Here is a nice list of places you will be going;
The World of Accardi: It was once a world of rich culture and progress, though something horrible happened that submerged much of the land beneath the ocean. Only a few places remain, scattered across the vast sea and accessable only by the books, or Charon's ship.
The Library: The library is the central location. This is where you will arrive when first drawn in by your diary. Your body will wake on the docks when you return to life should you die.
The island the library is located on is rocky terrain, and the paths paved with cobblestone are overgrown with grass and flowers. There are many trees, and dense, forested areas around the library. The trees are mostly massive pines, but there are also ash, birch and yew intermingled. Tread far enough into the forest and you'll find a small pond of fresh water. While animal life is conspicuously absent everywhere else, at this clear pond you'll hear the chirps of birds, the rustle of small animals and somewhere, the distant roar of something huge and ancient. But you won't see any of the sources of these noises. Odd though. There seems to be something at the bottom of the pool...
There are docks a short distance away from the library. But all the boats that make port have long since sunk or are irrepairable. Sometimes a large, unmanned ship makes port though. And when it does, the dead mysteriously return.
The library itself is huge. In fact, it seems to be bigger inside than out and it's filled with secret rooms. But those aren't important yet. First one must make note of the grand, marble architecture, gold leaf linings, exquisite oil paintings and the rather sexy statue.
But most importanly, the walls upon walls of books. Every catagory has it's own room. And every room the size of a mansion.
The Ship:
The ship is a large and grand seafaring vessel, all wood with a gold mermaid at the front as if to guide the ship. There's cargo, of course, strange jewels and fabric and food brought from other countries, but no crew to transport it. The ship goes about as if of it's own accord, following it's old trade routes. Oddly enough, it stops at most every location reachable by book...
The Collosseum: The linking book for the collosseum is located in the history section of the library. And history this place has. A long and bloody one.
Should you enter the arena unaccompanied, you are free to look around the crippled, once grand, marble architecture. See the seats, all once coated in exquisite red velvet, now mouldy and feasted on by lice and mites.
Should two or more step into the arena, the collosseum reverts back to it's whole and bloody glory. A ghostly crowd roars for slaughter. And you have no choice to fight. Those marble dragon heads along the walls will make sure of this.
Fight to death, or burn to death.
It's your choice.
The Wildlife Reserve:
A mysterious book located at the bottom of the freshwater pool. This is the largest location you can go, but it seems you have to do something to get it to work.
The Wildlife Reserve is exactly what it sounds like. Though it doesn't just keep beasts of different places, but of different times as well.
Note the clockface pattern on the front, similar to a zodiac clock located in the clocktower.
Chapter 1. Age of birth. [Marked by a two fish fish]
Chapter 2. Age of innocence. [Marked by a crab]
Chapter 3. Age of growth. [Marked by a scorpian]
Chapter 4. Age of knowledge. [Marked by a pair of scales]
Chapter 5. Age of power. [Marked by a lion]
Chapter 6. These pages are burned out.
The Clocktower: The book to the clocktower is found inside the case of an old grandfather clock in the manor. A large clocktower, built into a towering rock rising up out of the ocean. Just beneath the surface of the waves, stone or thatched rooftops are visible. And on a full moon, the tide goes out...
The clocktower itself is crude, carved out of the flint rock. The clockface couldn't contrast it's tower more though. An intricate work of delicate, spindly gold bits, ivory, jewels and glass, it is a masterpiece.
Inside the tower are rooms filled with gears, and... clocks. But not all of them count the hours.
Some measure different kinds of time.
And it's always running out.
The Assylum: Not available yet.Oberon's Kingdom: Not available yet.
The Chapel: This link book is located in the religion section of the library. Ruins of an old monestary by day, an old monestary by night. Moonlight bathes these moss covered stones and the chapel returns to it's former glory. The stone halls, glittering mosiacs and shining tiled floors are bathed in the warm glow of candlelight and the gentle gaze of some unknown deity.
Don't tread in the shadows though. They're the nesting grounds of the dreaded grues.
The Manor: The manor's book is located at the front desk of the hotel. A fine, elegant estate atop a cliffside. Well furnished and quite lovely, there seems nothing out of the ordinary other than it being completely devoid of life.
For now, at least.
The Hotel: Frobozz holds onto this book, and if you ever need a place to rest and eat, just ask him. The polished floors, the walls covered in paintings, the lush green plants, the hardwood furniture, the soft, cushy chairs, the luxurious rooms... the hotel is the place to be.
It even has a bar that's always filled with the sound of jazz music from the empty stage and people socializing even though you can't see anyone. The drinks serve themselves and there's a large banquet being served at all hours.
Of course, at night you may want to avoid eating. The jazz and invisible people go away, replaced by the pale man. He has no interest in the banquet, but he does find anyone stupid enough to fatten up quite tasty. Especially with the warning signs painted in the frescoes. But it's on your own head.
In any case, the hotel is where you eat, sleep and bathe in luxery ala the Great Gatsby.
The Lighthouse: The book to the lighthouse is located the center trapdoor of the collosseum. This is a lighthouse, on a desolate, rocky island. Dreary, often foggy or raining. Not far off is a ruined village.
The lighthouse is lit at night and when the fog is thick. However, it seems one is unable to enter the light chamber at the top, for as once they place their foot on that last step, the find themself on the first floor.
The light house has a kitchen, bedroom and various seafaring and fishing equipment.

