable option. Many cultures and religions might balk at that (and it does historically carry some disease risks) but fantasy worlds are notorious for having multiple sapient species and perhaps some of them are more accepting of the practice than others.

Consider, maybe the dividing line between the "monster races" (TSR D&D's "humanoids") and "demi-humans" is the result of being willing to devour their own dead, a practice that might extend to devouring the dead of other sapient species in time, especially during times of societal stress like war or famine. Other cultures that see such behavior as abominable would be quick to call them monstrous and accuse them of all manner of other evils despite it being a normal practice in traditional orc, goblin, etc. culture.

Or do something more interesting and have one of the traditional "good" species practice funereal cannibalism instead, which is largely a private ritualistic affair and pointedly ignored by their fellow demi-humans in the interests of peace. I rather like Dwarves for the role, as they're frequently portrayed as reclusive and secretive about their culture, deeply respectful of their ancestors, but also pragmatic enough to accept that homophagy (or whatever the term should be when homo sapiens aren't involved) will efficiently keep said ancestors being turned into undead. Runequest's Glorantha already has their Dwarven dead being rendered down Soylent Green style (albeit out of sheer pragmatism, not fear of undeath), direct cannibalism would just simplify the process.

Illuminated Chaos worshipper? Who, me? :)

If you wanted to really run with the concept, perhaps the cultures that frown on devouring their own dead personally are grudgingly willing to let other sapient species do so - presumably in a setting where undeath (possibly as a spontaneous phenomenon) is applying enormous survival pressures and even the staunchest zealots need to bend. This might lead to cautious integration of "monster race" species with the "demi-humans" as they provide a vital service - or it might lead to a sort of caste system where "corpse eater" species are tolerated but despised for engaging in vital but anathematized behavior. The possibilities for drawing real word parallels are obvious if you like some social commentary in your roleplaying.
The best thing about working endocannibalism into my campaign is that I would get to stat up "kuru" as a new disease in my WFRP4e campaign.
 

jayoungr

Legend
Supporter
Curse of Strahd has a place where graves are protected with grates like that. I wonder if it was based on this real-world practice. (In the case of Barovia, though, you'd think it would be to stop those inside from getting out...).
 

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