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You remember the red night in fragments: the reek of wine, the clash of bronze cups, and the laughter of thieves beneath the smoke-black rafters of the Wolf's Jaw.
A woman with eyes like wet jet had sold you a map to the buried vaults of old Khoraz, where kings before history sealed their tribute under stone and curse. You followed it through alleys foul with mist, and there the city watch came on you like hounds. Steel flashed. Men died. Then a club, black and sudden as doom, broke the world into sparks.
You woke with blood dried in your hair and iron on your wrists. They named you murderer, grave-robber, and spy, though the dead had drawn first. By dawn they flung you into this pit below the keep, where the stones sweat and rats whisper in the straw.
Yet the map is not lost. Its last sign burns in your memory: a black shrine beneath the prison, and a jewel men called the Night-Eye. If the gods have not spat you out entirely, you may yet break your chains, find the jewel, and carve a road back to the moonlit world.
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DarkZIL is a compact ZIL-based framework for building old-school Infocom-style text adventure games targeting Atari 8-bit systems and other Z-machine interpreters. It provides a small, conservative foundation for parser commands, room navigation, inventory, objects, conversations, combat, attributes, dice handling, and classic adventure mechanics while keeping the code simple enough for constrained 8-bit targets. The included demo adventure, DarkPit, shows how DarkZIL can be used in practice to create a playable sword-and-sorcery dungeon game with puzzles, NPCs, RPG-style attributes, and Atari-friendly Z3 compatibility.