

The Forgotten Realms FAQ, linked later in that thread covers this well, using the circumference of Toril (although not the same circumference as the one here): assuming there are 24 hours in a day? That the sun rises in the east?) I was wondering if anyone knows how far out these time zones are spread, and also other things we may take for granted (e.g.

We know that Faerun has time zones (mentioned in many novels when they teleport, most recently I think Farthest Reach/Forsaken House). With a small amount of hunting around, I find this old forum thread, by somebody with an answer: Of course, the first town they tried to rest in was experiencing a crisis that has kept them there for four days so far.Yes, unsurprisingly, as Faerûn is on a globe, it does. Therefore, I've rejigged the plot so that they can encounter scraps and hints of it along the way, and set fixed times that certain things will happen so that if they waste time during the journey, the main antagonists' plans will be further along. I had originally planned to skip time forwards because the 'main plot' was happening in Cormanthor, but my players insisted that they wanted to play the travel as a kind of 'wildeness exploration' adventure. I'm actually doing something very similar at the moment (it's a journey from The Shilmista to Cormanthor and they're avoiding roads and waterways, but the situation is similar). The kind of travel we're talking about here could easily be made into an adventure in its own right, if the OP wanted to. Big thanks for the information and the route that is amazing! Fantastic job on the route plans and accompanying map.Thank you! Is time for a powerful wizard to made an appear. I didn't expect so much time for travelling xD If you can survive the cold, you might look for an unusual path through the High Ice.Holly molly O.o ! Total Distance: 1,736 miles, of which 182 is through dense forest and 420 is through desert. Red Larch to Mulmaster?! According to my maps, that's more than 1,500 miles as the crow flies! you would have to ride to Waterdeep for that, assuming airships have been invented in your setting). An airship would also be good - a non-stop airship flight from Red Larch to Mulmaster would take about 7.8 days (though Red Larch is surely too small to contain an airport. If you have magic, Teleport or a Teleportaton Circle look very attractive. If you can survive the cold, you might look for an unusual path through the High Ice. Estimated journey time: 59.2 days, assuming all sea travel is by galley under perfect conditions. Total Distance: 2,382 miles, of which 1,350 is on water.

The Black Road across the Anauroch Desert to Zhentil Keep.If your players want to stick to roads, the shortest route looks like:
