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This page was last modified: August 29, 2026

Recent Changes:
0.0 The mission statement has been revised.
1.0 The Community Structure has been revised.
2.0 The Social Economy has been revised.
3.0 The Development system has been revised.

Kindren Root Mission

Community Order & System Framework

 
0. Mission Introduction
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0.0 Terms of Order

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.

    Mission Components
  • Community Structure - Member teams are organized geographically into multi-layered community enterprises.
  • Social Economy - Members coordinate their productivity around digital incentive points and shared resources while achieving their personal and collective goals.
  • Creative Development - Grassroots educational programs and conflict resolution collaborations are explored through team-based incentives.

 
1. Community Structure
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1.0 Member Structure

The following list describes the social framework for members of the Kindren Tree network.

    Member Leaf
  • This account is the basic level of membership within the Kindren Tree network.
  • Members are challenged to set and achieve personal goals while also supporting team initiatives to sustain the community mission.
  • Members fulfill their Pledge of support for the Kindren Tree mission through team service projects and/or sponsor funding.
  • Community points can be earned by Members through pledge activity and then used in directing how they want the system to serve their own personal goals, needs and interests.
  • Members are organized into numbered groups called Kindren Tree Branches.

    Branch
  • This is a social support group and sponsorship community holding up to 100 Members.
  • The chief administrator for a Branch is the Branch Keeper Dean.
  • Each Member account is assigned an individual Spot Number between #00 and #99 within its Branch.
  • The Branch Mission is the official constitution of a Branch. It can only be changed by the Branch Keeper but such changes cannot conflict with the global Root Mission.
  • The Branch Profile should be linked from the Kindren Tree homepage. A Branch’s mission document, team roster, activity data and registration instructions can be found on that profile page.

    Canopy
  • Each Branch belongs to an extended community collective called a Canopy, which can hold up to 100 Branches.
  • The Canopy's chief admin is a Branch Keeper identified as the Principal Dean.
  • Branches are assigned an individual Spot Number from #00 to #99 within their Canopy. Therefore, Canopy #3 would contain Branches 3-00 to 3-99.

    Haven
  • A Haven is an administrative collective that exists at various jurisdictional levels of the Kindren Tree community structure.
  • This special task-oriented branch registers and processes all community workshop events. Havens also operate as a jury for the registered conflicts that occur throughout the Campus.
  • The Haven's general body is made up of 100 top-ranked Branch Keepers while its executive tier is called the Haven Council.
  • Haven Councils can suggest changes to their related Mission charter by attaching a formal petition during the appeal process of the Conflict Resolution System.
  • The chief administrator of the Haven Council is the Haven Keeper Provost.

    Kinship
  • This is a special relationship network that shares benefits, conflict accountability and game privileges.
  • Kinships are limited to either 10 Branches or 10 Member accounts.
  • A Kinship network of Members is called a Kinship Circle while a Kinship between Branches is called a Kinship Band.
  • The Kinship roster has a sequential Spot Number from #0 to #9 for each participant in the Kinship. This spot number is important for determining how benefits and penalties are handed down.
  • The chief administrator for a Kinship is its Elder, or Kinship Keeper, and they hold the Zero Spot within the Kinship roster.


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1.1. Campus Structure

The following list describes the regional layout of the Kindren Tree network.

    Mission Campus
  • This is the worldwide community encompassing the mission service of all Kindren Tree Members and Branches. This global network is also identified as the "KIN" community.
  • The Campus and its subdivisions are governed by layers of Haven Councils, which may adjust or add to their constitutions but such changes cannot conflict with the Kindren Tree's global Root Mission..
  • The Tree Provost is the chief administrator of the Campus and also serves as the Root Haven Keeper.
  • The Kindren Tree Campus contains 10 major subdivisions called Upper Yards.

    Upper Yard
  • This is a geographical subdivision within the Campus, usually representing a directional area (North, East, SW, etc) but also including the Central (CC) and Outer Exterior (OX) Yards.
  • A Yard has a 2-letter code to help identify it within the system. For example, the North Yard is "NN" while the North-East Yard is "NE".
  • Each Yard may contain up to 100 Plazas, which are numbered metro subdivisions of the Yard.

    Campus Plaza
  • A Plaza is a numerical subdivision and major population center within an Upper Yard.
  • The Plazas of the Campus Map are identified by a number next to a major city.
  • A Plaza is organized into a set of 10 Lower Yards.

    Lower Yard
  • This is a geographical subdivision of a Plaza, usually representing a directional area (North, East, SW, etc) but also including the Central (CC) and Outer Exterior (OX) Yards.
  • Lower Yards use a 2-letter code to identify them within the system (NN, NE, EE, etc).
  • A Lower Yard can hold a set of up to 1000 numbered Canopies, which are special clusters of 100 Branches.
  • The alphanumeric KIN id combines the Upper Yard, Plaza P#, Lower Yard, Canopy C#, Branch B# and Member M# to identify any particular Member’s locality of mission service in the network. For example, a member’s locality could be KIN-WW-P53-SW-C489-B33-M05.


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1.2. Administrative Councils

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:

    Goal Keeper - Minister of Mission Goals
  • Serves as the Council's chief administrative officer.
  • Manages any internal election or selection process for admin positions. The Keeper also makes the final decision on any internal conflict resolutions.

    President - Minister of Mission Unity
  • Serves as the primary liaison to the Keeper and manages project publishings.
  • Manages Council meetings and acts as the public spokesperson for the Council.
  • Organizes all staff operations in accordance with Kindren values.
  • Conducts relationships with the external non-Member community.

    Vice President - Minister of Mission Development
  • Manages the educational and creative project duties.
  • Focuses on the mission components of social growth and perpetual learning.
  • Supports the President's position and duties.

    Treasurer - Minister of Mission Economy
  • Manages the budget, loans and accounting duties.
  • Tracks the sharing economy of all mission activities.

    Secretary - Minister of Mission Structure
  • Coordinates the scheduling and overall agenda of events.
  • Tracks activity attendance along with any conflicts and voting results.


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1.3 Member Enrollment

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.


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1.4 Havens

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.

  • Lower Haven (Lower Yard) - Top 100 Branch Keeper Deans from that Lower Yard
  • Plaza Haven (Plaza) - Top 10 Branch Keeper Deans from each Lower Yard of the Plaza
  • Upper Haven (Upper Yard) - All Plaza Haven Provosts from that Upper Yard
  • Root Haven (Campus) - Top 10 Plaza Haven Provosts from each Upper Yard

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1.5 Kinship Networks

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.

 
2. Social Economy
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2.0 Kincentive System

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.

    Kindren Points
  • The Kindren Point ("kP" or "K-Point") is the main type of Kincentive in the system.
  • Members earn K-Points by enrolling in official mission workshops to support their Branch.
  • Bonus K-Points can be awarded through community games as well as from the weekly Grading system, which bases the bonus amount on workshop attendance numbers.
  • K-Points can also be gained through a Sponsored Payment, which is when actual money is contributed to the Kindren Tree network to support a Branch's mission.
  • A monetary Pledge is a recurring Sponsored Payment that comes specifically from the Member as an agreement to continually support their Branch. The given amount is then converted into an equal number of K-Points for both their Branch and the individual Member account.
  • For example: If a Pledge or sponsor contribution of $25 is made, then both the Member account and their related Branch would receive 25 kP in the system.

    Aptitude Points
  • An Aptitude Point ("aP") is a measure of a workshop host’s mastery of productivity within a particular field of study, otherwise known as a Skill.
  • Each community workshop has a Skill category assigned to it as their topic of study. Aptitude points range from 1 to 360 for each registered Skill category.
  • Branches and Members can gain an Aptitude point in the related Skill by hosting and coordinating a workshop if there are enough qualified guests attending it.

    Aptitude Level
  • There are 4 Skill Aptitude Levels (aL): Student, Trainee, Expert and Professor.
  • This STEP ranking system is based on the number of points collected for a particular Skill.
  • A Member's Aptitude Level can increase the amount of K-Points they receive from workshops.

    Tenure Score
  • Members are ranked for possible admission to the Havens by a special tally called the Tenure Score ("tS").
  • This is calculated as the sum of all of their Aptitude Points plus the number of weeks they’ve held a Level 4 Aptitude Level in each field.

    Pledge Level
  • There are 4 Pledge Levels ("pL") that Members can choose from in supporting their local Branch Mission.
  • The monetary amount for each level is determined by the Branch Keeper. These values should be listed in the Branch Mission.
  • Higher pledgers can receive greater rewards from the Graded bonuses.
  • At the discretion of the Branch Keeper, Members can opt to use their workshop service activity as a substitute for a monetary Pledge.

    Breadmark
  • The Breadmark ("bK") value is the basic amount of K-Points a Branch awards its Members for attending each workshop. This value is set by the Branch Keeper.
  • This amount is multiplied with a Member’s Aptitude Level to calculate their final income from a workshop.
  • The Breadmark can also be used in measuring the amount of K-Points awarded to Members from the weekly Grading system.
  • For Havens, their Breadmark is used in determining the registration cost for Branches to create new workshops.

    Quib Rate
  • The Quib Rate ("qR") is set by the Branch Keeper and used in calculating how many Aptitude Points a Member will lose if they are deemed responsible for a Branch’s loss of points through the Conflict Resolution system.
  • For example: a qR value of 5 means that a culpable Member would lose 5 aP per single aP lost by the Branch from a court result.


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2.1 Workshop Economy

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.

    Workshop Patron Roles
  • Host Keeper - Manages the workshop activity | Gains kP | May gain aP
  • Guest Helper - Supports the workshop activity | Gains kP | May lose aP
  • Guest Harvester - Receives the benefit of the workshop | Loses kP

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.

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2.2 Weekly Grades

Each 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.

    Weekly Grade Bonus for MEMBERS
  • A : 50 Workshops Attended | Bonus = 10 kP x bK x pL
  • B : 40 Workshops Attended | Bonus = 07 kP x bK x pL
  • C : 30 Workshops Attended | Bonus = 05 kP x bK x pL
  • D : 20 Workshops Attended | Bonus = 03 kP x bK x pL
  • E : 10 Workshops Attended | Bonus = 01 kP x bK x pL
  • F : Under 10 Workshops Attended | Bonus = 00 kP

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.

    Weekly Grade Bonus for BRANCHES
  • A : Average Member Grade = A | Bonus = 10 kP x Haven bK x hC
  • B : Average Member Grade = B | Bonus = 07 kP x Haven bK x hC
  • C : Average Member Grade = C | Bonus = 05 kP x Haven bK x hC
  • D : Average Member Grade = D | Bonus = 03 kP x Haven bK x hC
  • E : Average Member Grade = E | Bonus = 01 kP x Haven bK x hC
  • F : Average Member Grade = F | Bonus = 00 kP


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2.3 Resource Sharing

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.

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2.4 Tradition Loans

Sometimes 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.

 
3. Creative Development
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3.0 Grassroots Learning

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:

    STEP Aptitude Ranks
  • Student (Level 1) - Beginning to learn a Skill | Range: 1-99 aP
  • Trainee (Level 2) - 100 Aptitude Pts. | Range: 100-199 aP
  • Expert (Level 3) - 200 Aptitude Pts. | Range: 200-299 aP
  • Professor (Level 4) - 300 Aptitude Pts. | Range: 300-360 aP

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.

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3.1 Mission Workshops

Grove 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 Process
  • A Hosting Branch initiates a workshop event by requesting that their Haven add it to the daily queue of community tasks.
  • The registration fee is equal to the Haven's Breadmark (bK) value multiplied by the Host Branch's Aptitude Level (aL) in the workshop's Skill category.
  • Within this request, that Host Branch will include key details like Skill Subject ID, Max Participants and the particular Member who will be hosting the event.
  • Once the Haven has officially registered this workshop then the Host Branch can invite Patron Guest Branches to enroll in their event. Guest Branches can choose at enrollment which of their Members will be attending the event as well as their roles.
  • Guest Patrons function as either Helpers or Harvesters of an event. Helpers gain K-Points for their supportive participation while Harvesters lose K-Points because they’re directly receiving the benefits of the workshop activity.
  • The Haven completes the process by finalizing the scoring effects of the workshop and closing the event as part of their daily queue of Tasks.


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3.2 Workshop Results

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.

    STEP Aptitude Upgrades
  • Student Upgrade (aL #1) - Requires 5 Level-1 Helper Patrons
  • Trainee Upgrade (aL #2) - Requires 4 Level-2 Helper Patrons
  • Expert Upgrade (aL #3) - Requires 3 Level-3 Helper Patrons
  • Professor Upgrade (aL #4) - Requires 2 Level-4 Helper Patrons

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.

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3.3 Workshop Lesson Track

The 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.

    I. Intro Section
  • Describes the problem that this workshop is trying to address.
  • Backstory - Lists any links for other Lessons in the past that relate to the key subjects covered in this current Lesson. This makes it easier for readers to connect all of the related Lesson posts.

    II. Verses Section
  • Describes the activity conducted to tackle the Intro problem and any learned results from this workshop.
  • Visuals - Features at least ONE visual aid in the form of an image or video link to illustrate your actions and/or results.
  • The text description of activity is optional ONLY if a video with its own content description has already been attached.

    III. Outro Section
  • Describes plans for any future developments or possible new goals related to this Lesson.
  • Spinoffs - Lists any new links that you will use if future lessons will deviate from the Intro.


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3.4 Conflict Resolution

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.

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3.5 Quiball Court Process

The following list describes the steps of the Conflict Resolution process:

    The Pitch
  • The process begins with an aggrieved party initiating a complaint (or pitching a "Quib") towards a Catcher party. This action is processed through a QuiBall online form on the Catching party's Mission Branch profile page.
  • Visual evidence should be provided by including a social media link when the Pitcher completes the submission form.
  • The initial Pitch review is conducted by a Haven Council committee. Non-Members may submit their claims through an active Branch in their nearest area. The Haven may charge a service fee to initiate this process.
  • Only with a unanimous vote can the Haven Council committee deny a Pitch. In this case, the Pitcher has one single opportunity to revise their pitch to either include more evidence or a stronger argument for acceptance.
  • If the administrative Haven Council's decision is NOT a unanimous denial, then the Pitch proceeds to the Catcher.

    Half Court
  • This segment begins when the Haven officially notifies the Catcher party of a processed Pitch.
  • Quiball Courts are categorized as a mission workshop in the Kindren Tree event management system. The Pitcher and Catcher are both enrolled as Guest Patrons to this event, which has a 3-week duration.
  • The progress of the Court is tracked on the Memo page of each Patron party. The Haven Council may also display Court notes and case information on the public online Campus documents.
  • The Haven Council still requires a unanimous committee vote to drop the case or to apply a past Patch resolution from the Haven's archives.

    The Catch
  • After the Catcher reviews the Pitch, they must gather their community resources to put together a counter Resolution that effectively addresses the issue.
  • Additional evidence can be included in their proposal when the Catcher completes their online Quib Catch form.
  • If the 1st Catch is rejected by the Council Committee's unanimous decision, then the Catcher gets just one single opportunity to revise their Catch proposal before the process continues to the Full Court.
  • In case of a unanimous 2nd rejection, then another Patch can be used in place of the Catch Resolution before proceeding to the Full Court.

    Full Court
  • The full Haven roster of active Members must review the final proposals and then vote to approve a resolution.
  • This final resolution must be chosen from one of the following options listed in the order of tie-breaking rank:
    - The Pitch Resolution proposed by the Pitcher.
    - The Catch Resolution proposed by the Catcher (or an alternate Patch if twice rejected).
    - The Patch Resolution proposed by the Council from their archives.


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3.6 Conflict Resolution Deductions

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:

  • Personal Distress : 20 aP
  • Public Disturbance : 40 aP
  • Contract Dispute : 40 aP
  • Property Damage : 60 aP
  • Debt Neglect : 60 aP
  • Deception or Intent : 80 aP
  • Minor Theft (under 100 kP) : 80 aP
  • Major Theft (100+ kP) : 160 aP
  • Threatened or Verbal Aggression : 160 aP
  • Violent or Weaponized Aggression : 240 aP

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.

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3.7 Conflict Appeals

In 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.

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3.8 Kinship Card Game

With 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:

  • Hearts ♥ (element "H") - Health through Conflict Resolution & Wellness | Sun
  • Clubs ♣ (element "C") - Community through Home & Fellowship | Mon + Tue
  • Diamonds ♦ (element "D") - Distinction through Expression & Materials | Wed + Thu
  • Spades ♠ (element "S") - Strategy through Enterprise & Education | Fri + Sat

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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