Working with Trackers Earth can be a unique experience. Founded in 2004, we're an eclectic mix of raucous pirates. We can be seen as the odd and interesting school of wilderness skills. And we also have gained a great reputation with our parents, growing into one of the most well-known outdoor camps around.
We've won awards for best camp programming. We've grown to serve several thousand students a year. But we also realize that's not what's important, it's how we serve our community.
The Four Guilds
The Guilds are at the core of Trackers. You don't need to know all the skills in every guild, but it is key to have an affinity and strong desire to develop them.
Rangers Guild (Reconnect the Village) - The Rangers are the hunters and protectors for the village. Versed in the arts of wilderness survival, tracking, and awareness, they remind us all of our connection to the wild and ways of the forest.
Wilders Guild (Restore the Earth) - The Wilders are caretakers, restoring the land to what it once was and beyond. If you live the way of rural or urban homesteading, love bacon, appreciate the hunt for wild plants, like goats more than people (awkward), and want to restore the wild into every nook and cranny of this world, join the Wilders Guild.
Mariners Guild (Respect the Waters) - The Mariners Guild thrive by the waterways. They fish, build boats, and connect our world by wind and sea. Mariners chart their course by the stars. They are masters of healthy economy, barter, and trade. Through salty wisdom, they demand respect for the water and all life within - and only occasionally talk like pirates.
Artisans Guild (Remember our Story) - The Artisans Guild regale us with their theatrics. They are story keepers; travelers bare-of-foot, walking and sleeping under the twilight sky. If you are a fine craftsperson (woodworking, sewing, leather, or blacksmithing), a teller of excellent stories, a geek who loves Buffy and Doctor Who, or a role-playing LARPing/gamer nerd who loves the outdoors, join our Artisans Guild.
Our Rules and Code
At Trackers we have 3-rules with a Code of Common Sense. Read on if you don't find such a statement overly pretentious.
1) No one dies
2) No wounds that don't heal in 4 days
3) Follow the Code of Common Sense
Things like driving, wilderness survival, and compassion require it.
Be Truly Helpful:
Don't be one of those people that only think they're helpful. Pay attention to see if you are actually being thusly.
This is not something we demand, it's something we thrive by. It's about respecting flow, challenges, and the amazing complexity of the nature world.
We're doing it wrong, let's do it better:
Egos in check at the door. This is hard work and part of that is knowing we're always going to find a way to be even more awesome.
If these rules and our Code strikes a chord with you, please continue reading. Also remember that every job has moments of drudgery, things you'd rather not do, but Trackers tends to inspire a lot more fun, joy, and wonder than most. People, kids and adults alike, respond to your excitement. Be responsible, do a job, but have *fun* (the fourth rule or fourth wall?).
By the way, this is not the perfect description of working with Trackers. In fact, your role will be far more nuanced and in-depth that we can convey in this glib description. You’re getting more than a job. You’re creating a livelihood with a good group of people. If you get what we mean by this, you may be a good fit.
BTW We also often discuss the dynamics of Dune, the Bene Gesserit, Mentats, Jedi, and such when planning our programs. And of course, Ashitaka.