|Sotha Sil, The Clockwork City|
|Appears in||Tribunal, ESO, Legends|
- Obsidian towers stretch ever skyward, festooned with polished brass and godly filigrees. Great turbines drive memory through a thousand thousand pipes that stretch out like tangled veins, or the golden roots of an ageless tree. — The Truth in Sequence
The Clockwork City, also known as Sotha Sil, is a metaphysical clockwork realm created by Sotha Sil, one of the living gods of Morrowind, to replicate the mythic structures of Nirn in metallic miniature. It supposedly exists "outside space and time", and in the physical world, it is represented in the form of a Clockwork Globe that is no larger than a good-sized netch, and requires an individual to be magically shrunk to enter. Although represented in miniature, a whole world lies within as the realm is expansive on the inside.
The Clockwork City's exact location is shrouded in mystery, with the city itself being described as a "metaphor made manifest". Statements about where the city is located more accurately describe ways to get to the city, rather than the physical location of the city itself. Sources from various eras had many theories of how to get to the city, many which led nowhere. As a result, the city attained a mystical status, leading some to doubting its existence. Some theorized that it was located somewhere in the southern swamps of Morrowind,[UOL 1] in close proximity to Tear,[UOL 2] or beneath the city of Ebonheart.[UOL 3] Among all the rumors and speculation on the Clockwork City's location, only two entrances to the city were confirmed to have actually existed: The first was a rift that opened up in Abanabi Cave beneath Tel Fyr in 2E 583, which was rumored to have been sealed by Divayth Fyr. The second was the Clockwork Globe, a Tamrielic representation of the city itself. It is possible that Its location changed throughout time, but Circa 2E 583, the globe was located in Seht's Vault, within the Dwemer ruins of Bamz-Amschend, deep beneath the Mournhold Temple, in the region Deshaan. It is theorized that Sotha Sil chose the location our of his admiration for Dwarven industry.
Skilled mages were able to create devices that allowed them to teleport into the city. The mage Barilzar created the Mazed Band, which enabled its wearer to teleport directly to the city. Telenger the Artificer created the Hyperagonal Locational Determinator, a device that could pinpoint any desired location in the entire Gray Maybe, even those protected by magical defenses including both Artaeum and the Clockwork City. Other skilled mages were occasionally able to teleport to the city when conditions were right. A number of the city's inhabitants arrived in the realm unintentionally and spontaneously.
The Clockwork City is believed to have been constructed sometime after the rise of the Tribunal at the Battle of Red Mountain in the First Era, when Sotha Sil harnessed divine power from the Heart of Lorkhan using Kagrenac's Tools.
Sotha Sil created the Clockwork City to serve noble goal of perfecting what he saw as a flawed Aedric creation[UOL 4] The goals consisted of ensuring the redemption of Tamriel, unifying competing forces, and destroying the Daedra. From his city, Sotha Sil had hoped to "forge the future" and "reshape the world".His followers, the Clockwork Apostles, interpreted his goal as the concept of Tamriel final, The Second Nirn, The inchoate Nirn-Ensuing, also known as Anuvanna'si. In it, Pandomay concepts would have no place, there would be no Et'Ada influences, and The Daedra would sink into nothingness. In the end, Tamriel Final would have a convergence of Nature and engineering, and the difference between flesh and metal would disappear as they bind into one. To the apostles, the Numidium, the brass god, is the biggest threat to Tamriel Final.
During the genesis of the city, Sotha Sil's vision of a self-contained world made of brass and machinery was very ambitious and he developed highly advanced methods to see it through. He worked on perfecting diminution magic for the purpose of creating his realm in miniature, which enhanced his precision and made the entrance to the city convenient to hide away and store. The glass dome that surrounds the entire realm is known as the Celestiodrome. It functions as the realm's sky and is capable of mimicking both a day and night cycle. It contains rotating girders that allows for proper topography to be formed within the realm. Sotha Sil achieved the proper humidity needed for a breathable atmosphere for his realm with the creation of the the Halls of Regulation. It maintains the City's water cycle, breathable air, humidity, temperature, wind currents, as well as creating drinkable water. The building known as the Mnemonic Planisphere was created to serve as an extension of Lord Seht's consciousness where his memories were stored in the form of stars. It was maintained for millennia by its caretaker, the Astronomer.}} The City's wilderness is known as the Radius, and was created to emulate the various biomes found across Tamriel, with an overlay of a harsh metallic desert. The Brass Fortress is the city within the Clockwork City, and is where the people of the realm dwell from the dangers of the Radius. Underneath it lie the maintenance tunnels of the Mechanical Fundament, which contain the Cogitum Centralis, which is said to lie in the center of everything and is described as the "Axle that spins the wheel." It contains Sotha Sil's seat of power, the control center of the city known as the Throne Aligned. It is where Sotha Sil would often vanish into to work in solitude, sometimes decades, or even centuries at a time without leaving. It is thought that he was reshaping the world from the Throne Aligned.
Sotha Sil drew inspiration from the Dwemer for his creations, and their influence in his work is rumored to be traceable as far back as before the disappearance of the Dwemer. Among these influences was his research on Dwemer tonal architecture, which he uses to perform his divine workings. He refined it further and created items based on their research, such as tonal forks that could function as a divining rod, and the Resonant Sphere, one of Sotha Sil's minor marvels. The sphere produces an aural response upon applying magic to it, and chimes with a sound similar to the ones that ring in the Brass Fortress . The enormous processing facility known as the Halls of Fabrication was created with the purpose of breaking down Dwemer machinery so that their materials could be repurposed into his own creations, but would later abandon the project and left the artificial intelligence known as the Assembly General to continue alone. Ultimately his style became his own and the city's structures, vegetation, and wildlife are all mechanical constructs of his own design.
In 1E 2712, a battlemage of Reman Cyrodiil's army, Luciana Pullo, was transported to the city after an explosion of magical energy. Sotha Sil found her gravely wounded on the outskirts of The Radius and used his advanced technology to save her life and deliver her premature son. Luciana would decide to join the ranks of the Apostles and rise through the ranks of Clockwork Apostles and become a proctor as well as raising her son Marius. Sotha Sil would reveal to her in a prophetic tone that the reason he saved them is because she would one day shine a light. She would later discover her son had a terminal heart defect, a result of circumstances of his birth. Sotha Sil entered the Cogitum Centralis in 1E 2721, and when Marius' condition worsened, Proctor Luciana forcefully entered the Centralis in 1E 2730 to ask him to save his life. Sotha Sil stated that while he had the power to heal him, circumstances made it impossible and he would not save his life. He then teleported Luciana back to the city and continued his seclusion in the Centralis until at least 1E 2750. Luciana would remain a proctor within the clockwork apostles but would lose her love for Sotha Sil.
Sometime in 2E 582, unsatisfied with the progress of the restoration of the Morag Tong into the levels of its former glory prior to the Potentate assassinations, the grandmaster of the Tong, Rythe Verano, plotted a coup of the current Tong. He enlisted the aid of various influential members from the Tong called the Seven Secretives. They created a list of goals, which if achieved, would transform the Tong into an organization powerful enough to allow them to replace the heads of state that were once able to force them to go into hiding. Two of the eight objectives involved obtaining two advanced devices from the Clockwork City. The first was Sotha Sil's Simulacrum Rubric, which lent its name to the name of the plot, the Simulacrum Rubric. The second was a mysterious clockwork device.
The plot was discovered by the Morag Tong assassin Naryu Virian. The event led her to seek an audience with the Tribunal god Vivec, to be granted a Tribunal sanction for extrajudicial execution for her superior. She had discovered that he was involved with the Secretives' plot, and had ordered writs of execution for them to throw her off his trail. Vivec granted her request and provided with her an ally, a warden by the name of Boldekh, who wanted to bring Verano to justice for his involvement in the death of his partner. They tracked Verano who moved via teleportation first to Sadrith Mora, then the Clockwork City where he obtained Sotha Sil's Simulacrum Rubric, and finally to Vvardenfell's Dwemer ruins of Mudan. Dwemer Animunculi appeared out of Mudan, causing the Argonian guards that were assisting Verano to flee. A Dwarven colossus appeared out of the ruin, blasting it apart and immolating Verano along with the satchel that held Sotha Sil's Simulacrum Rubric. With the combined efforts of Naryu and Boldekh, they destroyed the colossus. Naryu severed the grandmaster's head and took his skull as a trophy to take with her as she sought out to carry out the writs of execution on the other traitors. The second clockwork artifact required the hiring of a smuggler that was able to enter the Clockwork City. Its importance led Clockwork Apostles to give chase to the smuggler back to Nirn to retrieve it. The clockwork artifact was tracked to the Dwemer ruins of Bthuand, where it was destroyed when the target got into a brawl with the smuggler, and the target was then killed by Naryu. Naryu's journey led her all across Tamriel, where she would successfully carry out her executions.
As part of The Triad's goals in 2E 583, Clavicus Vile and Barbas carried out an elaborate plot to gain access to the Clockwork City. They used a powerful staff created by Sotha Sil, Sunna'rah, to steal Vivec's divine energy and use it to discover the city's location. They succeeded, and Barbas entered the City to arrange Clavicus Vile's arrival, but was stopped by the Soulless One and the mage Barilzar, who pursued him into the City.
Around the same time, Divayth Fyr planned to extend his tower of Tel Fyr into Abanabi Cave until a portal to the Clockwork City inexplicably opened up inside, spilling out Refabricants and Fabricants from the Halls of Fabrication. The Fabricant threat was neutralized when a large group of Undaunted accompanied him into the cave and then entered the Clockwork City portal, defeated the Assembly General, and disabled their production. Divayth then studied the portal.
Nocturnal subsequently tried to take control of the Clockwork City. She summoned Sotha Sil's Shadow, who replaced him as ruler of the Clockwork City. Meanwhile, one of the Clockwork Apostles, Chancellor Gascone Dusant, sought to deliver the Skeleton Key, which had been accidentally found by a Factotum beneath the Brass Fortress, to Clavicus Vile, only for the Key to be stolen by the Blackfeather Court. The Soulless One, assisted by Divayth Fyr and the Clockwork Apostles, unveiled the plot, but were unable to reclaim the Skeleton Key before it was taken by Sotha Sil's Shadow.
Nocturnal and the Shadow then attempted to seize control of the Clockwork City by using the key to try unseat the real Sotha Sil from his Throne Aligned, and have the shadow take control of the Throne. The Soulless One and Luciana would intervene and defeat the shadow in combat, but Nocturnal intervened and had her shadows envelop the area, attempting to consume the heroes. Proctor Luciana Pullo would not yield, and at the last second would use her shadow-banishing light to keep Nocturnal's shadows at bay. Divayth Fyr also arrived at the last second and kept Sotha Sil alive and constrained the shadow. They bought the Soulless one enough time to be able remove the Skeleton Key from the Throne Aligned and awaken Sotha Sil. Sotha Sil would then reunite with his shadow and banish Nocturnal from his realm.
Luciana would collapse from exhaustion as a result of the fight but fulfilled Sotha Sil's prophecy that she would someday shine a light. Sotha Sil offered the Soulless one a Boon for their aid, but it is unknown if they were tempted with acquiring power or chose to save Luciana and delay her eventual death into a later time. Sotha Sil gave the Skeleton Key to Divayth Fyr for safekeeping and returned to the Cognitum Centralis to make preparations for the Daedric Triad. 
Sometime long before 2E 583, in an attempt to unlock the secrets to everlasting life,[UOL 5] Sotha Sil created mechanical vessels for the souls of three revered Tribunal Temple Saints: Saint Felms, Saint Llothis, and Saint Olms. The mechanical transformation turned the saints mad and they were sealed away in the Asylum Sanctorium. The Asylum would become a place where people would come make offerings to the saints but over time the minds of the saints eroded even further. In 2E 583, Undaunted adventurers were tasked with putting an end to their suffering before they could threaten the Clockwork City (around the same time as Nocturnal's attempt to take control of the Clockwork City).
Also during Nocturnal's attempt to take over the Clockwork City, High Magistrate Rinwaray of the Divine Prosecution (posing under the identity of Penewen with an enchanted necklace) manipulated Telenger the Artificer to use his teleportation device, the Hyperagonal Locational Determinator, to teleport her into the Clockwork City. There she planned to find Seht's Affect Inducer, a magical device entrusted originally to Barilzar that can manipulate a person's emotions. She planned to use it on Proxy Queen Alwinarwe for her own political gain and to revert the Summerset Isles to isolationism. Her efforts were stopped when Razum-dar caught wind of her plot and followed her tracks through the Clockwork City, the Evergloam, Artaeum (accidentally) and eventually caught her in Alinor where he managed to subdue her and she now awaits the Queen's judgement.
In 2E 882, Dagoth Ur awakened and then ambushed and nearly killed the Tribunal during their annual pilgrimage to Red Mountain to renew their divine powers. The event resulted in the Tribunal being cut off from access to the Heart of Lorkhan, and caused Sotha Sil to respond by beginning development of a replacement heart. His solution was the Mechanical Heart, a mechanical replication of the Heart of Lorkhan, to act as a new source of divinity and as new power source for his Clockwork City. The development would not go smooth, as The Heart became unstable in its early development, and to prevent the Heart from destroying the City, he created his own variant of Kagrenac's Tools to control, shape, or even dismantle the Heart if necessary.  Sotha Sil went to great lengths to keep the Heart from those who would misuse it. It was stored and would continue to be developed in heavy security deep within the Clockwork City. He stored it within the Chamber of Lorkhan, located deep in the Clockwork City's Cogitum Centralis. The Cogitum Centalis contained an automated defense system controlled by a master factotum. Sotha Sil also hid his tools as a precaution across Nirn to prevent people from stealing the Heart's power.
Sotha Sil continued developing the Mechanical Heart, but its progress would be threatened as the day arrived, just as he predicted, where his friend Almalexia would come to kill him. In 3E 427, the goddess Almalexia, having been driven mad by her loss of immortality, manipulated the Nerevarine to retrieve Barilzar's Mazed Band, which she used to travel to the Clockwork City to murder Sotha Sil in cold blood. When Almalexia came face to face with Sotha Sil, he said not one word, making her think that even in death, Sotha Sil mocked her with silence. In reality, he was likely in another state of mind and was unable to respond, a result of being plugged into the control center within the Dome of Sotha Sil. In his final moments, he attempted to use his control center to seal the Chamber of Lorkhan to prevent the Heart from falling into the wrong hands and to ensure the City would live on after his death. He was successful in sealing the Chamber and his machines began finishing the construction of the Mechanical Heart within it. After murdering Sotha Sil, Almalexia transported his fabricants into Mournhold to wreak havoc. She then tricked the Nerevarine into going to the Clockwork City to kill the late Sotha Sil, who she blamed for the attacks. Once there, she attempted to murder the Nerevarine as well, but her divine powers had waned, and as a result, she wasn't powerful enough and was struck down.
The Heart continued to be constructed by Sotha Sil's Machines within the Chamber of Lorkhan, and 207 years after Sotha Sil's death, in 4E 200, it was completed. Sotha Sil's creations previously required his presence, with the city's functions going into a slumbering mode in his absence. His presence was no longer needed as the heart continued to power the city and sustain its inhabitants even after his demise.
In 4E 201, Mecinar, a former Clockwork Apostle who was banished from the city for his perverse research into creating the perfect lifeform, employed treasure hunters from across Tamriel to retrieve Barilzar's Mazed Band to use in order to return to the City to see his vision through. In an effort to claim the riches that may lie in the city for themselves, The Forgotten Hero along with their adventuring party, tracked the Band to Forelhost in the Rift. Unbeknownst to the heroes, treasure hunters in the employ of Mecinar were following them, and easily stole the band from them after they were weakened. The Forgotten Hero's friend, an Argonian named Swims-at-Night, would not give up his prize, and reached out and grabbed the hunters while they were using the ring and was teleported into the city along with them. The Forgottten Hero would not forsake their friend, and would pursue another way into the city. They would eventually find their solution in Alfe Fyr, one of the daughters of Divayth Fyr, who lived near the mountain of Mount Anthor. After sending them to an errand that was actually meant to kill them, Alfe Fyr teleported them into the Clockwork City.
Once inside, the heroes ventured to the Brass Fortress and discovered the last of Clockwork City's people, who initially attacked them out of fear that they were associated with the people who had raided them recently. They discovered that the inhabitants of that time were lead by the Clockwork Apostle known as Galyn the Shelterer, who was compassionate about his people and would keep Sotha Sil's people alive at any cost. He directed them to the direction the treasure hunters went and were able to rescue their friend and managed to recover a memory star of Sotha Sil. What was meant as a rescue mission would turn into a race against time, as the star revealed the powerful device known as the Mechanical Heart. The heroes decided to traverse the dangers of the Cognitum Centralis, located in the depths of the city, to prevent the Heart from falling into the wrong hands. Good intentions would have disastrous results, as Mecinar spent centuries plotting. He modified his body into a tool that could absorb the Heart's power, and The climax of his plans would become reality. He waited from the shadows until the heroes unsealed the Chamber of Lorkhan which held the Heart, and then basked its power.  The heroes barely survived the encounter. Among the rubble, they came across a memory star that would reveal that Sotha Sil created his own set of Kagrenac's Tools which could control, shape, and even dismantle the Heart. With this reveal, the heroes would journey to find the tools and would discover that, meanwhile, Mecinar was carrying out his plan of remaking the city in his own image and was turning its people into abominations. After being on the run from the fabricants, a brave sacrifice was made and the hero lost one of their friends.
The heroes would venture onward onto the Throne Aligned where it was revealed that Sotha Sil's tools were hidden across Tamriel. Using the Doors of Egress, the Clockwork Apostle's teleportation device, the Forgotten Hero was able to collect the tools located in Tamriel and journeyed into the Chamber of Lorkhan to challenge Mecinar. The story has an unclear ending, but it is clear that Mecinar was defeated. One rumor says that the city ceased functions after the Forgotten Hero destroyed the Heart, and the city's inhabitants were forced to abandon the city. In another, the hero used the Heart to harness its power and fought Mecinar on equal ground, and the Heart would live on, along with the city. The Heart was too much for the hero to handle and was disintegrated, with the hero's consciousness living on within the city.
Four major groups of people exist in the Clockwork City and have developed their own communities.
The Clockwork Apostles reside in the Clockwork Basilica within the Brass Fortress and revere Sotha Sil. To become an apostle, you need to have great skill in magic or machinery or have some other skill they deem worthy. Clockwork Apostles often replace their limbs with clockwork ones, to correct what they see as a flawed part created by the et'Ada with a perfect part created in Sotha Sil's design, usually as an expression of faith.[UOL 6] Despite Sotha Sil's influence from the Dwemer, the Clockwork Apostles see Dwemer creations as inferior and even blasphemous. They are often seen as elitist by non-apostles and often send others to do tasks for them that they deem beneath them. They follow The Truth in Sequence sermons and devote their work towards one goal: achieving Tamriel Final, a new Nirn.
Those that lack the skill in machinery or magic required to become a Clockwork Apostle but have another desirable skill are referred to as auxiliaries. They can be a skilled adventurer for hire or they may have a trade and be merchant, craftsmen, and other roles. They usually dwell within the Brass Fortress in sections outside the Clockwork Basilica and Slag Town. Merchants gather to sell their goods in the Chancel of Transaction near the center of the Brass Fortress while craftsmen reside in the Hall of Refined Techniques. Carpenters go to sell their furniture in the Domicile Enhancement Hub near Slag Town.
Those who lack any desirable skills are cast out and become a Tarnished. The Tarnished live in the slums of Slag Town and in the outlaws refuge. The Tarnished feel abandoned by the Clockwork Apostles and often have to rely on themselves to get by. In the Second Era, the Orc Razgurug ran Slag Town as its unofficial mayor and would help keep stocks of Slag Town's supplies. The mayor petitioned for the Clockwork Apostle's help but the apostles do little to help the Tarnished out. As a result, he enlisted adventurers to help obtain necessities to treat their illnesses, fuel their fires for warmth, and overall improve their quality of life.
Citizens of the city referred to outsiders as exodromals (from beyond the celestiodrome, or the "Nirn Above"). To gain citizenship in the Brass Fortress, one had to find a sponsor among the city's inhabitants who would be willing to vouch for them. In most cases, new citizens had no way to return to Tamriel, and consequently had no choice but to stay in the Clockwork City forever. The Clockwork Apostles have the device known as the Doors of Egress, which allows them to teleport anywhere in Tamriel. Despite the portal back to Tamriel existing, citizens were told that it did not exist. Some felt that living in the realm was a miracle, while others considered it an unending nightmare.
The denizens of the Clockwork City are unlikely to go hungry thanks to the staple food known as Nutriment Paste. It is served from devices known as nutriment dispensers, and the food itself is thick, flavorless, healthy, and above all, a filling paste that has the consistency of porridge. Spices or toppings are added to make it a bit more palatable. The lack of pleasure the paste provides is said to make the simplistic of flavors of other foods become the most delicious thing ever tasted. The paste sometimes causes people to have the affliction known as Cyclical Inert Ingestion, a palate fatigue which gives them compulsive cravings, causing them to experiment with ingesting non-nutritious and sometimes harmful materials. It can be repurposed into nutrient pellets that are used to feed fabricant live stock
Merchants see real ingredients as a privilege, not a right. Some have gained a resentment towards the Tarnished for being desperate, and some will even refuse to sell to the few Tarnished that can afford it. As a result, the people of Slag Town don’t have many alternatives to nutriment paste. A closely guarded secret was the how to make the transient fungi known as the Ironstalk Mushroom edible, and the Soulless One expanded the food palate of Slag Town’s denizens when they retrieved the notes of the process for them. The mushroom’s introduction also allowed them to enjoy fabricant meat, as the mushrooms took the edge off that comes from eating it.
The Everwound Wellspring offers an alternative to the flavorless nutriment paste. Various fruits and vegetables are grown there despite the poor environmental conditions, with the aid of a reservoir of water, artificial lighting, and alchemical nutrients. The cost of maintaining the Wellspring is high, with a person’s lifeforce required to sustain it, and makes it an impractical to rely on the Wellspring as an alternative to nutriment paste.
Sotha Sil's realm is completely synthetic and inhospitable to most forms of organic life. Various life of metallic and organic origin were created for the purpose of thriving in this synthetic environment.
The Clockwork City consists of both synthetic and natural vegetation. As the metallic soil precluded the growth of natural vegetation, artificial vegetation that mimicked Nirn’s species were created and placed into the landscape. Natural vegetation was once a rare sight, being limited to a limited number of areas such as the Everwound Wellspring. By the Fourth Era, the Mechanical Heart allowed genuine flora to thrive in the Clockwork City, overrunning it with vibrant flora, with vines covering the clockwork architecture and various plant life even piercing out of various buildings in the city's landscape.
Various mechanomagical lifeforms inhabit the Clockwork City. Among them are the Fabricants, creatures that are part organic, part inorganic that are designed to emulate the form and behavior of their Tamrielic counterparts. They constructed from an amalgam of grown flesh and metallic grafts and are powered by a soul gem. They come in a wide variety of shapes, but they usually created to emulate predatory animals since the synthetic realm is inhospitable to most forms of organic plant life. They can resemble anything from creatures of the land, air, and sea. Unique to the Clockwork City are the Verminous Fabricant and the Hulking Fabricant, two creatures with no obvious counterpart on Nirn. They are also known as the Fabri'siraynosim, The merged-ones, and are rumored to be the first step towards the convergence of Nature and engineering.
The other major group of fauna in the Clockwork City are Factotums, constructs that are completely synthetic and usually humanoid in appearance. They fulfill a wide variety of functions, such as performing maintenance, providing security, and even acting as bards. Early model Factotums are referred to as Refabricants, and were part of Sotha Sil's efforts of taking Dwemeri design and making it his own. They contain Dwemeri parts that have been repurposed as well as having a more Dwemeri-inspired design. Factotums have been improved over time, with modern Factotums being the series 7 model and no longer having any Dwemer parts or Dwemer inspired physical features. Factotums have also been experimented with and mortal souls have been successfully transferred into them, but a common defect is that it may make the subject turn insane, with the most notable examples being the three Dunmeri Saints.
Refabricated Dwemer constructs also dwell in the Clockwork City but are a rarity. They are unique from regular Dwemer constructs in that they have been tinkered in ways beyond the capabilities of even the most talented individuals.
A fourth type of fauna are known as Abominations, and were created by the former Clockwork Apostle Mecinar, one of Sotha Sil's brightest apostles. He was influenced by Sotha Sil's work towards the creation of the perfect life form. He modified Acolytes against their will and combined them with steel and sorcery similar to Fabricants, but went a step further and merged them with beasts. In the eyes of Sotha Sil they were abominations and as a result, he exiled the Mecinar out of the city. In the Fourth Era, after returning to the Clockwork City and obtaining the divine power from the Mechanical Heart, he attempted to remake the citizens of the City in his own image  and was able to even turn the undead into mechanical slave abominations using the divine powers he obtained from the Heart. 
- The Radius
- The outskirts of the Clockwork City.
- Brass Fortress
- The City within the Clockwork City.
- Cogitum Centralis
- The Cogitum Centralis, which contain the Throne Aligned, the control center of the Clockwork City.
The Clockwork City themed card back as seen in Legends
- Pocket Guide to the Empire, 1st Edition: Morrowind — Imperial Geographical Society, 2E 864
- Clockwork City loading screen in ESO
- Barilzar's dialogue in ESO: Morrowind
- Events of ESO: Morrowind
- 2920, Evening Star — Carlovac Townway
- Events of ESO: Clockwork City
- Razum-dar's Journal, Chapter 1 — Razum-dar
- Outsider Observation Report - Log 1 — Rosalind Frenrick, Stranded Mage
- Dulza's Log — Dulza gra-Morkul, Merchant of
- Journal of a Stranded Mage — Orinol, Mage of Cormount
- Proctor Luciana's Journal — Proctor Luciana Pullo
- Sotha Sil's dialogue in ESO: Clockwork City
- Varieties of Faith... — Brother Mikhael Karkuxor of the Imperial College
- The Truth in Sequence — Deldrise Morvayn
- Provost Varuni Arvel's dialogue
- Dialogue of various Stars in the Mnemonic Planisphere
- The Clockwork City Adventure Guide on the official ESO website
- The Astronomer's dialogue in ESO: Clockwork City
- 36 Lessons of Vivec, Sermon 36 — Vivec
- Divaricated Tone Fork item in ESO
- Raynor Vanos's dialogue in ESO: Clockwork City
- Cogitation Log 1322331455212478
- What is the Clockwork City? on the official ESO website
- Naryu's Journal/Craglorn — Naryu Virian
- Naryu's Journal/Vvardenfell, Before — Naryu Virian
- Naryu's Journal/Vvardenfell — Naryu Virian
- Forging the Future quest in ESO: Morrowind
- Introducing the Asylum Sanctorium on the official ESO website
- Razum-dar's Journal — Razum-dar
- Events that occur in the mission The Red Mountain in Return to Clockwork City
- Dialogue in the mission The Tools in Return to Clockwork City
- Aios' dialogue in ESO: Clockwork City
- Dialogue in the mission The Throne Aligned in Return to Clockwork City
- Events of Tribunal
- Dialogue in the mission The Last Stand in Return to Clockwork City
- Almalexia's dialogue in Tribunal
- Sotha Sil's emote dialogue in the mission The Last Stand in Return to Clockwork City
- Luciana Pullo' dialogue in the ESO: Clockwork City
- Dialogue in the mission The Betrayal in Return to Clockwork City
- Dialogue in the mission Offer From a Friend in Return to Clockwork City
- Dialogue in the mission Treasure Denied in Return to Clockwork City
- Dialogue in the mission Return to Alfe Fyr in Return to Clockwork City
- Dialogue in the mission Episode 4 Intro in Return to Clockwork City
- Dialogue in the mission The Inner Curiosity in Return to Clockwork City
- Dialogue in the mission The Tools in Return to Clockwork City
- Dialogue in the mission The City Falls in Return to Clockwork City
- Dialogue in the mission Journey's End in Return to Clockwork City
- Events of Return to Clockwork City
- Crafting Motif 56: Apostle — Artificer Dalomar
- The Truth in Sequence: Volume 5 — Deldrise Morvayn
- Inveigling the Clockwork Apostles — A Helpful Citizen
- Outsider Observation Report - Log 2 — Rosalind Frenrick, Stranded Mage
- Stuck in the Slag — Circone, Good Deputy of Slag Town
- Sarvlos Velar's dialogue in ESO: Clockwork City
- Barilzar's Journal — Barilzar, Apprentice to Sotha Sil
- Outsider Observation Report - Log 3 — Rosalind Frenrick, Stranded Mage
- Outsider Observation Report - Log 2 — Rosalind Frenrick, Stranded Mage
- Flavorless Paste on the official UESP ESO item database
- Catalogue of Afflictions in the City
- Nutrient Pellets in ESO
- Ingunnen's dialogue in ESO: Clockwork City
- Ironstalk Mushroom Preservation and Sterilization — Salas Ramothran
- Excerpts From Fabricated Flora: A Study — Acolyte Kelvivi
- Chirrhari's Notes — Apprentice Chirrhari
- Brengolin's dialogue in the ESO: Clockwork City
- Realms of the Clockwork City: The Radius — Provost Varil Arvel
- Lector Naril's dialogue in ESO: Clockwork City
- Realms of the Clockwork City: The Radius — Provost Varil Arvel
- A Study of Fabricants — Endilaril, Naturalist
- The Fabricated Fauna of Clockwork — Endilaril, Naturalist
- The Truth in Sequence: Volume 6 — Deldrise Morvayn
- The Mystery of Factotums — Associate Zanon, Clockwork Apostle
- The Factotum's Secret Voice — Lector Tidras Dran, Clockwork Apostle
- Factotum Classification - Log 233 — Proctor Neimos, Apostle of Sotha Sil
- Refabricant Slayer achievement description in ESO
- Crafting Motif 53: Refabricated Style — Dreyla Indavel, Halls of Fabrication
- Divayth Fyr's dialogue in ESO: Morrowind
- Appearance of Refabricated Arquebus in ESO
- Appearance of Ruptured Centurion in ESO
- Appearance of Ordinated Protector in ESO
- Abomination's card appearance in Return to Clockwork City
- Dialogue in the mission The Betrayal in Return to Clockwork City
- Dialogue in the mission The Caminus Pit in Return to Clockwork City
- Swims-at-Night's Abomination appearance in the mission Return to The Inner Curiosity in Return to Clockwork City
- Laaneth's Abomination appearance in the mission Return to The Inner Curiosity in Return to Clockwork City
Note: the following references are not from official sources. They are included to provide a rounder background to this article, but may not reflect established lore.
- Concept Map of Morrowind — The Elder Scrolls III: Morrowind
- Loremaster's Episode of ESO-RP ZOS Interview
- Lawrence Schick on Clockwork City's Location-Bethesda Twitch Stream 12-12:30, 13:35-14:26
- Lawrence Schick on Sotha Sil's Reason for creating the Clockwork City-Bethesda Twitch Stream 13:30
- Asylum Sanctorum's Reason for Creation-Bethesda Twitch Stream 26:23-27:06
- Lawrence Schick on Clockwork Apostles-Bethesda Twitch Stream 24:13-25:09