
This page provides some context about what life on a pirate ship in Tundlaheim might look like. These are more general norms than strict rules, aiming to give you, as a player, some insight into the life your character leads most of the time when they’re not at the event.
If you’re familiar with historical pirates, some aspects here will feel familiar, while others are more specific to the fictional world of Tundlaheim.
Content:
- Context of the Event: Free Ports
- Roles on a Pirate Ship
- Sailing in Tundlaheim

Context of the Event - Free Ports
The annual campaign events (spring and autumn) typically take place in a free port known as Rýrom. Free ports are secret havens where pirates gather to trade with one another. In some free ports, such as Rýrom, trading companies are even present, ready to purchase stolen goods from pirates and reintegrate them into the legitimate market.
Pirates dock in the harbor, and for most of the crew, this means a brief shore leave where they can spend their share of the loot, indulging in a few days of excess with drink, gambling, and good company. For others, preparations for the next voyage begin immediately. The ship must be restocked with provisions needed for months at sea, hunting for new prizes. Additionally, the cargo hold must be emptied of surplus plunder, which is ideally sold off in exchange for something more compact—taler (currency).
In Rýrom, selected crew members make their way inland, a demanding day’s march from the harbor, to the old village of Rýrom, where, by tradition, negotiations on trade, politics, and other matters are conducted.
Roles on a Pirate Ship
Here is a list of some of the more common roles aboard pirate ships. On larger ships, these roles sometimes included an apprentice who worked alongside the person in charge. These apprentices were referred to as a "sven" or "apprentice" of their trade, e.g., Quartermaster's Apprentice or Surgeon's Apprentice.
Captain
The highest-ranking officer on a ship. Even on ships with voting rights (such as those among the Anchors of Freedom), the captain often held absolute authority during battle.
Quartermaster (Kvartersmästare)
In the fleets of the kingdoms, the quartermaster is a relatively low-ranking role primarily responsible for the upkeep of equipment and navigation-related items. However, among pirates, this rank is often elevated to serve as a counterbalance to the captain, making it the second most powerful position on board—particularly among the Anchors of Freedom.
In many pirate crews, the quartermaster is tasked with representing the crew as a whole, which is why they are often granted a veto vote in the pirate articles. Additionally, they handle much of the ship’s business, such as ensuring loot is divided fairly according to the articles and that the ship is properly equipped for its next voyage.

Helmsman (Styrman)
The helmsmen hold a challenging position, responsible for navigation and the technical aspects of sailing, such as sail adjustments and positioning. Their job requires expertise and precision, making them highly trained and well-paid in naval fleets. On pirate ships, they ranked third in command, but due to the rarity of their skills, pirates often resorted to capturing helmsmen to force them into service.
Bosun (Båtsman)
A bosun is a type of supervisor or junior officer responsible for overseeing and managing the work of different crews. Typically, they report to the captain or quartermaster. Bosuns may also be assigned other tasks, such as performing maintenance not covered by the carpenter’s duties.
Master Gunner (Mästerkanonjär/Kanonbefäl)
The master gunner is an officer role on many warships, responsible for avoiding chaos on the gun deck during battle. They coordinate the gunners, each in charge of a cannon, and the 3-6 crew members operating each cannon to ensure effective targeting and firing.
Carpenter (Timmerman)
The carpenter is in charge of maintaining and repairing the wooden parts of the ship.
Surgeon (Kirurg)
The surgeon oversees medical care aboard the ship. Skilled physicians are rare on ships, and on pirate ships, finding a competent surgeon is even more difficult.
Purser (Purser)
The purser manages the ship's finances. On pirate ships, this role is often taken on by the quartermaster.
Cook (Kock)
The cook is a crucial and difficult position to fill. On pirate ships, a good cook often wields significant influence among the crew.
Sailor/Seaman (Matros/Gast)
The majority of the crew are sailors, divided into workgroups for routine sailing duties and combat. During peaceful voyages, sailors handle cleaning, maintenance, rigging work under the helmsman's orders, and keeping watch. In combat, they are divided into three key groups:
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Cannon Crews: Responsible for aiming, firing, and reloading cannons.
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Vanguard: First over the enemy ship’s railing during boarding, ensuring a clear path for the rest of the crew.
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Ship’s Guard: Protects their own ship, ensuring no enemy infiltrates or sabotages it during an attack.
Ship's Hand (Skeppshand)
The lowest rank on a ship, often made up of children or teenagers. They serve as the ship’s servants and perform the most dangerous tasks. Ship’s hands are often unpaid and, in the case of the Anchors of Freedom, lack voting rights. However, they work in the hope of eventually earning the rank of sailor and becoming full-fledged crew members.
Sailing in Tundlaheim
The extraordinary world of The Tundlaheim Saga is filled with wonders to behold. It is a place rich with mysterious phenomena, superstitions, and cultural quirks that all shape life at sea. Here are some insights into what it’s like to sail the seas of Tundlaheim.
What is a Seven-Year Storm, and how does it affect sailors?
The Seven-Year Storms are a mysterious weather phenomenon used as a way to mark time among the Children of Tundlaheim and certain isolated settlements in Damméro. Why they are called Seven-Year Storms is unclear, as they rarely last exactly seven years. The intervals between storms are also highly irregular and difficult to predict.
In practical terms, it means that storms are exceptionally frequent at sea during these periods. Some believe the term refers to a time of heightened storm activity, while others think it describes a single, colossal storm that roams the oceans without relenting until it completely dissipates.
For those sailing the seas, this translates into increased danger while at sea. In fact, many captains avoid setting sail during storm periods, although this is rare among pirates. However, for pirates, life during the Seven-Year Storms becomes even harsher—risky voyages and fewer prize ships make for difficult times.

How is it to fight as a pirate?
Naval combat is a terrifying and dreadful affair. Pirates often strive to avoid fighting altogether. The most common tactic for capturing a prize ship is to approach under a false flag, raising the black flag at just the right moment to compel the target to surrender without resistance. This allows for an orderly boarding and transfer of the cargo to the pirate ship. However, it is rarely that simple, especially for lesser-known crews.
Everything is dark and oppressive around Pete. The acrid smell of sweat fills the cramped space of the gun deck, and the only sounds are the dull pounding of waves against the hull and the rhythmic creaking of the timber. After an eternity of waiting, marked by beads of sweat on Pete’s brow, a distant cry from the captain cuts through the stillness: "Raise the black!" This is immediately followed by the sharp command of the gunmaster: "Cannons ready!"
Blinding white light floods the deck as the gun ports fly open, making Pete’s eyes tear up. With all his strength, he and the rest of the gun crew haul the heavy iron piece into position—ready to fire. Everyone holds their breath. Fear is etched into the veterans' steady gazes, while confusion clouds the eyes of the new recruits. Seconds drag by.
"She strikes her colors, prepare to board!" The captain’s shout is met with a roar of joy from the crew above—but on the gun deck, a quiet concentration remains.
Pete sees the prize ship's broadside come into view through the gunport, the tension crackling around him as if the very air is on fire, and his lungs hunger for breath. "One second, that’s all you get," the thought races unbidden through his mind. When the target’s gun ports fly open, her cannons seem already halfway out.
The gunmaster screams his orders, panic breaking through their usually resolute tone, but the world is already unraveling. Deafening explosions tear through the air, splintering wood and igniting fire and smoke. To Pete’s right, one of the pirates’ own cannons vanishes, crew and all, in a cloud of destruction. He blinks.
Suddenly, Pete’s entire world is centered on a searing pain that slowly pulls him toward the black abyss.
"Pete Rechield from Tungelskiin, sailor, eternal brother under the black." The quartermaster's voice is weary, having declared the departure of too many sisters and brothers after the disastrous battle.
A final stitch through Pete’s cold, pale nose, and the canvas shroud carrying the boy’s broken body falls over the railing. The sea cradles him into rest.
What meaning is ascibed to the eastern wind in Tundlaheim?
The eastern wind has always swept over the Sea of sky from the unforgiving icy waters of the Sapphire Ocean beyond Himlahall. Its bite is harsh and relentless, but it has become a constant companion for those navigating the eastern regions of Tundlaheim, especially the Anchors of Freedom.
To common folk, the Eastern Wind is a mythical force in legends and tales, something to fear. This likely stems from the golden age of piracy when the children of the five kingdoms feared nothing more than the dreadful ships riding the unyielding eastern wind, bringing death and destruction.
Vilka är de fyra oceanerna och vad har de för inverkan på livet till havs?
The four oceans encircle the continent of Tundlaheim, with their boundaries often marked in ominous red on world maps. Each ocean has unique traits and legends, but they share one truth: no one who wishes to return sails beyond their borders.
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Sapphire Ocean (Safiroceanen): To the east lies the painfully blue waters of the Sapphire Ocean. Beautiful yet treacherous, it hides death in the form of drifting ice and icebergs.
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Returning/Forsaken Ocean (Hemvändar-/Frånvändaroceanen): In the south lies this enigmatic body of water. Its dangers are unknown, as no messages have returned from those who dared to explore it. At night, the southern horizon glows as if a dawn is perpetually approaching. In ancient lore, the land of the dead, Brémhall, is said to lie beyond this glowing horizon.
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Silent Ocean (Tystnadensocean): To the west, beyond Sinavattnet, lies the vast Silent Ocean, whose waters and winds are eerily still. Ships attempting to traverse it often find themselves becalmed, and those who use galleys to push further report only an endless mirror of water.
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Seething Ocean (Sjudandeoceanen): In the north lies the most brutal and feared ocean of all. The Seething Ocean is visible from afar, marked by raging storms and wild waves. Many believe that this is where the infamous Seven-Year Storms are born.
Is it Possible to Sail Around the World?
No, no one has ever sailed around the world of Tundlaheim. In fact, the prevailing belief is that the world is flat. For example, the starry sky in The Tundlaheim Saga is constant and does not change with the seasons.
How Do the Seafaring People View Bråhall?
Apart from the four oceans, few waters are as feared as Bråhall. Ships crossing this bottomless abyss often sink without a trace. As a result, vessels typically stay within sight of land when navigating "the Gap" between Hinside-Lôr and Mandrak.
The Children of Tundlaheim are generally the only ones who do not fear the waters of Bråhall. This is not because their ships are inherently safer but because of their belief that Bråhall is the domain of the sea god Heidmar. Those who sink there are called to an honorable service in the god's own halls.