Just recently, there was the launch party in London for the book, so I used the opportunity and met Wilmar at his presentation at the Atlantis Bookstore. There, I learned not only more about gnomes in the Netherlands but also about Wilmar and Mr. Eldermans.
Alexander: So it was some external impetus that brought you to write the gnome manuscript? Meanwhile, you seem to have become quite an expert on that matter. I presume the subject has become a favorite of yours.
Wilmar: Well, you have to understand that two years before I even started looking into these matters, we always went on vacation to the same spot in The Netherlands, and around 2010 I got a little bit fed up with it. Our financial situation was not allowing us to travel abroad a lot, so I had to make the best of it. And as you know, fate will guide you in these matters. I was visiting a small book-fair in Putten, a little town near our vacation home, and I found two small books on local folklore. I bought them as they were fair priced, and then the idea came to me to read such a folklore tale and step on my bicycle and try to find the place where it took place. Some of these places were forgotten, like the Bamberger Pit near a little village called Garderen, so it was a sport to find the exact place. And some of these tales concerned gnomes. It also awoke a fascination with local folklore, so I started collecting books on the subject and now I have two shelves filled with books concerning folklore. The research on Eldermans sometimes made it necessary to buy books on folklore in the places where he lived, like Almelo. That would take some skill, because some books are hard to find. Fortunately I am a seasoned bookhunter. I go to the Deventer book fair every year, the largest book fair in Europe. And I never managed to come home with empty hands.
Alexander: There seem to be many parallels to folklore surrounding gnomes in other Germanic countries. So how are they related to the Scandinavian Nisse, Jultomte or the German Heinzelmnnchen?
Wilmar: There are a number of theories on how to see a gnome. One is to have the talent yourself. Some people are born psychic and are able to see them. There is also a theory by Henriette Gorter that only people who have experienced the proximity of death at an early age (and that could be because you were close to death yourself, or you lost someone dear to you at an early age) are able to see gnomes. There are also magical means to see gnomes, by drilling a hole in a peg of a certain kind of wood, apply the right pentacle on the wood, and at a certain hour on a certain day under the influence of a certain planet you might be able to witness gnomes. Eldermans described and drew a number of these strange looking apparatuses. When you do see a gnome, you know there should be treasure nearby. If you manage to find that treasure, you will experience the wrath of the gnome, and that comes in all shapes and sizes. The gnome could infest your house and behave like a poltergeist. Or the gnome could lead you astray. It could bring ideas in your head that scare you half to death. So knowledge about gnome magic is necessary once you decide to use magic to see them.
Wilmar: Geographical differences, but also difference in culture could be one explanation. Not all people in The Netherlands share the same beliefs. For instance, in the east they are terrified of so-called White Women, as in the north-west they never heard of such creatures. If you look at it from another perspective: there might be different races of gnomes living right next to us. I am skeptical of the thought, but do not dismiss it at first sight.
Wilmar: The third book will deal with writings that could not easily be categorized. One chapter deals with witness-reports Eldermans collected. One chapter deals with gnome mythology, another with persons associated with gnomes, like Mrs. Annie Gerding-Le Comte, the gnome lady from Nunspeet. Eldermans corresponded with her in 1976 concerning a gnome migration route that went straight through her garden. And there are the real leftovers mentioned in a separate chapter.
Wilmar: I believe that part two will go into print this year. But Troy Books has their own way of planning, so it could also be shifted into 2021. It was originally planned to be released quite quickly after each other, but since Troy Books is growing, there are more new authors coming on board and new books being published. I do hope we will manage it this year. The third book will follow a year after that.
Alexander: You mentioned Bob quite some times before. Bob Richel was the one handing the Eldermans collection to the Museum of Witchcraft and Magic. Who was this man and what can we expect from his biography?
Alexander: Wilmar, thank you very much for these insights into the folklore of gnomes, your latest book and the outlook on your future ones. I hope to re-see you soon and then to continue our interview with the occasion of the next book launch ?
Wilmar: The next launch will be in Boscastle during the release of the third book. Troy Books is thinking about releasing a limited edition cassette with all three editions in them. We will probably launch it at the Museum of Witchcraft and Magic, as the Gnome Manuscript can be found there in the library. It would be great to reconnect there, but as the North American release of The Silent Listener draws near with Llewellyn Worldwide, there might be other occasions coming real soon! I will keep you posted. Thank you for the opportunity to elaborate on my work, and I hope to speak to you soon.
The Path of Glouphrie is the sequel to The Eyes of Glouphrie in the gnome quest series, and the second quest to be backported into Old School RuneScape. During the quest, the investigation of Glouphrie's plans continue with an attempt to access the hidden city of Arposandra.
Make your way to the Tree Gnome Village; the quickest way to reach it is by spirit tree. Once there, talk to King Bolren and you'll notice that he has acquired another cute creature, who he's affectionally named "Dumpling". Recognising it as one of Glouphrie's evil creatures in disguise, you will attempt to warn him about its true nature; as usual, however, Bolren will refuse to believe you without sufficient evidence.
Bolren will mention Yewnock, the son of Oaknock the Engineer, who used to visit the village and brought some unusual objects with him. The objects will remind you of Oaknock's machine, and Bolren will recommend you look underground for a local gnome who might know something about an anti-illusion machine.
Head down to the Tree Gnome Village Dungeon by squeezing through the loose railing to the south-west and then running east to the dungeon ladder. In the western area of the cave, speak to Golrie and ask him about a device; if you have not freed him, you will need a key to unlock the room he is in, which can be found in the eastern storeroom (inside the crate that looks different than the others).
Golrie will tell you that his grandfather, Bolrie, used to travel the world collecting elven artefacts and bringing them back to the village, often stashing them in the storeroom nearby. He will tell you that the storeroom is found in the eastern area of the cave, past the tunnel entrance, and that the storeroom's gated strongroom will require a key to enter.
Head to the storeroom by entering the tunnel in the easternmost part of the dungeon, and you will find multiple monoliths in your way. Push the first monolith north, then search the nearby chest for some familiar discs. Next, you will see another four monoliths; push the south-west one north, then the north-west one east. Search the wood chest for more discs, and the silver chest for a chest key and Yewnock's notes. You do not need to read the notes, but they will give further lore.
Push the small monolith south and the north-west monolith west to access the gold chest, which contains the strongroom key Golrie mentioned earlier, as well as a crystal chime seed. Next, inspect the nearby singing bowl to create the crystal chime, which is needed later in the quest.
Push the south-east monolith west, then use the strongroom key on the gate to the west to enter a room with a lectern and Yewnock's machine. The lectern contains a diary belonging to King Bolrie, who formerly ruled the village; all three chapters will trigger cutscenes, which must be watched to move to the next step in the quest.
The cutscenes will show an advisor to King Bolrie, who is tired of the aging King Healthorg's inaction against the army of General Khazard. The advisor suggests to Bolrie that he should campaign to replace the king of the Tree Gnome Stronghold; his opponent Argenthorg, the crown prince, will be "revealed" to care more about humans than gnomes, giving the election to Bolrie. However, sensing foul play, Argenthorg will call upon Yewnock (son of Oaknock the Engineer) to activate an anti-illusion machine and expose the advisor as Glouphrie the Untrusted. Having been tricked, Bolrie is forced to stand down as a candidate to the throne and leave the Tree Gnome Stronghold, as well as abdicate the throne of the Tree Gnome Village.
Yewnock's machine is similar to Oaknock's Machine in that players must solve a disc-based puzzle. This time, instead of being given a number you are given the value of the disc(s) to match. In the machine interface, the value of the discs inserted on the left need to add up to the same total value of the one(s) on the right. Use the table to calculate the total value of the disc(s) to match, and then solve as before. You will need to match two different values; first, a single shape that adds up to the value of the two displayed at the top, and second, two shapes that add up to the value of the single shape shown on the bottom.
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