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Hours of the day

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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]
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]

Magically Auspicious TimesEdit

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.[4]
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.[5]
Midmorn 
The quarter-hour before 10 am to the quarter-hour after 10 am. Magical workings using sapphires were best done during this period.[6]
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.[7]
Highsun 
"Noon", as above. Magical workings involving diamond dust produced an increase in effectiveness when the sun was directly overhead.[8]
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.[7]
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.[6]
Twilight 
Around 6 o'clock in the evening. Steps of an enchantment process using opals had the greatest chance for success at this time.[9]
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.[10]

AppendixEdit

See alsoEdit

ReferenceEdit

  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), p. 15.
  4. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 52. ISBN 0-7869-0446-1.
  5. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 36. ISBN 0-7869-0446-1.
  6. 6.0 6.1 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 48. ISBN 0-7869-0446-1.
  7. 7.0 7.1 Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 40. ISBN 0-7869-0446-1.
  8. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 39. ISBN 0-7869-0446-1.
  9. Ed Greenwood, Eric L. Boyd (1996). Volo's Guide to All Things Magical. (TSR, Inc), p. 46. ISBN 0-7869-0446-1.
  10. 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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