I'll go over these in more detail later, including things like skills and stats.
Boggarts
Boggarts are the most ubiquitous inhabitants of Eem and come in many shapes, sizes, and colors. They can be small, medium, or big folk, and are closely related to goblins, although they don't have sharp teeth or pointy noses like goblins do.
The Mucklands - the area of the setting that is fleshed out in the rulebook - is the ancestral home of the boggarts, and the whole land is full of customs and cultural practices that originated with boggarts and have since been picked up by other folk that migrated to the area.
Land of Eem doesn't bother with languages much - the Mucklands is small enough that they all speak one language - but the 'Folk tongue' spoken in the region is most certainly derived from the language the Boggarts spoke in ancient times.
Boggles
Boggles are the smaller cousins to goblins, and share their green complexion and pointy ears and noses. They are small t
The Bard is the first class in the book, and provides a great example of the tone of the setting. Bards are able to demoralize opponents (a.k.a. deal nonlethal damage) at range with their music, or replenish allies' courage (which serves as the hitpoints for the system). The bard is also equipped to resolve conflicts before they even begin with a strong suite of interpersonal skills.
The Bard starts the game with an instrument corresponding to their specialty - stringed instruments are more effective at healing, percussion instruments are better at demoralizing foes, and wind instruments are better at inspire checks (which covers a few different abilities that buff allies).
As they level, Bards gain powerful healing and buffing abilities, can sway the emotion of entire crowds, or even creating fourth wall breaking effects (like 'teleporting' through the power of a travel montage).