Each Birdsong, you Ready a Captain: place its card face-up in your Acting Captain slot and gain its passive effect for the turn. If that Captain's warrior isn't on the map, you place it in any forest (removing any Prisoners in that forest and adjacent forests) but take only three actions this Daylight instead of four.
In Daylight, you get up to four Captain Acts in any combination: Move (move the Acting Captain, bringing Skunks along), Battle (fight in the Acting Captain's clearing — your Have at Thee ability captures the warriors you hit as Prisoners rather than removing them, and places Acclaim in the clearing if your Captain is still there at battle's end), Filch (once per turn: craft using your Captain as the crafting piece, or steal 1 item from an enemy faction's crafted items in the Captain's clearing), or an Item Action (flip a face-up Stash item face-down to use it). Item actions include: Dash (move the Captain up to twice, ignoring rule), Assault (battle and take every warrior hit as a Prisoner), Skirmish (move from a forest then battle, ignoring the first hit you take), Nab (battle; if the Captain is hit it moves to an adjacent forest instead of being removed; may move after if not hit), Revel (place 1 Acclaim and 1 Skunk at the Captain, or 2 Skunks if Acclaim is already there), Gift (place 1 Acclaim and draw 1 card, or draw 2 cards if Acclaim is already there), and Serve (place 1 Acclaim in the Captain's clearing, or activate matching Acclaim to craft cards).
After acting, you must Retire the Captain: flip its card face-down. In Evening, score Prisoners and Acclaim, optionally spend matching cards to add Skunks at Acclaim (Protect the Weak), and check if all three Captain cards are face-down — if so, Take It Easy resets all Captains and all Stash items to face-up, and the enemy with the most Prisoners may release their faction's pieces from adjacent forests.