|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 from within as the realm is expansive from 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 lead nowhere. As a result, The city had attained a mythical status with some even doubting that it even exists. Some theorized that it could be located somewhere in the southern swamps of Morrowind,[UOL 1] close in proximity to Tear,[UOL 2] or beneath the settlement of Ebonheart.[UOL 3] Of all the rumors and speculation on where the Clockwork city is located, only two direct 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, but it was rumored to have been sealed by the great mage, Divayth Fyr. The second was the Clockwork Globe, a Tamrielic representation of the city itself. Around 2E 583, the globe was located in Seht's Vault within the Dwemer ruins of Bamz-Amschend, deep beneath the Mournhold Temple in Deshaan. It was a location theorized to have been chosen due to Sotha Sil's admiration of Dwarven industry. It is possible that the location of the clockwork globe changed throughout time.
The means of entering the Clockwork City vary beyond that, and many 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.
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 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 with the use of Kagrenac's Tools. Sotha Sil created the Clockwork City for various reasons, all of which were to serve a noble goal. He saw the Aedra's creation of Nirn as flawed and in order to perfect it,[UOL 4] he built the Clockwork City to ensure the redemption of Tamriel, unify competing forces, and destroy 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 drew inspiration from the Dwemer, 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. He refined it further and created items based on their research, such as tonal forks that could function as a divining rod. Ultimately his style became his own and the city's structures, vegetation, and wildlife are all mechanical constructs of his own design.
Sotha Sil worked on perfecting experimental diminution magic for the purpose of creating his realm in miniature, which enhanced his precision and made the entrance to the city much more convenient to hide away and store. His experimental diminution magic would later on be borrowed to be used to sell shrunken real estate in Nirn.  He created the Celestiodrome, which surrounds the entire realm in the form of a glass globe which is perceived by the realm's inhabitants as its sky. The Celestiodrome is capable of mimicking both a day and night cycle, and the rotating girders installed on it allows for proper topography to be formed within the Realm. In an effort to make the Clockwork City habitable, Sotha Sil sought to achieve the proper humidity needed for a breathable atmosphere for his realm. He created the Halls of Regulation, which maintained the city's water cycle, breathable air, humidity, temperature, wind currents, as well as creating drinkable water. He created the enormous processing facility known as the Halls of Fabrication with the purpose of breaking down Dwemer machinery so that their parts can 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. One of the first buildings he made was the Mnemonic Planisphere, created 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.
In the heart of the Clockwork City, he created 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. The creations of Sotha Sil require his presence, as when he leaves his city and goes back into Nirn, the city goes into a slumbering mode and the functions slow down. Lights darken, manufacturing slows, and factotums services are reduced.
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 discovered 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.
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 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. He knew that one day his friend Almalexia may come to kill him, and in his final moments, he attempted to use his control center to seal the Chamber of Lorkhan, which housed the mechanical Heart of Lorkhan, a replication of the original Heart of Lorkhan. He was successful in sealing the chamber and the heart would continue to power the city and sustain its inhabitants even after his demise. 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.
In 4E 201, the Forgotten Hero along with his adventuring party tracked Barilzar's Mazed Band to Forelhost in the Rift, when treasure hunters in the employ of former Clockwork Apostle Mecinar stole it from them to enter the Clockwork City. 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 Forgotten Hero would not let go of his friend, and would pursue another way into the city. They would finally come and find their solution, one of the daughters of Divayth Fyr, Alfe Fyr, 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 would rescue their friend and recover a memory star of Sotha Sil. What would turn from a simple rescue mission would turn into a race against time. The Forgotten Hero learned of the Heart of Lorkhan and would decide to go further into the city to prevent the Heart from falling into the wrong hands. Good intentions would have disastrous results, as the Mecinar waited from the shadows until the heroes unsealed the heart, and then basked in divinity of the heart. the heroes would barely survive the encounter. After escaping, the heroes would come across a memory star which 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 the Mecinar was remaking the city in his own image and was turning the people from the city into abominations. After being on the run from the fabricants, a brave sacrifice was made and the hero lost one of his friends.
The forgotten hero would venture onward onto the Throne Aligned where It was revealed that the 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 and challenge the Mecinar. The stories have different endings, both of where the Mecinar were defeated. In one, the city was destroyed after the Forgotten Hero destroyed the heart and the city's inhabitants were forced to abandon the city. In another, the Hero used it and basked in the divinity of the heart and fought the Mecinar on equal ground, and the Heart would live on, along with the city. The heart was too much for the hero and was disintegrated, with the rumor that the hero's consciousness lived on within the city.
Three 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.
Sotha Sil's realm is completely synthetic and inhospitable to most forms of organic life apart from transient fungi known as the Ironstalk Mushroom. As the metallic soil precluded the growth of natural vegetation, Sotha Sil created various types of artificial vegetation that mimicked familiar species found across Nirn. The Everwound Wellspring is one of the only places with genuine, non-mechanical flora, which manages to grow despite the poor environmental conditions with the aid of a reservoir of water, artificial lighting, and alchemical nutrients.
That all changed by the Fourth era, when the Forgotten Hero entered the Clockwork City and discovered that by then, the realm had found new life, as the city had been overrun with vibrant flora. With vines covering the clockwork architecture and the various plant life even piercing out of various buildings in the city's landscape. The apostles theorized that the mechanical Heart of Lorkhan allowed the plants to grow within the city, possibly making the Everwound Wellspring obsolete.
Various metallic 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 beetles, scorpions, spiders, nix-hounds, nix-oxen, kagouti, and many other species. 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. Factotums have been improved over time with the early factotums having more of a Dwemeri appearance. 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.
Refabricants are the third category of known fauna and refer to Sotha Sil's early creations which were part of his efforts of taking Dwemeri design and making it his own. They include Dwemer Constructs which have been tinkered in ways beyond the capabilities of even the most talented individuals, Additionally, early model Factotums are also referred to as Refabricants as they are the contain Dwemeri parts that have been repurposed as well as having a more Dwemeri-inspired design. They are usually found in sections of the Clockwork City created in its early stages of creation that have since then fallen to neglect such as the Hall of Fabrication and the Asylum Sanctorum.
A fourth type of fauna are known as Abominations, and were created by the former Clockwork Apostle Mecinar, one of Sotha Sil's most bright 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. 
Within the realm, the outskirts of the Clockwork City is the wilderness known as the Radius. The Radius emulates the various biomes found across Tamriel, with an overlay of a harsh metallic desert. It is home to artificial flora and (mostly predatory) fauna that imitate those found across Nirn and has oily pools that substitutes as the realm's water. The oily pools which are home to various species of fabricant fish, is essentially waste that is a mixture of machine grease, fluids from both fabricants and people, and substances churned out by the factories beneath the surface. Often the radius experiences inclement weather which may require the use of protective gear for the eyes as well as a rebreather for the lungs. Being unprepared with such gear will lead storm-blown metallic motes possibly damaging a person's lungs and can lead to a condition known as "Brass Lung".
From the west to the east, a canyon known as the Insalubrious Effluvium stretches across the Radius. It is the place where the sewage of the realm goes to and runs through the synthetic swamp of the Mire Mechanica in the east. Of note in the swamp lies the laboratory of the mage Barilzar. The sewage then travels through from the mire to a dam, then into the Halls of Regulation where all liquids flows for the purpose of purification for drinkable water. The Halls of Regulation maintain the Clockwork City's breathable air and drinkable water, and precisely controls humidity, temperature, and wind currents. Northeast of the Halls of Regulation is the Everwound Wellspring, one of the only places in the city where real flora can grow up until the mechanical Heart of Lorkhan brought genuine flora outside to the rest of the city. South of the canyon is the Mnemonic Planisphere, a memory storage facility where Sotha Sil stored his memories. South of that is the Elegiac Replication, a Memorial to people important to Sotha Sil's life and a blossoming place within the harsh synthetic realm.
Of other places to note within the Radius is The Observatory Prior, located on the north west side of the realm on a mountain top. It served as both a laboratory and an observatory, and as The name implies, there may be an Observatory Final. The observatory highly resembles the Throne Aligned, Sotha Sil’s Control Room for the Clockwork City. To the southeast of that is The Vale of Tiers and its purpose purpose has been a matter of speculation. It is theorized that it is one of the places that lubricant and the dead organic matter goes to. It is also home to the spectacle known as The Grand Prognosticator, a factotum capable of giving fortunes. The Clockwork City Vaults is a series of facilities that perform a various of functions and can be accessed South West of the Halls of Regulation. It Houses the Divinity Atelier and other places the Soulless one traversed to get the radius from the Clockwork City Globe entrance. It is unknown where The Halls of Fabrication, the enormous processing facility which purpose refabricate Dwemer machinery, is located.
The Brass Fortress is near the center of the realm and provides safety for people from the dangers of the Radius. Both are inhabited by Fabricants, Factotums, and people. Upon entering the Brass Fortress, one is greeted by a towering statue of Sotha Sil as well as an impressive skyline of the city with buildings towering to the sky. Around the statue lies a market square, the local inn, bank, and various other things that service the people of the fortress. To the north lies the Clockwork Basilica, where the Clockwork Apostles conduct their research. To the east side of the city lies the slums of Slag Town and houses the Tarnished and east of that lies the Machine District which contains the Fabricant production plant known as the Incarnatorium. To the east of the Fortress is the Reactor District. It contains the Asylum Sanctorum, used to seal the Dunmer Saints Felms, Llothis, and Olms as their clockwork vessels caused them to turn mad overtime.
Underneath the Brass Fortress lies the maintenance tunnels and subterranean chambers of the Mechanical Fundament. It houses the Cogitum Centralis which contain an automated defense system that is controlled by a master factotum, in order to protect the Throne Aligned, The control center of the Clockwork City. Sotha Sil dwelled in the Cognitum Centralis in the Second Era. In the late Third Era, he inhabited the control center known as the Dome of Sotha Sil and was guarded by two Imperfects, giant Factotums.  It was part of the sections the Nerevarine traversed in the Third Era. Those sections include the Maintenance and the Outer and Inner Flooded Halls; the Halls of Delirium, Theuda, Sallaemu and Mileitho; the Central Gearworks; the Chamber of Sohleh; and the Domes of Kasia, Serlyn, Udok, the Imperfect and Sotha Sil. They have been theorized to be the same place as the Cognitum Centralis.[UOL 7]
A machine creating Verminous Fabricants in the Dome of Serlyn
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
- Journal of a Stranded Mage — Orinol, Mage of Cormount
- Proctor Luciana's Journal — Proctor Luciana Pullo
- Provost Varuni Arvel's dialogue
- Galyn the Shelterer's dialogue in the mission The Throne Aligned in Return to Clockwork City
- Sarvlos Velar's dialogue
- Barilzar's Journal — Barilzar, Apprentice to Sotha Sil
- Outsider Observation Report - Log 3 — Rosalind Frenrick, Stranded Mage
- Sotha Sil's dialogue in ESO: Clockwork City
- Varieties of Faith... — Brother Mikhael Karkuxor of the Imperial College
- The Truth in Sequence — Deldrise Morvayn
- 36 Lessons of Vivec, Sermon 36 — Vivec
- Divaricated Tone Fork item in ESO
- What is the Clockwork City? on the official ESO website
- Enchanted Snow Globe Home loading screen in ESO
- Dialogue of various Stars in the Mnemonic Planisphere
- The Clockwork City Adventure Guide on the official ESO website
- Cogitation Log 1322331455212478
- The Astronomer's dialogue
- Luciana Pullo' dialogue in the ESO: Clockwork City
- Forging the Future quest in ESO: Morrowind
- Introducing the Asylum Sanctorium on the official ESO website
- Razum-dar's Journal — Razum-dar
- Events of Tribunal
- Almalexia's dialogue in Tribunal
- Sotha Sil's emote dialogue in the mission The Last Stand in Return to Clockwork City
- Aios' dialogue in ESO: Clockwork City
- Sotha Sil's dialogue in the mission The Last Stand 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
- Ironstalk Mushroom Preservation and Sterilization — Salas Ramothran
- Excerpts From Fabricated Flora: A Study — Acolyte Kelvivi
- Chirrhari's Notes — Apprentice Chirrhari
- Realms of the Clockwork City: The Radius — Provost Varil Arvel
- Galyn the Shelterer's dialogue in the mission Divine Implements Found in Return to Clockwork City
- 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
- 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
- Refabricant Slayer achievement description in ESO
- Crafting Motif 53: Refabricated Style
- Mecinar's dialogue in the mission The Betrayal in Return to Clockwork City
- Sotha Sil's dialogue in the mission The Betrayal in Return to Clockwork City
- Realms of the Clockwork City: The Radius — Provost Varil Arvel
- Radius Mask hat description in ESO
- Radius Rebreather hat description in ESO
- Realms of the Clockwork City: The Radius — Provost Varil Arvel
- Sotha Sil's dialogue in ESO: Clockwork City
- Raynor Vanos's dialogue in ESO: 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
- 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
- Pete Hines Legends Interview