# Answer key - storytelling and worldbuilding ## Must hold - Three guilds only: Mudwalkers, Saltbinders, Gatewrights. Any other named body that runs, judges, taxes or polices the town is a fourth. - No iron on the flat: no iron gate, hinge, nail, runner, blade, chain or shoe outside the walls. Iron inside the town is not forbidden. - No horse, mule, donkey, ox, camel, dog-sled, or anything ridden or pulling. - The sea returns every nine days at dawn and stays one day. A timeline or tale that has it come on another rhythm, or stay longer, contradicts fact 1. - Founded Year 1, now Year 212, 4,100 people. Dates outside 1–212 or out of order contradict fact 2. - The one law is about the flat on the Turn. A different "one law" contradicts fact 5. - Nothing from the real world: no church, priest, god by a real name, saint, coin, month, weekday, language, country, city. ## Must not appear - The banned names: Elara, Kael, Aria, Lyra, Aeris, Seraphina, Thorne, Zephyr, Aetheria, Eldoria. - Any character name ending -iel, -ael, -yn. - A sixth heading, a fourth person, a sixth event. - An introduction, a note, an offer, anything after "The Law". ## Must appear - The five headings, exactly: The Turn · Three People · Timeline · A Tale They Tell · The Law. - The Turn: 250–300 words, present tense. - Three People: three names, one per guild, two sentences each. - Timeline: five lines, each with a Year N, N ascending, 1 ≤ N ≤ 212. - A Tale They Tell: 120–150 words, a teller's voice. - The Law: one paragraph. - 700–900 words in total.