Post by Exxie on Aug 8, 2016 22:38:03 GMT
Division 13 was founded after the PowerRun serum outbreak incident.
PowerRun made sports drinks for athletes, but they wanted to help boost performance naturally. They combined many ingredients. Most of them were even approved for consumption and use. What they came up with was a serum that was colourless and tasted slightly sweet. They gave the mixture to a group of willing participants, paid to be test subjects. Various abilities in the individuals spiked, including but not limited to improved speed, agility, strength and hand-eye coordination.
When PowerRun added it to their sports drinks line however, something in the serum reacted violently. The person who drank a PowerRun developed powers, as it unlocked a dormant gene. Unfortunately those without the gene either became violently ill, exhibiting symptoms like vomiting and diarrhea. In a few cases, individuals were known to die from it, although it took a few different bottles of PowerRun at once.
Once people across the globe started developing powers, the governments of the different countries knew something had to be done. Some countries implemented hunting campaigns. Basically what that meant was these countries were not welcome homes to those with supernatural enhancements. On the other hand, some other countries took the more peaceful approach to containment, creating special government divisions. Canada's was called Division 13.
That being said, those divisions were still secret. Nobody knew where these divisions were, and that made fleeing from unwelcome countries very difficult. All the countries who were supernatural supportive created a secret network of their divisions. The network slowly became an organization. And that was when the Division of Supernatural Enhancements became real.
After the PowerRun incident, it slowly became apparent that supernatural powers weren't something there only because of PowerRun. The different divisions became aware that many of the old legends were true. Vampires, werewolves, mermaids and such all existed. Even though they had existed secretly for a long time, the PowerRun incident meant people were actively seeking out those with powers. This put the rest of the supernatural in danger. Division parameters were changed to include supernaturals born from other methods, including the ones encompassed by legend.
That includes werewolves, vampires, mermaids and mages!
Many of them have had periods where they've fought each other, or killed humans. That can still happen, but the killing of humans is something frowned upon now. If you're one of the groups and you've killed a human, the rest of the group you belong to will have a tendency to create a taskforce to bring you in. Killing humans is a punishable offense now.
Werewolf history is a bit hazy so far. What's been found out through DNA testing is that when a person is bitten, their DNA can be changed towards the canine family. They can be loners or pack creatures, depending on the personality of the person before changing of course. Some of them are very territorial though. Just like with wolves, if a pack rules an area you have to answer to them. Of course, if you're not a werewolf they can be a bit more lenient because they ARE still human. If you're a werewolf who dares to be in their territory without permission though, you could be in for trouble. Werewolf territories can change, so no-one really knows who rules where all the time. You'll have to find out yourself. If you can beat the alpha werewolf of a pack, you are then alpha. Killing generally does not occur as werewolves are first and foremost human and therefore have human values towards laws and such (in other words, no powerplaying!)
Werewolves are governed by their packs.
Vampire history has been meticulously kept by the founding families. Founding vampires still don't live forever, but they have been documented to live up to 400 years. That's 100 years longer than a human they turn. The lore behind founding vampires living forever is a product of the detail the families keep their history. The head of a founding family is expected to journal regularly so their children know what has come before. When a founding vampire nears the end of their life, the eldest child becomes head of the family. It is then their duty to chronicle. Vampires can have children, but founding vampires are the only ones who can give birth to vampire children however. Those who were turned from human and then have a child, the child will be human. Founding vampires are integral to the plot and must be approved by a staff first. You cannot make one as a first character as you need to have been here a couple months and have 50 posts.
Founding vampires aren't the only vampires who can lead a clan. The strongest vampires are the leaders of vampire clans. If you beat a Master Vampire, you become the Master Vampire. Clans protect certain territory. If it is the same territory as a werewolf pack, they have been known to cooperate. Territory is based on ownership within species. That being said, fighting is definitely possible. Not everyone is capable of working together.
Vampires are governed by their clans, and bigger than that, a council of founding vampires and early turned humans.
Early history is foggy because obviously mermaids and mermen can't write on paper. What we do know has been skewed over time by sailors. The siren song luring sailors to their deaths is a mermaid, talking about their sound manipulation and pheromone manipulation. There are many myths surrounding them. It's thought that when areas were flooded and inhabitants died, it all depended on where they were. If they were flooded by seawater, it carried the chance of being saved by mermaid magic. Merpeople genes are also dominant, so if they reproduce with humans the child will be of mer descent. It is uncertain how they reproduce with other supernaturals as no recordings of it seem to exist.
Freshwater merpeople also exist in some cases, as the fins are adapted for all water types. Chlorinated pool water included!
Merpeople in the sea are governed by a monarchy with their royalty. On land, they go by the same rules as humans with the added need to hide their fins from humans. Their 'schools' also band together to help. Their schools are not particularly territorial.
No-one's really sure when the first mage emerged. All we know is that eventually magic users started popping up, and training students. Different magics popped up, people started writing books and studying it. Whenever the normals caught wind of someone studying magic, it was often dismissed as crazy. A few mages died as 'witches' but that didn't stop people with magical capabilities from studying it. If a human has an powerful aptitude for a skill, nothing really stops them. Mages are no different.
When Occult magic was discovered though, many mages saw it as going way too far. There are basic principles that mages feel inclined to follow. One is not bringing life back. It's also widely known that demons are a bad idea. You know some of those sudden catastrophes that wipe out a village or two? Generally a demon's work. But those without supernatural powers can't see demons. Those humans who claim to see demons or ghosts are people with slight magical aptitude. They don't have much power, but they have enough natural aptitude for it that they can see what others cannot.
Mages are governed by a magic council of six members, all powerful mages in their own right. These mages are expected to work with the military. Below that, mages are expected to behave as their guild demands.
PowerRun made sports drinks for athletes, but they wanted to help boost performance naturally. They combined many ingredients. Most of them were even approved for consumption and use. What they came up with was a serum that was colourless and tasted slightly sweet. They gave the mixture to a group of willing participants, paid to be test subjects. Various abilities in the individuals spiked, including but not limited to improved speed, agility, strength and hand-eye coordination.
When PowerRun added it to their sports drinks line however, something in the serum reacted violently. The person who drank a PowerRun developed powers, as it unlocked a dormant gene. Unfortunately those without the gene either became violently ill, exhibiting symptoms like vomiting and diarrhea. In a few cases, individuals were known to die from it, although it took a few different bottles of PowerRun at once.
Once people across the globe started developing powers, the governments of the different countries knew something had to be done. Some countries implemented hunting campaigns. Basically what that meant was these countries were not welcome homes to those with supernatural enhancements. On the other hand, some other countries took the more peaceful approach to containment, creating special government divisions. Canada's was called Division 13.
That being said, those divisions were still secret. Nobody knew where these divisions were, and that made fleeing from unwelcome countries very difficult. All the countries who were supernatural supportive created a secret network of their divisions. The network slowly became an organization. And that was when the Division of Supernatural Enhancements became real.
After the PowerRun incident, it slowly became apparent that supernatural powers weren't something there only because of PowerRun. The different divisions became aware that many of the old legends were true. Vampires, werewolves, mermaids and such all existed. Even though they had existed secretly for a long time, the PowerRun incident meant people were actively seeking out those with powers. This put the rest of the supernatural in danger. Division parameters were changed to include supernaturals born from other methods, including the ones encompassed by legend.
That includes werewolves, vampires, mermaids and mages!
Many of them have had periods where they've fought each other, or killed humans. That can still happen, but the killing of humans is something frowned upon now. If you're one of the groups and you've killed a human, the rest of the group you belong to will have a tendency to create a taskforce to bring you in. Killing humans is a punishable offense now.
Werewolf history is a bit hazy so far. What's been found out through DNA testing is that when a person is bitten, their DNA can be changed towards the canine family. They can be loners or pack creatures, depending on the personality of the person before changing of course. Some of them are very territorial though. Just like with wolves, if a pack rules an area you have to answer to them. Of course, if you're not a werewolf they can be a bit more lenient because they ARE still human. If you're a werewolf who dares to be in their territory without permission though, you could be in for trouble. Werewolf territories can change, so no-one really knows who rules where all the time. You'll have to find out yourself. If you can beat the alpha werewolf of a pack, you are then alpha. Killing generally does not occur as werewolves are first and foremost human and therefore have human values towards laws and such (in other words, no powerplaying!)
Werewolves are governed by their packs.
Vampire history has been meticulously kept by the founding families. Founding vampires still don't live forever, but they have been documented to live up to 400 years. That's 100 years longer than a human they turn. The lore behind founding vampires living forever is a product of the detail the families keep their history. The head of a founding family is expected to journal regularly so their children know what has come before. When a founding vampire nears the end of their life, the eldest child becomes head of the family. It is then their duty to chronicle. Vampires can have children, but founding vampires are the only ones who can give birth to vampire children however. Those who were turned from human and then have a child, the child will be human. Founding vampires are integral to the plot and must be approved by a staff first. You cannot make one as a first character as you need to have been here a couple months and have 50 posts.
Founding vampires aren't the only vampires who can lead a clan. The strongest vampires are the leaders of vampire clans. If you beat a Master Vampire, you become the Master Vampire. Clans protect certain territory. If it is the same territory as a werewolf pack, they have been known to cooperate. Territory is based on ownership within species. That being said, fighting is definitely possible. Not everyone is capable of working together.
Vampires are governed by their clans, and bigger than that, a council of founding vampires and early turned humans.
Early history is foggy because obviously mermaids and mermen can't write on paper. What we do know has been skewed over time by sailors. The siren song luring sailors to their deaths is a mermaid, talking about their sound manipulation and pheromone manipulation. There are many myths surrounding them. It's thought that when areas were flooded and inhabitants died, it all depended on where they were. If they were flooded by seawater, it carried the chance of being saved by mermaid magic. Merpeople genes are also dominant, so if they reproduce with humans the child will be of mer descent. It is uncertain how they reproduce with other supernaturals as no recordings of it seem to exist.
Freshwater merpeople also exist in some cases, as the fins are adapted for all water types. Chlorinated pool water included!
Merpeople in the sea are governed by a monarchy with their royalty. On land, they go by the same rules as humans with the added need to hide their fins from humans. Their 'schools' also band together to help. Their schools are not particularly territorial.
No-one's really sure when the first mage emerged. All we know is that eventually magic users started popping up, and training students. Different magics popped up, people started writing books and studying it. Whenever the normals caught wind of someone studying magic, it was often dismissed as crazy. A few mages died as 'witches' but that didn't stop people with magical capabilities from studying it. If a human has an powerful aptitude for a skill, nothing really stops them. Mages are no different.
When Occult magic was discovered though, many mages saw it as going way too far. There are basic principles that mages feel inclined to follow. One is not bringing life back. It's also widely known that demons are a bad idea. You know some of those sudden catastrophes that wipe out a village or two? Generally a demon's work. But those without supernatural powers can't see demons. Those humans who claim to see demons or ghosts are people with slight magical aptitude. They don't have much power, but they have enough natural aptitude for it that they can see what others cannot.
Mages are governed by a magic council of six members, all powerful mages in their own right. These mages are expected to work with the military. Below that, mages are expected to behave as their guild demands.