Aurbis uses the Tamrielic Calendar world clock and is synced to the Skyrim starting era, everyone shares the same time and space. You may hearth to the major holding of your choosing to meet up with your friends, but it will only work once every 15 minutes so plan your adventures accordingly.
How it works
The server keeps one clock and every client reads it. When dusk falls in Whiterun it falls in Markarth and Riften at the same hour of the same day. There is no instancing and there are no private timelines, so a meeting agreed for the morning is the same morning for everyone who agreed to it.
The clock runs at real time. An hour in Skyrim is an hour of your life, which means the nights are long, shops keep hours you can plan around, and crossing the province costs what it should cost.
Hearth travel is the one concession to distance. Your hearth charm carries you to one of the nine hold capitals: Whiterun, Solitude, Windhelm, Riften, Markarth, Winterhold, Falkreath, Morthal and Dawnstar. The charm then cools for fifteen minutes before it will carry you again, which is enough to rejoin your friends or make a meeting, and short of what it would take to outrun a hold's guard.
Weather runs on the same clock, region by region, so the sky over the Reach is not the sky over the Pale.
Commands (/help travel)
/hearth shows the cities you can hearth to and the cooldown remaining.
/hearth [city] travels to a main city when the cooldown is clear.
/date shows the current server-authoritative world date.
/time shows the current Skyrim date and time. /clock is an alias.
/weather shows your resolved region and the active sky.
Getting unstuck, and the rest of the travel surface, is in Hearth Travel and Getting Unstuck.