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Most inhabitants of Faerûn divided the day into ten segments. Common names for these divisions of the day are given below:[1]

Dawn
The time around sunrise.[1]
Morning
The time between sunrise and highsun.[1]
Highsun
When the sun was directly overhead; also called "noon" or "twelve bells".[1]
Afternoon
The time after noon.[1]
Dusk
The time before sunset.[1]
Sunset
The time around sunset.[1]
Evening
The time after sunset.[1]
Midnight
The time roughly 12 hours after noon; also called "twelve bells".[1]
Moondark
The darkest part of night; also called "night's heart".[1]
Night's end
The time before sunrise.[1]

Other divisions in common use included:

Godswake
The time before dawn.[2]
Harbright
From dawn to highsun.[2]
Elsun
The latter hours of morning.[2]
Thulsun
The early hours of afternoon.[2]
Tharsun
The latter hours of afternoon.[2]
Eventide
Same as evening, twilight, or gloaming.[2][3]
Nightfall
Same as dusk.[2]
Gateclose
The hour at which a city's gates close for the night; the exact time could vary from city to city.[4]
Night
The hours of darkness.[2]
Deepnight
Same as midnight.[2]

None of these divisions were precise. Different folk's usages might overlap with others. In general, however, these slots of time ranged between one and four hours.[1]

In larger cities, bells were sometimes used to mark the hours. The churches of Gond and Lathander were also particularly interested in accurate timekeeping. In such cases, hours were numbered 1 through 12 twice, with 12 being both highsun and midnight.[1] Bells were commonly used on spelljammers as well.[5] "Evenpeal" was an hour in the late evening; it was the last hour for which bells were rung in Waterdeep.[6]

Magically Auspicious Times[]

When practicing the Art, the position of the sun could have noticeable effects on the efficacy of certain spell components. These times of day and the item affected, as told by Elminster, are listed below:

Foredawn
The quarter-hour before 5 am to the quarter-hour after 5 am. Magical immersions using turquoise were best used at this time.[7]
Mornbright
The quarter-hour before 8 am to the quarter-hour after 8 am. Any spells or magical writings using amethysts were more likely to succeed during this interval.[8]
Midmorn
The quarter-hour before 10 am to the quarter-hour after 10 am. Magical workings using sapphires were best done during this period.[9]
High morn
The quarter-hour before 11 am to the quarter-hour after 11 am. When enchanting a weapon adorned with garnets, starting the procedure during this interval generally produced the most favorable results.[10]
Highsun
"Noon", as above. Magical workings involving diamond dust produced an increase in effectiveness when the sun was directly overhead.[11]
Waterclock
The quarter-hour before 2 pm to the quarter-hour after 2 pm. Casting spells or other magical processes using emeralds as a component had an increased chance of success if performed at this time.[10]
Time of summer sunset
About 5 o'clock in the afternoon. Enchantments involving powdered ruby were most effective when performed at this time of day.[9]
Twilight
Around 6 o'clock in the evening. Steps of an enchantment process using opals had the greatest chance for success at this time.[12]
Candleglass time
The quarter-hour before 9 pm to the quarter-hour after 9 pm. Powdered jade was best added to magical immersions during this interval.[13]

Appendix[]

See also[]

Reference[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 76. ISBN 0-7869-1836-5.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Ed Greenwood (October 2012). Ed Greenwood Presents Elminster's Forgotten Realms. (Wizards of the Coast), p. 18. ISBN 0786960345.
  3. Michael Fleisher (December 1988). “The Gathering”. Advanced Dungeons & Dragons #1 (DC Comics) (1)., p. 15.
  4. James P. Davis (May 2010). Circle of Skulls. (Wizards of the Coast), p. ?. ISBN 978-0-7869-5485-8.
  5. Nigel Findley (September 1991). Into the Void. (TSR, Inc.), p. 145. ISBN ISBN 1-56076-154-7.
  6. James P. Davis (May 2010). Circle of Skulls. (Wizards of the Coast), p. ?. ISBN 978-0-7869-5485-8.
  7. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 52. ISBN 0-7869-0446-1.
  8. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 36. ISBN 0-7869-0446-1.
  9. 9.0 9.1 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 48. ISBN 0-7869-0446-1.
  10. 10.0 10.1 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 40. ISBN 0-7869-0446-1.
  11. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 39. ISBN 0-7869-0446-1.
  12. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 46. ISBN 0-7869-0446-1.
  13. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 42. ISBN 0-7869-0446-1.
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