Session 42. (15/2/14)

Interlude I. Intell Inside.

It is late summer in the Year of the Goat (1487). Order has been restored once more to Shimotsuke Province. Tax collectors can go about their business without hindrance, even on their own.

The daimyo was very pleased with Hidasue and his band of troubleshooters for snuffing out the rebellion, and awarded lavish battle honours: Emishi was fitted for AC9 armour; Tomtare got a superior katana; Onuma was awarded bonus pay of 5GP, 88SP and 380 On; Ishan Ashte got a set of AC9 armour, 5GP, 65SP and 85 On; Sahpo was awarded bonus pay of 2GP, 22SP and 168 On; and Yoshi Yeesu got a superior no-dachi.

“Where’s Ishan Ashte?” asks Tomtare, one day.

“Don’t know,” replies Sahpo.

“Haven’t seen him for ages,” puts in Emishi, yawning.

“Last time I saw him, he was heading to the castle,” says Onuma, “but that was a few days ago.”

Yoshi Yeesu gets up to go and ask Hidasue about Ishan Ashte, but as he is putting on his geta, Hidasue himself arrives at the troubleshooters’ house. “The daimyo wants to see you! Go to the castle. Quickly!”

“Is this about Ishan Ashte?”

“I fear it is.”

In the daimyo’s audience chamber, the daimyo’s spokesman outlines the situation. The daimyo, Utsunomiya Tadatsuna, thinks the horse bandits were sent covertly by the daimyo of neighbouring Hitachi Province. Yoshi Yeesu was sent to infiltrate the Hitachi high command, posing as a member of the Sudo clan, one of the seven houses that the Satake (the ruling clan of Hitachi) are trying to unify to resist expansion by the Hojo clan into southern Hitachi. He orders the remaining troubleshooters to go to the capital, Mito, to find Yoshi Yeesu or otherwise find information on Hitachi. They can use any and all means at their disposal, but must be very careful not to be caught – Hitachi is an ally, and it is only a suspicion that they are behind the bandit raids. It is common for allies to subtly destabilise their friends in order to take over their lands.

The troubleshooters return to their house and quickly pack for an extended stay away. Emishi shouts “Park ‘n’ Ride!” and his faithful horse (or wife?) trots up.

Yoshi Yeesu is already on his horse. “Come on!” he shouts as the others struggle into their saddles. “We’ve got to get Ishan Ashte. If caught by Hitachi, heads get detachi!” he quips. In seconds the famous five are riding southeast across the marshes towards Hitachi.

On arrival in Mito, the troubleshooters meet up with Karido, Utsunomiya’s consul to Hitachi and head of Station M. He instructs the consulate servant to serve tea, and fills them in with the story. Ishan Ashte had been staying at a local inn and leaving messages for Karido in a secret drop box, but he hasn’t left anything for two days. With this meagre information, the five set out into the town to look for leads. Sahpo goes to the temples to see if he can pick up any rumours. Emishi and Onuma go to the inn. Yoshi Yeesu and Tomtare frequent the bars near the Satake mansion. At the inn, Emishi and Onuma quickly establish that Ishan Ashte has left nothing there but a bed roll, stored in a cupboard of his samurai-status room. In the inn’s bar room, some men are playing majaan. Emishi invites himself to join them; Onuma slinks into position behind him, hoping her presence will get the men to talk more freely; Emishi hopes the eye candy will distract them from their game. Emishi starts well and wins the first game. “I hear the seven families are in town.” He opines.

“Yes, I heard that as well,” replies one of the other players. “Some high-level conference at the mansion.”

“Which mansion?” asks Emishi, innocently.

“The daimyo’s, of course. – stupid!”

“I have some important information to pass to the seven families,” ventures Emishi. “Who should I see?”

“Not sure,” says the other player. “The land steward maybe – in one of the houses near the mansion.”

Onuma has by this time sloped off, cringing at Emishi’s lack of subtlety. She goes to see the landlord of the inn. “I have a message for the representative of the Sudo clan. Is he here?”

The landlord is surprised but replies, “No, he’s probably at the mansion. I think all the families’ representatives are staying there.”

“Oh, did I miss him?” says Onuma, then realises that Ishan Ashte is probably staying here under his own name, not as the Sudo representative. She leaves a message for Ishan Ashte. She returns to Emishi and tears him away from his new friends, whom he has trounced at majaan, winning both games easily and gaining 2 On.

Meanwhile, Sahpo is visiting temples and shrines. At the main temple he tries to impress with his knowledge of butsudo, but mixes up theology with geology and raves on about cave dice. The priest thinks he’s a tourist from the far north, gives him a blessing for the simple-minded and moves on to the next pilgrim.

At the main shrine, Sahpo has better luck. He gets a critical success on his shinten, and really impresses a shrine maiden. “Drawing on his recent experience, Sahpo says, “I’m from the north – what’s going on here... I mean, generally? Are the Buddhists causing trouble? What about this big meeting in town?”

The shrine maiden simpers, “The Buddhists are always causing trouble. They use glossier paper on their pamphlets than we do.”

“What’s it like down south?”

“The Hojo are agitating – that’s why the seven families are meeting in the mansion.”

“Will there be war,” asks Sahpo, getting more serious.

“Not if the seven families get together – but they’ve been arguing for years.”

“But Hitachi has allies, doesn’t it?”

“Yes, in Shimotsuke. They have great warriors,” says the maiden, eyeing Sahpo speculatively. Sahpo blushes.

Meanwhile, Yoshi Yeesu and Tomtare are visiting as many bars as they can. Their strategy is to stand around and listen – while propping up the bar. Yoshi Yeesu overhears a conversation where a man is telling his drinking buddies that his friend’s brother’s friend was killed in Bato when samurai attacked last year. Yoshi Yeesu recalls that Bato was the town where they wiped out the horse bandits. He tries to commit the man’s face to memory, but is completely unsuccessful. He goes to the bartender and asks if anyone is hiring “heavies” at the moment. The bartender promises to let him know next time he comes to the bar.

Back at the consulate, the troubleshooters and the consul pool their knowledge and throw ideas around. Karido suggests organising a soiree for the heads of the seven families; Onuma says she could pose as a servant girl, or perhaps one of the others could replace one of the seven when they return to the mansion. Karido says this would not work as by now they will all know each other. Onuma asks what Satake Yoshimune’s weaknesses are – girls, boys, sock puppets? Karido replies that he loves to gamble. He thinks Satake could be lured in by arranging a day of eating, drinking and competitions to bet on.

Yoshi Yeesu meanwhile is thinking about whether Ishan Ashte is still masquerading as one of the family representatives. “What was the last message from him,” he asks Karido.

“He said he’d been accepted in his role and was taking part in discussions about alliances between the houses. He hinted there was something more interesting on the agenda for later days.”

Onuma pipes up, “I could get forged credentials, go up to the mansion and ask for him.”

“The problem is, I don’t know what name he was using,” replies Karido. He sends a servant with invitations to the seven families for a fun day at the Shimotsuke consulate, and instructs the servant to try to find out the names of the representative. However, the servant is unsuccessful.

Over the next two days a message is received from the daimyo that he is pleased to accept Shimotsuke’s invitation to a day of hospitality and games. There is no word from Ishan Ashte. Karido, the troubleshooters and the consulate servants prepare for the contests.

Yoshi Yeesu, Sahpo, Onuma and Tomtare return to the seedy bar to see if the barman has any messages, and generally listen to rumour. The barman says he hasn’t heard of anyone hiring muscle, but will let him know next time. Yoshi Yeesu doesn’t recognise anyone in the bar, but he and Onuma overhear some customers discussing the demise of the Bato bandits. “What rotters did this?” asks Onuma, acting furiously.

“Some samurai just rode in and cut them down,” replies one of the men disgustedly. “It’s terrible. They were just hard-working horse traders. They sold horses here, really good value. They’ve a lot of friends in the city. They’ve been put out of business – though I hear something is starting up again. At least, someone is recruiting young men.”

Yoshi Yeesu’s ears prick up. “Are they still recruiting?”

“They were, but not any more.”

“We’re looking for horses,” says Onuma, timidly.

“They’re all dead,” snaps the man, putting down his drink.

Sahpo chimes in, “They were bandits!”

Onuma quickly deflects the comment. “I thought they were starting up again?”

“Not in the horse-trading business.”

“I think they got their just desserts,” says Sahpo. The man bristles.

“My friend’s brother had a friend who was a horse trader.”

“I heard they were all stolen horses,” rejoins Sahpo.

“Are you insulting my friend’s brother?”

“Leave it,” shouts Tomtare, but it is too late: the drinker punches Sahpo in the face for 6 damage. Sahpo is momentarily dazed. Onuma steps in and grabs Sahpo to stop the fight getting out of hand. Yoshi Yeesu puts his hand on his sword but doesn’t draw it.

Sahpo finds his tongue. “I had a horse stolen by them!”

“But that was only in Shimotsuke.”

“A-ha!!” cries Sahpo in rage. Tomtare, Onuma and Yoshi Yeesu wrestle Sahpo out of the bar and shoulder the drinker out of the way, dislodging a tooth in the process. “You muscle-brained blockheads!” shouts Sahpo at the other troubleshooters – in Ainu.

Once Sahpo has calmed down, Tomtare, Onuma and Yoshi Yeesu go back into the bar to make amends. The drinker is not easily mollified. “He was with you, accusing my friend’s brother’s friend of stealing.” The man calms down, but is still wary.

“Are they still recruiting?” asks Yoshi Yeesu.

“No, not for a few weeks now.”

“Bear us in mind if they start recruiting again.” The man is silent.

“Where did the recruits go?” asks Tomtare.

“Don’t know,” says the man sullenly. “Out of the city somewhere.” Tomtare, Onuma and Yoshi Yeesu collect Sahpo and return to the consulate.

The entertainment day arrives and planning is complete. The competitions consist of arm-wrestling, sword fights and horse archery. The troubleshooters pose as mercenaries representing Shimotsuke province. Before the competitions start, the Satake daimyo challenges Shimotsuke to a quick-draw contest against his champion for a stake of 7SP. Karido accepts and Yoshi Yeesu steps forward. The two stand face to face, two sword-lengths apart, hands by their sides... then draw. Yoshi Yeesu is fractionally ahead of the Shimotsuke challenger. The Satake daimyo claps, laughs and pays his wager to Karido. Yoshi Yeesu gains 5 On.

Drink starts to flow and a table is set up for the arm-wrestling. Satake calls forward a man built like a bull – but when he sees Tomtare step forward he gasps. “Is that an oni?” he exclaims. They sit at the table and clasp thumbs. Satake’s champion starts well, forcing Tomtare’s arm close to the table. Then Tomtare exerts himself and easily twists his opponents arm up and then down to the other side of the table. The Satake daimyo pays 3SP to Karido. Despite the losses he seems to be enjoying himself.

Food is served and the other family representatives are introduced. There are only three of them – the Ashima, the Oda and the Naya. Ishan Ashte is not there, and there is no-one from the Sudo family.

The sword-duelling starts. There are plenty of volunteers, so four contests are held (using wooden swords), with betting between each. Onuma starts against a Satake swordsman. She casts The Hand is Faster Than the Brain and whirs into action, swinging at the man twice before he has his first attack. All the swings miss. Onuma swings and hits for 9 damage, then misses twice more. The Satake fighter swings and hits Onuma for 5 damage. Then Onuma lands a critical blow and disables the man’s leg and doing 15 damage. He stops attacking and tries to defend himself, but Onuma is too quick and hits for 5 and 10 damage, and the Satake concedes defeat. 5 budo and 7 On for Onuma.

Emishi is next up, against a proficient-looking Satake nominee. Each gets in an early blow, Emishi doing 10 damage and taking 7. Emishi then misses, but the Satake fighter parries the blow clumsily and his bo-ken breaks. The contest is a technical knock-out! 5 budo and 8 On for Emishi.

Yoshi Yeesu enters the arena to face Satake’s next contestant. The two circle cautiously and miss their first swings. Yoshi Yeesu lands a hit for 8 and is hit in return for 4. Yoshi Yeesu misses and is hit for 8, hits for 12 and is hit for another 8, hits for 7 and is hit for 5... and wins the contest as it turns out his foe had less stamina than he did. 5 budo and 5 On for Yoshi Yeesu.

Now Tomtare strides into the light, blocking out much of it. He soaks up an initial critical hit of 9 damage, then doles out hits of 10, 9, 9 and 8 as his opponent tries to stay out of range but just ends up being too far away to get his own hits in. Tomtare’s stinging blows take their toll and he slumps to the floor. 5 budo and 6 On for Tomtare.

The Satake daimyo looks a bit annoyed as he hands over 16SP to Karido, but Karido challenges him to a game of Go, plays badly and hands 10SP straight back.

Sahpo talks to the other families’ delegates. He asks where the others are and learns they are back in the mansion, having declined to come to the games day. One of the delegates says that the Sudo delegate was taken ill and they haven’t seen him for a few days. Sahpo listens with interest, then decides to use the Saga of Truth. He begins by telling a tale he is familiar with – the migration of the cranes. He entrances with the story as the magic takes hold, then weaves in his questions so the listeners don’t notice. He recounts the Ainu beliefs about cranes, but adapts it, with fair success, to the Shinto theology. “Do you watch the cranes often,” he asks. “I do: I’m a crane spotter.”

“We saw them nesting when we arrived,” replies one of the delegates.

“Is there going to be trouble with the Hojo?” asks Sahpo surreptitiously.

“No, I think we’re heading towards an understanding. We agreed that on day one.”

“Are our allies going to help?”

“Who?”

“Shimotsuke.”

“I don’t think so.” The delegate nudges his neighbour and smiles knowingly.

“Karido’s mercenaries might be able to help...?” Sahpo’s question hangs in the air.

“Perhaps. We’ll find out more in a few days.”

“Those Emishi – pah,” Sahpo spits, “ – believe the cranes fly up to their gods.”

The delegates laugh. The spell is broken.

The last contest of the day is horse archery. The contestants must gallop along a narrow path and fire arrows at three targets as they pass. There is only a few seconds between each target, and the targets decrease in size along the course. Yoshi Yeesu starts. He controls his horse well into the gallop, and hits the first target comfortably. He keeps control as he lines up his second arrow and hits the second target near the edge. He continues to show great horsemanship coming up to the third target, but just misses with his last arrow.

Satake’s first contestant goes next. He is unsteady as he stands in the stirrups to fire, and misses with his first shot. He gets his balance and puts an arrow right through the middle of the second target. Finally he gets his horse under perfect control and knocks down the third target, matching Yoshi Yeesu’s score of 2.

Emishi is next. He controls his horse well, so his rather shaky first shot still lands on the target. But then disaster strikes - standing up in the stirrups, steering Park’n’Ride with his knees, he pulls on the bow too hard and breaks the string. His run is over, scoring only 1.

Satake’s second candidate starts his run. He shows good horsemanship and good bow skills, hitting the first two targets and narrowly missing the third.

Onuma goes last for Shimotsuke. Her horse bucks as she is taking aim for the first target, and she misses. She gets it back under control and bulls-eyes the second target. By the time she gets to the third target the horse is moving as smoothly as silk, and despite having to hurry her shot, she scores on the smallest target for a total of 2.

Satake’s final contestant finishes the contest with a perfect run, hitting all three targets, alternating great concentration between control of the horse and control of the bow. The troubleshooters politely applaud and Satake wins 15 SP.

In the evening, Onuma keeps everyone entertained with a show of acting and magic, mixing kabuki and other styles with legerdemain, stage smoke and other tricks from her repertoire. With the guests’ attention on the show, Sahpo and Karido slip away quietly to reconnoitre the Satake mansion.

To be continued...


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