The Hazel Shire is a safe place for Mousekind, or a relatively safe place, where civilized mice live, work, & enjoy what limited free time they have when they’re not busy harvesting grain, collecting acorns, or plying their tradescraft.
The Mice in Mouse Guard are about the same size & shape of mice in our own world, and they live in a place much like our own world. Theirs is a place populated by snakes, birds, and bears, not unlike the foothills of the Blue Ridge Mountains. The difference between their world & ours is a matter of perspective & imagination. Theirs is a place where mice are brave & even think a bit like humans, but they’re still mice rather than humans. They have their own language, cultural identities, even limited technology which allows them to build homes, blow glass, fashion metal tools. And they have a code of law, enforced by the Mouse Guard, to regulate a standard of behavior & relations among the mice of the Shire.
Beyond the borders of the Shire, however, is a strange & dangerous world. A world where weasels arm themselves with swords & spears, coming out of their warrens to raid mice settlements in the Shire. But the Mouse Guard stands before the threats & dangers of the world beyond & protects life as the mice know it.
This setting is the place where we play our version of Mouse Guard, the roleplaying game. Each player creates a mouse character & plays that character much like an actor in a play. But acting skills are not required to play; this is, after all, a game, and it’s supposed to be fun. Players come together to tell a story, a fiction about these imaginary mice, and the play revolves around storytelling elements rather than professional acting.