I already wrote about it, but failed to update my thread :
http://www.rpgwatch.com/forums/showthread.php?t=13740
It really is an adventure game, and it takes place in one of the so-called "starter regions" of Aventuria : Nostria. Or was it Andergast ? Because both "countries" are in an constant, almost never-ending quarrelwith one another.
That's why some players call both combined "Nostergast".
Both "countries" are located next to one another, they have both their history, ad both are endangered by the Orklande lying nearby, plus the Thorwalians, which area ("country") lies next to them, too (in fact they have invaded them more than once).
Andergast - and to a lesser extend Nostria s well - have a very high "population" of Fairies of several kinds. The 2fairy-lands" are usually accessed through do-called 2fairy-gates", which can look like almost anything, but often tend to look like a ollection of stones, often in circles. Like it was seen in Drakensang 2.
The cliché of unknowingly entering the "fairy-realms" is described as "you wander along a long path through the wilnderness. You don't notice the trees looking more and more gnarled, funny and having sometimes funny colours, too. You feel like being watched. Animals come by and look at you, then they run away. Slowly and slowly you go deeper and deeper into the fairy realms without noticing".
In this case, the so-called "fairy gate" might have been a special point on that path - but it is invisible to the people. Only the fairies know about them. And the few people who actually know them.
In Andergast, a very mighty Fairy reigns, o which even the people bow towards. She is mild-mannered, but can - like most fairies - be very dangerous if angered. Fairies often have huge magical powers, and the - what's the word ? "the dainty ones" ? - in German they are colled the "Holden Fairies", they have the greatest powers. I think I remember a tiny remark in a book saying that their powers are - in principle - equal to those of the Aventurian dragons, but they would never willingly use them so.
In Andergast it is even so that the kings and queens mut ask the reigning fairy there whether they are accepted by her or not. And her seign counts !
Constant travellers and guests within the fairy realms and coutrs are the aventurian Unicorns, of which there exist only male ones - an the "ghost horses" which the Elves can kind of "summon" are only female, nobody knows why, that's one of the Aventurian mysteries. Other friends to the fairies are the Kobolds, small, almost dwarf-like (but much smaller) looking magical creatures who rob children from their parents, grow them up and teach them their spcial magic abilities, and then kind of throw them out again. These children are the "Schelm" or the "Jester" kinds of people. They have access to Kobold magic which no-one else has, and they only use them for jokes.
One particular example of a Schelm gone into the wrong direction is the "Blackjester" named Torxes, who lost his girlfriebnd in the famous Battle Of The Orges, and then lost his belief in the Twelvegods (especially Travia) because they "had let her die". In turn, his heart was not only broken, but he also went into a pact with a powerful demon.
He is perhaps the figure with the greatest tragedy within Aventuria. And he lives in the Black Lands, annoying even the powerful Heptarchs, but they just cannot get hold of him, because he is very powerful in his own way now - due to his pact.
In one adventure module, however, his girl-friend's spirit finally was able to enter the "paradise" of one of the Twelvegods. I don't remember anymore hether this was an official adventure or not.
I think that's it for now.
Edit : Satinav is kind of a "guardian of time", by the way. No-one know who or what he is (or was), but people think of him as a captain on a smll ship sailing "through time" and protecting it. It is said that he is chained to his (?) own ship, too.
And he is accompanied by two female figures who are also watching over Time.
They are like some kinds of weavers (they are in fact very similar to he Norns of nordic mythology), and their are constantly weaving threads and opening some knots (there indeed can be "knots in time" created by powerful curses or by the gods themselves, no-one knows. In one adventure module I once played with a group on a convention the ame day was repeated over and over again until a very, very bad outrage was solved).