![]() The eventide bells are sometimes called “Gateclose,” for it is when they are rung that the city’s gates close for the night. At this time it is still light out, though the sun has set. Around “six bells,” enchantments involving powdered ruby were most effective when performed at this time of day.Įventide. Sometimes called “highthar” by merchants, after the traditional meal break at that time of day. Around “two bells,” casting spells or other magical processes using emeralds as a component had an increased chance of success if performed at this time. Magical workings involving diamond dust produced an increase in effectiveness when the sun was directly overhead. ![]() When the sun is directly overhead also called “noon” or “twelve bells”. Around “eleven bells,” when enchanting a weapon adorned with garnets, starting the procedure during this interval generally produced the most favorable results. ![]() Around “ten bells,” magical workings using sapphires were best done during this period. The late morning time, when the city’s and towns are buzzing with activity. Around “eight bells,” any spells or magical writings using amethysts are more likely to succeed during this interval. Around “five bells,” magical immersions using turquoise were best used at this time. Accurate time-keeping is essential to make full use of the magically auspicious time. The effects last for about half an hour-from the quarter-hour before to the quarter-hour after the time listed. These times of day and the item affected are listed, as told by Elminster. When practicing the Art, the position of the sun can have noticeable effects on the efficacy of certain spell components. The House of Inspired Hands and the Spires of the Morning in the Sea Ward both ring out the hours from dawn to dusk. The churches of Gond and Lathander are also particularly interested in accurate timekeeping. Each one is a different combination of notes, a short, distinctive refrain that those familiar with the city have come to quickly identify. The Timehands golemworks clock in the tallest tower of the Open Lord’s Palace ring out at each of those points. The hours of the day have been figured out by astrologers with some degree of precision. In Waterdeep, sophisticated time-keeping and bells are used to mark the hours. Other terms for the day, and more specific timekeeping were generally reserved only for sages. Commonly used are Godswake (or dawn), Harbright (or morn), Highsun (or noon), Thulsun and Tharsun (or afternoon), Eventide (evening), Nightfall (night), and Deepnight (midnight). Most inhabitants of Faerûn divided the day into segments. The most common days off are fifth day and tenth day, which are marked by the celebration of Silvanus and Sune. There are two of these workweeks in a tenday. The Workweekĭuring each tenday, most people in Waterdeep work for four days-a workweek-and have the fifth day off. Informally or poetically this could be spoken or written as “the 15th of Deepwinter”. Days of the month are typically written as the numerical date followed by the month name, for example, “15 Hammer” or “15th Hammer”. If precision is required, the number of the day and the number of the tenday are used, as in, “the fourth day of the first tenday of Flamerule”. In Waterdeep, the following days are associated with these deities: Each day is frequently associated with a deity in the Faerûnian Pantheon, which varies from region to region. The days making up a tenday do not have formal names, and they are generally noted by their number: first day, second day, third day, etc. The Tendayįor day-to-day life, each month is split into three tendays. In Faerûn, the Calendar of Harptos determines the days and months of the year, and in Waterdeep, the Festival Calendar follows the beginning and ending of seasons, and marks the important civic and religious holidays.
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