A Tower adaptation must visually reveal its parent architecture.
The player should be able to extrapolate equipment fragment → architectural element → enormous Tower structure. Humans are using crumbs of the Tower.
Examples, not mandatory items: pillar splinter → grotesque great blade; broken wall → shield; cornice block → hammer; aqueduct fragment → absurd crossbow; tiny arch fragment → pauldron; quarter-curved fragment → partial helmet; luminous masonry → lantern.
Found geometry: generate architecture first, break it, preserve the exact fragment, then adapt it. No cutting, polishing, sharpening or symmetrizing Tower stone. Usually use one primary Tower fragment, not matching sets.
Human completion: forged steel, iron clamps, wood, leather, rope, textile, padding, frames, sockets, counterweights. Human workmanship may be crude or luxurious; the stone remains untouched.
Grotesque scale — HARD CANON: Tower equipment may be absurdly oversized because Tower stone is much lighter than ordinary stone and may have other extraordinary properties. Human and creature-derived equipment generally stays near normal proportions. Tower adaptations can be too long, wide, thick, badly balanced or difficult to store. Their properties make the inconvenience worthwhile.
Inconvenience is not inferiority.
Generate Tower adaptations from three variables: 1. Architectural provenance: column, wall, arch, cornice, rib, aqueduct, stair, unknown structure. 2. Material property: light, luminous, hot, cold, buoyant, corrosive, charged, unknown future property. 3. Human adaptation: blade, shield, hammer, bow, armor, lantern, storage, Porter rig, tool.
Prefer this pipeline over prompting "Tower sword" directly.