The demiplane extends past the tavern proper. The plane itself is made out of a nebulous energy that responds to the desires and needs of the residents. It can’t be precisely sgaped by the average individual, but if they go looking for something, they’ll probably find it in some form or other. (You can also build things by traditional methods if you want to get exactly what you want, it’s just not the only method)
As such, the area surrounding the tavern itself is a small shanty town of no more than a few dozen buildings, disproportionately high in shops and low in residences (many adventures desire non traditional housing, or don’t think about the need to a house itself). These are largely run by retired or semi-retired adventurers. The guild halls are all around here, too.
Once you leave the buildings, things quickly turn to wilderness. To the north, in the distance mountains can be seen. To the west and to the north, nearer than the mountains, a vast forest exists. At the foot of the nearest mountain, in among the trees a great many caves and similar terrain features can be found. Quite a few adventurers have claimed one of these for themselves.
To the east there are also trees, but these very quickly give way to a shift in soil type, things growing sandy, and trees shifting. The air itself also gets saltier, you’ll come upon a cove where, if you’re lucky, you might find a mermaid or two. If they aren’t out save a world, at least.
To the west and a little south, in a large clearing just past the tree line is where I’ve envisioned Belregar’s war amp to be based. Of course, you can change that as you like.
If someone travels far enough in any direction they’ll come upon an unnatural fog. Trying to enter that, rhey’ll Feel the very air resist them. The demiplane will expand if occupancy does, but it is a finite space.
The tavern proper is the focal point and natural entrance for the plane. If someone comes upon a way to get here from their world by accident or the barkeep intervenes and brings them here for some purpose they’ll end up in the main room.
However, if someone knew of the plane’s existence and had strong enough magic, they could, theoretically, enter at any point.
Key
1 the RFT
2 houses and shops
3 guild houses
4 Ares’ Arena
5 Mermaid Cove
6 Mountains and caves
7 Primordial forest
8 Encampment
The Little Forge in the Forest is in a small clearing and the Elephant Market is just North of the encampment.
Map by @
rogueblade0729