Revelations
Murg spoke to the wizard Adaralmus before bringing us inside. He recognized Argvarr, and was dismayed that the man hadn't recovered his mind. His party of seven was reduced to one, the stress and magic traps breaking his mind.
Turns out the tower has been cursed by
wish. Adaralmus also noted no piece of the tower can be removed -- the curse will plague whomever does so. This curse is what calls adventurers to the tower, to add their essence and mana to itself.
The blue liquid we have been seeing is liquid weave, the very essence of magic.
We are also currently outside of time and space. To leave, Adaralmus' tomb is protected from the curse and time split -- and also houses a teleportation circle. His body lies there as well: if we destroy it, Adaralmus and his magic keeping the tower intact will be destroyed. If possible, he would want this to happen.
The boneclaw is tied to this tower, and can only be destroyed inside this tower. As such, it is still in existence.
The "giants' artifact" of this tower is Adaralmus' spellbook, whom the giants regard as a cultural hero.
More puzzles
We peered down a few siderooms as we discussed what to do next. Steel found a side staircase to the upper wooden walkway in the room; as he investigated, two elementals of blue electrical energy materialized from the blue flows -- weave elemental, perhaps?
After the fight, we found a door on the upper level. Theo was able to use
knock to force the door to turn and open, bypassing its arcane (or spell) key. Disarming the magical sentries within granted us a chest.
The next puzzle room held four pools marked by elements, and casting the corresponding elements caused each pool to activate. Slowly, in the middle of the dias, the carving of a tree was hewn into stone -- with a new gap that a person could climb down into. Steel tried the hole first, but when Theo and the attuner jumped in, the pools' essence was absorbed by the attuner (it can now be attuned to earth, fire, water, and lightning).
Moving on, the next room contained more weave-essence, but it seemed tainted -- dark brown and giving off a foul smell. Attuning to the pool nullified the toxic odor, and the next room had an enchanted chest. Recognizing giant language on the lid, we "asked nicely", and it opened to reveal a large amount of treasure. Fortune must have smiled upon us, as leaving the room Theo found a secret chamber that held a long lockbox -- a wand box? Theo and Steel held Izol and Murg back, insisting they open the box once the party had left the tower.
Returning to the room where we had talked to Adaralmus' image, and Theo opened the northern great doors, almost falling into the liquid weave as he did. The next room was almost entirely marble, with a large mechanism on a dais in the back -- one of the generators Adaralmus spoke of. Between the two magical tinkerers, the generator creates gaps between the planes to allow the weave to literally seep out, causing the magic to coalesce into the blue fluid form. "It's... beautiful." Murg found a small sidechamber, with a small reservoir and switches to regulate the amount of weave-essence. Theo and Murg fiddled in the room until they filled the pool; the walls and ceiling began to shine, revealing a fresco of a giant (demigod?) pulling a newly-crafted sword from a pool...
And Steel did that, putting the broken blue sword into the pool and imagining doing the same as the giant. Out came a fully reformed sword -- which he dropped into the pool out of shock. It melted, the alloy floating on top of the blue weave-essence. Theo, after experimentation, pulled the sword out once more. It seemed that this pool allowed us to form the strange metal into any form: a sword, a quarterstaff.