The Kindren Tree's mission is to cultivate community development strategies towards an inclusive and sustainable prosperity that leaves no one behind. We do this through a community enterprise network driven by perpetual learning, resource sharing and productive collaborations.
Our motivating desire is to overcome the following 10 key "Troubles" in society: Poverty, Dangerous Fanaticism, Violence, Social Apathy, Prejudice, Corruption, Pollution, Depravity, Oppression and Preventable Diseases.
This page is the Root Mission, which is a documentation of Order that covers the system of relationships, rules, regulations and procedures for the entire Kindren Tree network. The Branch Missions are subordinate constitutions that may be created for the local subdivisions of the network.
For all policy conflicts, the Root always overrides any derived Mission extensions.
Our expansive social mission is organized around the 3 main segments of Structure, Economy and Development.
The following list describes the social framework for members of the Kindren Tree network.
The following list describes the regional layout of the Kindren Tree network.
The administrative staff of each Kindren Tree community subdivision is known as the Council of the Circle and Square. The square represents the 4 Keys to Mission success: "Structure", "Economy", "Development" and "Unity".
These administrative councils are assigned the difficult task of bringing order to all the various circles of mission activity..
Five key roles cover the duties of a council group. They consist of a Goal Keeper at the circle center along with 4-corner square positions of the President, Vice President, Secretary and Treasurer supporting the Keeper.
The Council of the Root Haven is the most prominent administrative staff as it oversees the entire Mission Campus community. An administrative council's positional roles and powers are listed below:
Basic Membership begins when an applicant enrolls as a Kindren Tree Community Member by following the instructions listed on an official Branch Profile page. Enrolled Members can then join events, earn community points and participate in team activities.
A Branch admin must first share their enrollment form's link and passcode with the applicant to begin the registration process. This key is then used by the applicant to complete the online submission form.
Each application is first processed by the Campus Keeper before being passed on to the chosen Branch Keeper for final approval.
Only after first registering as a Branch Member can someone then eventually gain promotion to become a Branch Keeper Dean, who will coordinate the activities and goal-tracking of a Branch division.
A Branch is required to have a physical base of operations called their Garden Park. This can be a private or commercial location, but a new Keeper applicant must prove that they have secured this official space for use by their prospective Members to conduct workshop activities.
This entire promotion process is conducted by Keepers at each respective Haven administrative level according to their Mission's promotion procedures. However, all privileges and permissions are granted at the Campus Keeper's discretion.
Havens are special Branches operating over regional jurisdictions. They register and process the effects of all official community workshop events. Havens are also tasked with voting on resolutions to settle issues presented to their Council.
Top-ranked Branch Keepers make up the Haven, which has a roster limit of 100 Members. Selections are made once every 3-month quarter for choosing the roster that will govern over the next quarter.
Ranking is based on the Tenure Score (tS) of each Branch Keeper. This score is calculated based on the experience points earned from hosting skill development workshops.
The top 5 ranked Haven Members must form the administrative rotation of Council leadership. The Provost is the Haven Keeper, or chief administrator.
In order to prevent corruption, the same person cannot serve in successive terms as Provost Keeper. Therefore, the leadership roster must shuffle around if the same people are selected again to the next Council.
For example, the current Provost would need to serve as the successive Council’s Secretary while the other councilmembers would be promoted to the next higher role.
Below is a list of the 4 categories of Haven Branches along with their jurisdiction and admission qualifications.
An active Branch can establish a Kinship Band collective by registering as their group's Elder Keeper with up to 9 junior Branches from their Canopy.
Within a Branch, a Member account can lead their own Kinship collective by functioning as the Elder Keeper with up to 9 junior relations within that Kinship Circle.
Every participant within a Kinship may be held liable for the conflicts of related accounts but they can also share community gaming benefits.
The Elder Keeper of a Kinship would have a spot number of Zero within their Kinship while the subsequent spot numbers would be filled by juniors in that Kinship. Branches and Members are limited to just one Kinship registration.
The term "Kincentive" refers to the collection of community points and data designed to encourage Kindren Tree Members to invest in their mission. This data is NOT to be treated as personal property or to have monetary value but rather to be used as a measure of effective participation in the system.
Kincentive data is abbreviated as 2-characters with the first letter in lowercase and the 2nd letter in uppercase. This format distinguishes them from project roles, which would have double uppercase abbreviations.
Kincentive points have no value outside the Kindren Tree community and cannot be cashed out. The following list describes each category of Kincentives.
Branches collectively commit to their mission of service through Grove Workshops. These events also provide an opportunity for participants to gain community points.
Branches and Members serve as official Workshop Patrons when they attend a registered event. The following list describes the key roles that Patrons perform at a workshop.
All attending parties agree to handle any disagreements through the Kindren Tree's official Conflict Resolution process, thus abiding by the Haven's judgment on the resolution.
All parties must also accept any possible liabilities in the form of a deduction to their community points as claimed in the Conflict Resolution.
The community relations of the disputing parties (such as Kinship relations) also accept these liabilities.
topEach week, Members are graded on their quantity of workshop attendance. Passing grades offer a chance for K-Point bonuses.
The total Graded Bonus amount is equal to their Branch's Breadmark (bK) value multiplied by the Member's Pledge Level (pL) and a kP reward value assigned to each Grade.
Branches are graded on the average Grade of their Members with a scale of A=5 down to F=Zero. A Branch's bonus is equal to their Lower Haven's Breadmark (bK) value multiplied by the total headcount (hC) of active Members in the Branch and then a kP reward value assigned to each Grade average.
Kindren Library is the online listing of available workshops and shared community resources. Each Branch manages their own collection of these records in order to provide harvesting opportunities to Members.
K-Points decrease when resources are harvested but then points can increase again when contributions are made to the Mission community.
topSometimes a Branch or Member may be short on points to acquire needed resources. Traditions occur when a Kindren Tree account borrows K-Points from a related account with a promise to return the full amount in smaller pre-set quantities at regular weekly intervals.
There is no interest fee with these Traditions but there is a penalty (-10 aP) across all active skill fields which transpires each time there is a late return. Failure to return the full amount may result in further Aptitude downgrades and penalties if a conflict case is filed.
To lower the risk of conflicts emerging, Traditions can only be initiated between related accounts. Therefore, Branches can only lend to others within the same Canopy division or Kinship Band. Likewise, Members can only lend to others within the same Branch or Kinship Circle.
Grassroots Learning involves the systematic and collaborative use of Mission Groves (Growth Ventures). Groves are Kindren Tree community workshops where the goal is to learn, practice and teach various skills in the network. Some workshops may have restrictions based on local laws or conditions.
The skill mastery of participants is measured by Aptitude Points (aP) ranging from 1 to 360 for each listed Skill category. Hosting patrons can gain a single Aptitude point by coordinating a Grove workshop if enough qualified Patrons attend the event.
Each Branch should maintain a Skill Portfolio in their mission archives to show evidence of its acquired experience.
There are 4 Skill Aptitude Levels (aL). This STEP ranking system is based on the number of points collected for a particular Skill:
In order to keep Branches and Members focused on maintaining their skills, there is a perpetual reduction of Aptitude for all inactive accounts. This reduction is called Skill Decay and it reduces Aptitude points at the rate of -5 aP per week of inactivity in the related field. This helps prevent complacency after accumulating a high tally of skill points.
topGrove workshop events are comprehensive service projects that serve as the main driving force for skill development, resource sharing and creative production in the Kindren Tree network.
The Haven functions as the gatekeeper for registering and closing out the workshops, which must be attended by Kindren Tree patrons.
There are two layers of patron participation. The Branches are the first to enroll as Branch Patrons to a workshop before they can then deploy a preset number of their Members to serve as Member Patrons.
The following list describes the full process from the registration and enrollment of attendants to the scoring of Kincentive points.
Workshop Patron registration for an event is NOT allowed on its Processing Day as this is the day when the Haven Secretary processes the final transactions and closes the workshop. This END date is exactly one week from the event's registration date.
The base amount of kP gained from the Host and Helper Patron roles is equal to the Patron Branch's Breadmark value. This base amount is then multiplied by the Patron's Aptitude Level in the event's skill subject to calculate their received reward of kP.
The kP amount deducted from harvesting is set by the enrolling Patron's Branch and is based on the value of the resources received.
If enough qualified Helper Patrons attend a workshop, then the Host Patron ("Lesson Keeper") can gain an Aptitude Point (+1 aP) in that workshop's related subject field.
If their attendance leads to the Host gaining an Aptitude point then each attending Helper Patron accepts a Skill Downgrade in which they sacrifice one Aptitude point (-1 aP) related to the workshop's subject field.
The following list shows the four STEP Aptitude Levels and the attendant prerequisites for the Host Patron to gain an Aptitude upgrade (+aP). These rules apply to both the Branch and Member layers of Patron participation.
Members can only gain up to 10 Aptitude points above their Branch's current Aptitude mark. This range of restriction is called the Upgrade Zone as it keeps any single Member from pulling too far away from their peers without working together to upgrade their Branch's current Aptitude.
topThe Lesson Track is the published record of a mission workshop's objective and results. This information should be posted onto a public portfolio platform as part of a Branch's mission archives.
The Workshop Host is charged with organizing this public documentation in addition to managing the overall event. The Haven admins use the Track as evidence of the workshop's completion in order for community points to be distributed.
There are 3 main sections to the Lesson Track: Intro, Verses and Outro. Each section holds key blocks of information or visuals that illustrate the contents of the Lesson.
The Intro section introduces the challenges and goals for the Lesson. Next, the Verses section covers the activities and results related to the Lesson.
Finally, the Outro section wraps up the Lesson with how the subject will be explored in the future. This process is designed like a musical piece to reflect the mission of creatively inspiring human potential.
Member parties as well as unregistered parties can file an official claim of conflict against an active Member party in regards to a disputed transaction or grievance within 3 months of the conflict's date of occurrence.
The Kindren Tree mission takes a constructive, team-oriented approach to conflict resolution so the plaintiff party is called the "Pitcher" and the defendant party is the "Catcher". This system of dispute management is called the "QuiBall" game.
The Haven Council operating in the jurisdiction of the Catcher can receive the claim. The Council plays the role of "Coach" in arbitrating an ideal settlement between the two parties. Any active Haven member can vote to approve the suggested resolution given by either the Pitcher, the Catcher or a 3rd option provided by the Haven Council (based on past Resolutions).
A commendable resolution can be referenced by the Council as a model for future cases. This action would therefore establish it as an officially cited Pitch-Catch or Patch Resolution.
Non-Member Conflicts: Parties that are unregistered and therefore outside the Kindren Tree network can also file conflict claims against an active Member party for actions that affected the accusing party. The claim is filed with the Haven in the local jurisdiction of the accused Member party. The Haven Council President is tasked with both guiding and representing the non-Member through the process.
topThe following list describes the steps of the Conflict Resolution process:
If the final decision favors the Pitcher's resolution then they're awarded the full Quib claim. The disadvantaged Catcher's account must then be deducted aP in all of their active Skill Categories based on the case's category and the following scale:
In addition, each related Kinship account must sustain an Aptitude loss equal to 50% of the disadvantaged Catcher's penalty value.
During the Conflict Resolution procedure, the Pitcher and Catcher accounts cannot be modified in regards to related Kinships. In addition, any Member that is deemed by its Branch Keeper to have been responsible for the Branch's Catch loss may be subject to a loss of aP based on the Branch's preset Quib Rate (qR).
For example, a Quib Rate value of 5 means that a culpable Member would lose 5 aP per single aP lost by the Branch from a Quib result.
topIn the case of conflict resolutions, either of the contesting parties may appeal the current case resolution to the next higher Haven jurisdiction for review by having the Haven Council add a note of appeal to the case before final processing.
Every note of Appeal may come with a mandatory deduction equal to the Haven's Breadmark (bK) value.
The appellate Haven's admins will review the case appeal and decide to either accept or reject the currently approved resolution.
If that current resolution is accepted then the case is officially closed. If the resolution is rejected, then the case goes through the appellate Haven Council for another review.
This new appeal cycle will follow the same rules and procedures as any new case. Also, the appealing party may have to pay the new processing fee.
Each party is given only one turn to appeal. All penalty deductions are suspended until the final closing of the case.
topWith each successfully attended Grove workshop, a Member Patron can create a card to play in the Kinship Card Game. This community contest involves participants collecting and playing out cards in order to receive special benefits.
A Game Play is when a subset of cards in the Player's possession is converted into a special action within the game. Cards are either numbered from #0 to #9 or they have a special lettered value of P, J,Q or K.
Every workshop has a category that relates to a group of essential values, otherwise known as Elements, and they are represented by one of the 4 traditional card suits (Clubs, Spades, Diamonds and Hearts).
The card category relationship is represented by the following list along with their related Skill Days:
Each Player can have a maximum of 10 rotating cards and 5 special fixed cards in their Game Hand, which is the acquired set of playing cards in their possession.
Spot cards are numbered #0 to #9, and they'll rotate out of play when the rotated Hand is full (10 Cards). Thus, any newly acquired card would replace the earliest card in that set.
In contrast, the Player's Hand can also hold up to 5 special cards that remain fixed until they're finally used. These special cards include lettered cards which all require Game Plays to create them.
Creating and adding a numbered spot card to one's Hand involves combining a number (#0-9) with an Element suit. The card number is derived from the last digit of the Haven's queue processing number for that attended workshop.
The Element suit is derived from that same workshop's Skill Day category. Quib workshops (Sunday) get the Hearts category while Monday and Tuesday are classified under the Clubs category. Wednesday and Thursday are set for Diamonds while Friday and Saturday get the Spades category.
For example, a workshop's Queue number of #3446 would provide its last digit of #6 to form that spot card number. If the Skill ID for that workshop was under the Monday Skill Day, then that would denote the Clubs category. The game card created would thus be a Six of Clubs.
A Punch Card is a special game incentive which can earn bonus K-Points for each workshop they attend while holding this card. This bonus is equal to their Branch's Breadmark (bK) value. Once this feature is activated by the required Game Play, the holding Player can then use an active Punch card up to 10 times before it expires after the 10th usage.
Before it expires, special Game Plays can restore a Punch card to full power or pass its ownership to the next Junior Player, which is the Player in their Kinship with the next higher Spot Number from the current holder. Only the last Kinship position (#9) can proceed to hand it to the Zero spot Elder Keeper in the Kinship line.
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