The Sino-Japanese character for `sage' or `immortal' is composed of two elements signifying `mountain person'. The word was applied to someone who was not only wise but ageless, someone in possession of supernatural powers and able to wander through heaven and earth at will.
In China and Japan mountains were regarded as realms of mystery. Uncanny things happened on mountain tops, and a person who spent years among the peaks, remote from the dust of everyday concerns, was believed to acquire a type of knowledge beyond the ken of ordinary folk. The progenitors of such awe-inspiring figures are no doubt to be found in the shamans and diviners of early China. Their activities were intimately bound up with the birth of Taoist philosophy and thus with the development of go itself.
An interesting example of the accretion of supernatural ideas around the go board is given by Liu Zong-yuan, writing in 815, describing a certain mountain near the capital of Kuei-chou in South China:
There are many legends about people who by chance encounter an immortal. An old Chinese story known as Ranka (Rotten Axe Handle), which made a deep impression on the Japanese mind, tells of a certain Wang Chih, a woodcutter:

The Japanese poet and court official Ki no Tomonori poignantly alludes to this legend in a nostalgic poem composed around the year 900, upon his return to the capital from service in a distant province:
And another eight centuries later the playwright Chikamatsu made use of the same legend in a memorable scene in his play The Battles of Coxinga (see Print 1-4). Go was one of the standard pictorial themes in the ink paintings of the Kano school in Japan. This school flourished from the 16th to the mid-19th century and had a repertoire of subjects adapted from Chinese models, one of them being two or three old gentlemen playing go, often shown using a flat, smooth rock for a board. Not every painting on this theme depicts immortals: some merely show it as a pastime of poets and scholars. But the scene is usually laid on a mountain top or in a lonely forest, as if the artist thereby meant to reaffirm a traditional association of go with unworldly matters.
During the Edo period in Japan (1615-1868) gods and Buddhas were frequently depicted in art with light-hearted irreverence. The most popular of them were the genial `Seven Gods of Good Fortune' (see Print 2-6), a collection of divinities, originally from different parts of Asia, who between them seem to offer mankind the promise of every sort of material prosperity. In prints and paintings they may be shown all together, in smaller groups, or singly. Sometimes two of them are playing go while a third looks on. They are usually the gods of prosperity and long life, Daikoku, Fukurokuju and Ebisu - Indian (Buddhist), Chinese (Taoist) and Japanese (Shinto) in origin, respectively. The grouping of these three in particular is analogous to the popular subject known as `The Three Wine (or Vinegar) Tasters', where Confucius, the Taoist sage known as Lao Tze, and the Buddha or a Bodhisattva are shown standing around and laughing as they taste from a huge pot. The meaning is that the essential truths of their doctrines are the same, though the flavor may be adapted to the needs of different people.
These three naturalized Japanese gods -- Daikoku, Fukurokuju and Ebisu -- surely belong to the class of immortals. And since they are always depicted as having a fine time together (see Print 1-6), go would seem to be the right game for them to play. In prints of this subject the intention may be to show that the appeal of the game is universal -- like the love of wine.
There is also a story on this theme of Bodhidharma, the patriarch of the Zen sect of Buddhism. Bodhidharma is making a tour of India when he comes across two strange and rather dirty old monks in a monastery who have done nothing for years but play go, thus earning the contempt of their fellows. As the patriarch watches them play, he sees that they keep vanishing and reappearing, which to him is a sign that they have reached enlightenment. At the end of their game they explain why they devote themselves exclusively to go.
The earliest version of this most interesting story appears in the Chinese collection Fa-yuan chu-lin, compiled in 668. The explanation of the monks actually makes good sense if one thinks of it in connection with the words of the 13th-century Zen master Dogen:
This quote shows why go was considered worthy of the deepest study by monks and warriors alike. The players are not opponents so much as partners playing on the same side, freed of ego, and watching the outcome of each game rather like a couple of doctors in an operating theater observing the outcome of a tricky procedure.