Battle Brothers' story elements are by design in the background. Players can interact with them or not. The "canon captain" is money driven and wants to keep his company alive (he assumes command after its near-annihilation). So the captain operates as a sort of anti-story tool and simply no-sells plot points. It also drives home one of the key themes which is that a dude in a very violent, very low information world would be so far out of his depth at all times he just wouldn't be bothered to pause and contemplate bigger matters. You see this with events like the giant statue, the fucking around with the Golden Goose, the implied teleportation device in the tower, the Undead Scourge events, etc., or some quest turn-ins where some of the Bigger Fish ponder a "would you like to know more?" and the captain simply says no and takes his payment and leaves. Originally this was intended to keep the writing in line with the gameplay loop, but I think in the end it did give the captain an endearing character, at least in my opinion.