Freebooter groups are mainly composed of various oddboyz: outcasts from typical Ork society. These oddboyz are unusual, since they enjoy activities atypical of the ork, such as triage or 'rough' engineering. Though Freebooterz themselves are certainly unlike the common Ork, enjoying raids, teef, and 'kleverly' outwitting a powerful opponent. As outcasts, Freebooterz often interact with non-orkoids, and may even join a group of Wolf-Pack pirates.
Still, Freebooters rarely engage in social activities with other races, or concern themselves with records and bookkeeping. In typical Ork society, Runtherdz are much more informed than other orks. Runtherdz often find enjoyment with reciting the history of the Greenskins to their Gretchin cohorts. As well, the task of constantly wrangling the 'klever' Gretchin affords the Runtherdz a greater intellect, and they are uncommonly suited for dealing with tricks.
Runterdz are heavily involved in the crude barter-economy of Ork society. Their gretchin slaves are traded as meals, or 'assistants', 'domesticated' Squigs make better meals and skins to be traded. As well, Runtherdz often bait their herds for show, and take bets on the fights.
In Freebooter groups, Runtherdz often extend their skills to non-orkoids. Engaging in slave-trade or the raising of unusual beasts. Their constant bartering with the other races affords them knowledge in subjects outside typical Ork concern. They may even come to the idea that 'no-knowledge is useless', though perhaps not outspokenly so. Gretchin provide their Runtherd with access to much information about the goings on of anywhere they reside--as their numbers, 'klever nature and small size allow them to hear private conversations or track of the activities aboard ship.
A Freebooter Kaptain often finds the tasks of supplying the ship and paying the crew confusing, and is rarely knowledgable enough to plan effective raids. So, like all effective Ork leaders, he finds the 'biggest' Oddboy Slaver and forces him to do it, under duress of course. The Kaptain's threats to remove limbs if the Slaver does not perform, pressure him to only increase his knowledge about the 'ooniverse', his social, and economic skills.