The enchanted emerald tower with two twisted spires rested on an island within a small lake that drained into the woods to the west. It was invisible in the sunlight, but in starlight, the twisting spires twinkled and an emerald-green bridge appeared spanning the water to the island. The tower was reached by an invisible (although it could glow green, if needed) bridge.
Upon entering, visitors discovered a wide, round chamber lined with stalls for steeds along one wall. A corridor from the chamber gradually turned upward along the tower's inner circumference, growing steeper, and tightening as it wound to the top. The second level housed the dining room and above that was Malchor's study, which occupied the whole upper level; its door opened directly from the spiraling corridor. The passageway continued past the study to serve the turret chambers.[note 1]
Being a former aide of Khelben "Blackstaff" Arunsun, Malchor trained other wizards, like himself, and spent most of his time researching the creation of magical items, potions, and elixirs. Malchor's Museum was a fine treasure room behind a heavy door past an intersecting passage on the second level. Malchor often lent aid in the form of both mundane and magical items taken from this room. A teleportation ward allowed someone to enter the museum, but not to escape by magic or planar means. The door to the museum was designed to be opened only from the outside, making it nearly foolproof against the tools and guile of rogues.
In 1356 DR, the Companions of the Hall Drizzt Do'Urden and Wulfgar visited the Tower of Twilight to seek the knowledge of Malchor. During the encounter, Harpell awarded Drizzt a magical scimitar called Twinkle.
- ↑ According to page 140 of A Reader's Guide to R. A. Salvatore's the Legend of Drizzt, the levels of the tower were as follows, from lowest to highest level: stables, museum, laboratory, kitchen, Malchor's quarters, study, and meditation and observation chambers.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 176. ISBN 0-7869-1836-5.
- ↑ R.A. Salvatore (January 1990). The Halfling's Gem. (TSR, Inc), p. 14. ISBN 0-88038-901-X.
- ↑ 3.0 3.1 3.2 Paul Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 58. ISBN 0-88038-593-6.
- ↑ Paul Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 44. ISBN 0-88038-593-6.
- ↑ 5.0 5.1 R.A. Salvatore (January 1990). The Halfling's Gem. (TSR, Inc), p. 13. ISBN 0-88038-901-X.
- ↑ 6.0 6.1 Philip Athans (2008). A Reader's Guide to R. A. Salvatore's the Legend of Drizzt. (Wizards of the Coast), p. 140. ISBN 0-7869-4915-5.
- ↑ 7.0 7.1 slade, Ed Greenwood, Julia Martin, Steven E. Schend, Paul Jaquays, Steve Perrin (April 1996). The North: Guide to the Savage Frontier (The Wilderness). (TSR, Inc), p. 39. ISBN 0-7869-0391-0.
- ↑ Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 140. ISBN 978-0-7869-4731-7.
- ↑ R.A. Salvatore (January 1990). The Halfling's Gem. (TSR, Inc), pp. 20–21. ISBN 0-88038-901-X.
- ↑ Eric L. Boyd (2006-05-03). Environs of Waterdeep (PDF). City of Splendors: Waterdeep. Wizards of the Coast. p. 9. Retrieved on 2014-11-09.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 175. ISBN 0-7869-5814-6.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting. (Wizards of the Coast), p. 9. ISBN 0-7869-5814-6.