|Art by Julie Baroh|
Dungeon exploration is dangerous business, but lucrative. Some wealthy land, ruled by a wizard (or wizards) might contrive to save on the risk (and potential challengers to their rule) by raising alchemical clones of themselves and their own companions to deliver the treasures to them. Using clones easily allows for replacement of dead characters, and the wizard serves as both patron--and perhaps future adversary.
As in "duplicates". Maybe. Mashup the Bourne Identity and Orphan Black and throw it into Night's Black Agents and you've got sleeper clone agents created by an occult conspiracy. The characters must unravel the mystery of their own identity while staying ahead of there pursuers.
Of course, any speculation about vampiric "soul clones" (as put forward by Chuck Loridans, inspired by the events of The Legend of the 7 Golden Vampires) is left the GM to indulge in at their own discretion.