The first of the modern Children's Leagues would come into existence completely by happenstance. In a strange stroke of luck (or misfortune) several young would-be scientists from throughout the world had converged in the town of Townsville for a science conference only to be kidnapped by the mad boy genius Mandark in a ploy to use their genius for his own nefarious ends. Fortunately, a small group of young heroes who also happened to be attending the conference were able to quickly band together and coordinate a successful rescue of their friends and colleagues from Mandark's grasp. After his defeat the group decided to create a team of scientifically-minded adventurers that would capable of handling "weird superheroey problems" like the one they had just faced. This League's roster contained;
Dexter McPherson: Possibly the most intelligent member of the League, Dexter was a young super-genius who had already gained some measure of notoriety in the scientific community for the various experiments created in his infamous laboratory. While not a conventional boy "science hero" in the mold of Tom Swyft Jr or Jonny Quest, Dexter did manage to avoid most of the megalomania that seemed common in many other super-geniuses, like his frequent archenemy and personal rival, Mandark, and instead focused much on his time on research. As such, when Blossom asked whether he'd be willing to join her League he was more than willing to accept an opportunity to expand his knowledge by adventuring with like-minded individuals, although he was known to have been annoyed that he would not one the leading the group.
Blossom Utonium: The superpowered, artificially-created child of the famous Dr. Utonium, Blossom, along with her two sisters, were the defenders of Townsville who used the their remarkable metahuman abilities to stop the numerous threats that harassed the city. The leader of the Powerpuff Trio, Blossom was a compassionate leader and capable strategist with a keen intellect and love of science that proved invaluable for her sisters and the League. While not immune to hubris and a condescending attitude, Blossom became leader of the League due to her previous leadership experience, her ability to keep the group focused on their task, and the fact that she was the one came up with the idea of creating a League in the first place.
Wednesday Addams: Without a doubt the most macabre, and possibly sociopathic, member of the First Children's League, Wednesday was a child of the peculiar Addams family whose members were infamous for their morbid alternative lifestyle and unnatural longevity. While an amateur scientist like all the other members of the First Children's League, Wednesday sadistic personality made her particularly fascinated with the engineering principles and mechanics of torture devices, the formula for various dangerous poisons and chemicals, and the reanimation theories of Herbert West and Victor Frankenstein. That, along with her knowledge of the supernatural, which was an area of knowledge that must of the other Leagues lacked, made her an invaluable member of the League despite the rest of her colleagues, including even Dexter, being alarmed by her disturbing personality quirks and villainous attitude.
Eliza Thornberry: An adventuress in the truest sense of the word, Eliza was the kind-hearted daughter of two nature documentarians who spent years traveling the globe and researching various animals and habitats. During one of these expeditions Eliza was blessed by a tribal shaman, whom she had saved from an animal trap, with the ability to talk to animals. While unable to tell any human about her powers without losing them permanently the new insights her abilities gave her, along with her own expansive knowledge of zoology, quickly made Eliza a legend in her field regardless her young age. While not as powerful as Blossom or Matilda, or as dangerous as Dexter or Wednesday, Eliza's globetrotting experience and compassion for all animals big (sometimes alarmingly so) or small would prove surprisingly helpful in many of the League's adventures.
Matilda Honey: A girl born with incredible mental abilities, Matilda was not only blessed with a natural intellect that made her a literacy genius at the age of four but also telekinetic abilities that were akin to other notable psychics like Carrie White and Tina Shepard. While one of youngest members of the League (arguably the youngest depending on how one measures Blossom's age) Matilda's inquisitive spirit and harsh early upbringing by her horrendously neglectful biological parents made her one of the most resolute and determined members of the League, constantly pushing the group to reach their potential and quoting her favorite authors for inspirational support when things looked dire.
The First Children's League, or as they earnestly they called themselves after defeating Mandark, the Science Club for Adventurous Young Scientists and Geniuses, would unfortunately only exist for a scant few years between 1998 to 2001 and would only be able to assemble for an adventure or scientific expedition a handful of times due to their mutual guardian's concern for their safety and their own already time-consuming academic educations. Regardless, for the few times the Science Club could band together their missions were awe-inspiring. Their most prominent ones were;
- Like the 1980's American League of Extraordinary Gentlemen, the Science Club visited a digital cyber realm. Using what can only be described as a highly advanced, inter-dimensional surfboard created by Dexter, they journeyed to the virtual city of Mainframe where they learned about the existence of an entire digital-universe that only recently became into existence due to the creation of the World Wide Web in the real world. A later voyage into this much larger universe saw them discover a place called the Digital World, a realm inhabited by animal-like monsters who were apparently created by the dreams and fantasies of children.
- Due to Eliza's determined arguments, Blossom was finally convinced to take the Science Club to Monster Isle (otherwise known as Kaiju Island) to study the varied megafauna that inhabited the island. Besides a few close calls that were peacefully resolved thanks to Eliza's abilities, the group was able too successfully collect several samples from the monsters without seriously hurting them, much to Wednesday's chagrin.
- Going to the "Middle of Nowhere" in the hope of discovering the cause for the area's chronic paranormal activity. Unfortunately, besides a small cabin in the desert inhabited by an elderly couple and their very nervous dog, the Science Club found nothing noteworthy.
- Following in the Mystery League's footsteps the Science Club went on several missions that involved combating or containing dangerous supernatural creatures or items. With Wednesday's knowledge, the team defeated a horde of zombies in the town of Dark Falls, removed the curse of a haunted mask, permanently closed the infamous Horrorland amusement park, found a way to neutralize monster blood, and even destroyed an insidious living dummy. During on these adventures they even got the opportunity to team up with former Mystery League member Lydia Deetz and her redeemed companion Beetlejuice, and together managed to exorcise an entire summer camp of vengeful young spirits.
- Being contacted by an apparently unimpressive (by Dexter's assessment anyway) group of time travelers called the Time Squad resulted in the Science Club going an epic adventure that would see them encounter their future successors and save the entirety of time alongside them. The particular details of this mission will be given in the next chapter of this chronicle.
- The Science Club battled many supervillains in its time, several of whom were perverting science in one way another. Besides repeat clashes with a vengeful Mandark, the Science Club also faced off against Mojo JoJo, Krang, Doctor Blight, the Slaughters, the Yeerks, and even Father himself. Given the threat that many of these villains posed the Science Club would frequently join forces with other groups to stop them. The Planeteers, the Power Rangers, Animorphs, the Justice Friends and several brave operatives of the Kids Next Door (most notably former Supreme Leader Numbuh 100) were one-time allies of the Science Club.
As previously stated, the Science Club came to end in 2001 soon after participating in the "First Big Teamup" that saw over a dozen fellow adolescent superteams and associations join forces and hunt down the monstrous Cryptkeeper who had started manipulating children and preteens into supernatural and fantastical scenarios for his own personal amusement after getting bored of doing the same to adults for decades. While the none of the Science Cub wanted to disband the group, especially after helping defeat the Cryptkeeper, the reality was many of them had become too busy with their own personal research, or in Blossom case's Powerpuff duties, to continue and were left with no choice but to regretfully end the League.
Dexter would go to become a prominent tech-based science hero by the name of DexStar. Blossom would continue to defend Townsville with her sisters and even to this day haven't aged at all. Reversely, if rumors are to be believed, an older adult Wednesday has been recently spotted in Los Angeles apparently having insanely decided to finally grow up. Eliza would return to helping her family document animals across the world until eventually going to Oxford University to study zoology. Matilda went on to quickly earn a variety of college degrees before becoming the youngest teacher at the Howard and Shepard School for Unusual Children.
For the most part the First Children's League was a cohesive unit due to their shared love of science, with only Dexter, whose ego and pride in his scientific accomplishments made him a somewhat difficult team player, and Wednesday, whose eerily calm attitude, sociopathy, and ruthlessness (which almost got her kicked out of the Club when she sincerely wanted to skin the Slaughters alive as a "just" punishment) quickly made her at odds with more moral teammates Matilda, Eliza and Blossom. Still, despite personality clashes the group was effective in the field and the font of knowledge they brought to the world (and especially the KND R&D department) can never be discounted or forgotten.
