The region is the broad boundary
A developer’s example says Normal players across the Americas can party, play, and raid together. That supports a region-wide population, not worldwide play or one physical machine.
Forever replaces individual realms with separate, region-wide ruleset ecosystems, then uses dynamic world layers beneath those larger player pools. A useful mental model is four isolated “mega-realms” per region, with Hardcore arriving later.
Follow the branches from the starting node through regions and rulesets to world layers. The Americas is the named developer example; the other region nodes show how the hierarchy repeats without asserting unpublished region names.
A developer’s example says Normal players across the Americas can party, play, and raid together. That supports a region-wide population, not worldwide play or one physical machine.
Normal, PvP, and Roleplaying are the three launch choices. Hardcore arrives later as the fourth. Cross-ruleset grouping is not supported, so each behaves like its own regional “mega-realm.” That is a useful analogy, not a claim about the underlying server topology.
The official recap says players can play with others who share their ruleset and faction. Players can also choose a language preference and encounter others who share it; the exact placement mechanism remains unexplained.
These are implementation questions, not negative claims about the final game.
The refresh warning supports dynamic world layers, but Blizzard has not described how many can exist or when layers are created, merged, and retired.
Blizzard says players can encounter others with matching language preferences. The exact placement rules for language, parties, guilds, and friends remain unspecified.
Datacenter locations, routing, queues, population controls, transfers, cross-region play, and expected latency remain unconfirmed.