At the beginning of April 2016 Peter Verdi's Magnetic Scrolls Chronicles website went offline. So far all my attempts to contact Peter failed. His site carried some invaluable interviews with former Magnetic Scrolls people. To preserve the work I temporarily uploaded a dump of his site taken in summer of 2015. All you can see below is 100% Peter's work! Hopefully his site will reappear soon! Peter, if you read this, can you contact me?

Remember how it's like to ride on a cloud? How it feels to be squashed by a bus, or how to get that damned gold disc from Micky? Well, here's your chance to relive all these situations.

Have a chat with the devil in THE PAWN, ransack an entire island in THE GUILD OF THIEVES, restore luck itself to a whole country in JINXTER, uncover a conspiracy in CORRUPTION, become an inter-dimensional secret agent in FISH!, an ancient god in MYTH, walk in the footsteps of Alice in WONDERLAND and inherit a haunted mansion in THE LEGACY.
Become a part of the fantasy of Magnetic Scrolls - you certainly won't regret it . . .



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This is the "Files" section of "The Guild Of Thieves". Here you will find all the hard facts about the game, like general information, a plot synopsis and trivia - in other words, these are "The Guild Of Thieves Files".

Plot Summary

The fantasy land of Kerovnia seems to have gone downhill since the events that took place in "The Pawn". Corruption is dominating the day-to-day business and criminal organizations are gaining more and more power in the kingdom. One of the most powerful and influental organizations is "The Guild Of Thieves" (or to name its full title, "The Worshipful And Partially Honourable Guild Of Professional Nocturnal and Surreptitious Entry And Removal Operatives Of Kerovnia"), whose legendary exploits and daring deeds pervade Kerovnian folklore.

The Guild was founded some 200 years ago by the not-so-honourable Judge Rhino Q. Q. Thrushwhacker II, who had enough of criminals pouring into his court room, preventing him from pursueing his hobbies (stud poker, illicit distilling, amateur necromancy, target practice and gladiator shows, to name but a few). He started organizing and training the criminals, giving them career structures, so they wouldn't be caught too often. Thrushwackers plan worked and over the centuries the Guild of Thieves became most powerful and influental.

And this is where you jump into the adventure. Nope. Wrong guess. You are *not* here to set an end to the foul deeds of the Guild. In fact, you are an aspiring member of this infamous Guild of Thieves. As a test assignment you have been told to ransack a castle and the surrounding area of all its valuables. Sitting in a small boat moored to a jetty, equipped with a swag bag and wearing the guild's uniform (striped t-shirt and a mask), you are getting your last instructions from the master thief and are eager and ready to start your raiding campaign.

This is where your problems start. Getting *into* the castle should be manageable. Locating all the valuables will be a piece of cake. How to get *out* of the castle with your booty is a different story - especially with the gatekeeper having a suspicious eye on you. And that's not everything. Things will get even worse, because the castle is not the only location you have to ransack without getting caught. Don't forget the ancient temple. Or the gravedigger's shop. Not to mention the big showdown in the Bank of Kerovnia. And after all the hassle you have to get the stuff back to the master thief who is waiting in the boat moored to the jetty. But after all you want to become a member of the Guild of Thieves and not the local Bridge club.

You didn't really expect the final test to be a walk in the park, did you? Besides, nobody ever said that this would be be easy.