so I screwed around with some potential shapes while trying to maintain a central lake that Raz wanted
Also I strongly suggest having the world drop off into the void 1000 blocks or so into the ocean from the edges of the continents
likely candidatehttp://puu.sh/6yvRQOmega things. One guild starts on the tail end of each assuming 4 guilds. Thinking 2 major wars between guilds (e.g. fire v water on one continent, earth vs. air on the other), but fire + earth and water + air would be really close, almost forcing each pair into some form of alliance/truce. Meanwhile, the diagonals are obviously incredibly far apart. The "tails" could be squeezed inward, making all of the guilds close, but the disputed territory would have much less point, and it would make 2 lakes. Islands could be added wherever for biomes or special structures or whatever.
http://puu.sh/6ywOAInterlocking Cs. Again, a guild on the end of each, but this would make interactions weird. Not great for roleplaying, but we could do waterway trading blah blah.
http://puu.sh/6ywTVSpirally thing. Guilds on the ends, yada yada. Interactions would probably be even weirder, and it would be horrible for combat and stuff unless we were to make bridges everywhere.
likely candidatehttp://puu.sh/6yxZY.png ,
http://puu.sh/6yx3TWheel/gear shape. Guilds get a small corner plot and get to expand outward and interact with other guilds in the rest of the land which isn't enormous. Islands could be added out in the ocean or in the central lake. Lake can be enlarged/shrunk to make room for more biomes, landmarks, etc. Personally, this one is best. Least weirdness, except for diagonals, but you can never do much with those easily anyway.
The lake in the middle could be sort of pinched and the land stretched out to make a sort of 4-leaf clover shape if we wanted a more unique shape, but otherwise we could go with the vaguely 8-spoked gear. Or swing the landbridge from the middleeast-northeast down to the left and call it the GT logo :3