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Character: The captain is probably the most popular character among League troupes. He is often a truly good character - likable, honourable and brave, ready to dash into danger at a moment's notice to rescue a friend or ally.

His simple and trusting nature is often his undoing, and particularly in street theatre he can become a figure of fun as he is exploited by those around him.

Generally, though, he is assisted by those whose loyalty he has earned, and generally his deeds come to a happy conclusion.

Magical Associations: In ritual the captain is often associated with war and fighting; military endeavour whether armies or champions; the virtues of Courage and Loyalty.

Realms: The captain is associated with summer (strength, warfare) and autumn (command, influence).

Identities: As one of the personae, the captain usually appears named after one of the four rivers. His name influences his character, which in turn influences the magical role he plays.

  • Scorrero – used for magic dealing with fortitude and endurance
  • Vassa – used in magic that makes you more powerful
  • Gancio – boost military units
  • Couros – tactics

Trappings: The captain is usually armed. He rarely wears full harness, but almost always has a piece of armour - a breastplate, a pair of gauntlets or a helmet.

Other Identities: In The Marches, the mummers present the captain as The Yeoman - the everyman, the down-to-earth, honest, hard-working salt-of-the-soil. In Dawn the guisers represent him as The Knight, and he is often engaged in overcoming a challenge or a test of mettle, ardour or resolve. In Wintermark tales, he is The Hero (or The Heroine) and as with the Knight is usually involved in a challenge or heroic test of some sort.