There are two specific settings for druids and mages

The setting is derived from DND (Dungeons & Dragons), and if there are similarities, it's no coincidence.

Druids

The fury of the storm, the soft intensity of the rising sun, the cunning of a fox, the strength of a bear – all this and more are at the mercy of the druids. But the druids did not advocate control of nature. They see this claim as the rhetoric of city dwellers. The power of the druids does not arise from domination over nature, but from harmony with nature. The difference between trespassing on the Druid's sacred woodland and experiencing the wrath of the Druids is too subtle.

Druids ventured out to gain knowledge—especially about animals and plants they were unfamiliar with—and power. Sometimes, their superiors ask them to serve. Druids may also use their powers against their loved ones who threaten them—often including towering trees or uninhabited mountains than crowds. While the druids accept the horror and cruelty of nature, they hate the unnatural, including alien creatures (such as the Beholders and scavengers) and the undead (such as zombies, necromancers, and vampires). They sometimes lead attacks on these creatures, especially when they invade the Druid's jurisdiction.

Druids' powers are very similar to those of priests, but their spells are derived from the forces of nature rather than the gods, even the goddesses of nature. These spells are oriented towards nature and animals. In addition to spells, as the experience grows, the druids gain a growing array of magical powers, including the ability to transform into animals. The weapons and armor that druids can use are limited by traditional oaths, not just training. A druid can learn to wield a two-handed sword, but using it will violate the druid's oath and inhibit her druid powers. Druids avoid carrying large quantities of machined metals, as they would hinder the pure, pristine nature that the druids strive to embody.

Druids, in line with nature's ultimate indifference, must maintain at least some degree of impartiality. That is, they must remain neutral in some way, even if they are not truly neutral. Just as nature encompasses the opposition between life and death, beauty and terror, peace and violence, two druids can have distinct or even opposing camps (e.g., neutral good and neutral evil) and still belong to the same druid tradition.

Druids revere nature and receive magical powers from the forces of nature itself or from the goddesses of nature. They usually seek a transcendent, mystical spirituality that is one with nature, rather than a belief in a divine entity. But there are still some druids who revere or at least revere Alona, the goddess of nature.

While most outsiders who consider druids to be withdrawn are unaware of the Druid Order, all druids are members of a society that transcends political boundaries and spreads across the globe. Aspirants to become druids are accepted into this society through mysterious rituals, including trials that not everyone can survive. Only when a druid has some level of ability is he allowed to go out and wander alone. All Druids are nominally members of the Druid Society, although some Druids are so isolated that they have never met a high-ranking member or participated in a Druid gathering. All druids recognize each other as brothers and sisters. But just like real creatures of the wilderness, druids sometimes compete with each other and even plunder each other. Druids are sometimes asked to work for high-ranking druids, but these tasks are properly rewarded. Similarly, a low-level druid can request the help of a high-ranking brother to exchange coins or services fairly. Druids may live in small towns, but spend most of their time in wild areas. Even near large cities surrounded by arable land, there are often druid woodlands – small, natural hideaways where the druids live and carefully protect them. The shelter next to a coastal city was often an isolated island adjacent to the city, where the druids found the isolation they wanted.

Elves and gnomes have a strong connection to the natural zone and often become druids. Humans and half-elves also often become druids, with druids being especially common among uncivilized humans. Dwarves, halflings, and orcs rarely become druids. A small number of cruel humanoid races are incorporated into druid society, and there are often significant numbers of evil druids among gnolls, in particular. Gnoll druids can be accepted by druids of other races, even if they are not welcome.

Druids share the same reverence for nature and familiarity with nature as Rangers, Rangers, and many Brute warriors. Druids disliked the Paladin's devotion to abstract ideals rather than the "real world". They don't quite understand the urban style that thieves often have, and find Arcane chaotic and a bit annoying. But druids don't do much if they don't accept these differences, they rarely attack others, even those who are very different from themselves.

Warlock

Warlocks use spells as naturally as bards sing, they don't need books, they don't need mentors, they don't need theories. Some warlocks believe that their abilities come from inheriting the blood of dragons. Dragons are known to be able to take on various forms, and therefore to produce offspring with humans – but this is a myth that is difficult to verify.

The most common reason a warlock engages in adventures is to improve his own abilities and test the limits of his abilities. There are also many warlocks who take risks in order to make the world sure of their place in society.

Warlocks are born with strength, they don't need formal spell training, but they are stronger than wizards who learn later. Because they don't have to spend a lot of time learning spells, they can learn something else.

As warlocks, spelling is an instinct rather than a science, and as such, warlocks are more inclined to the free, rebellious, creative camp.

When they are young, the mana in the warlock's body awakens, and the first spell they cast is often incomplete, spontaneous, haphazard, and often dangerous. It will take some time for the young warlock to understand how to control the mana in his body. Usually awakened warlocks are often frightened by their former friends and relatives, thinking that something like a demonic possession has occurred.

Most warlocks are shamans, elves, or half-elves. However, the talent of witchcraft is unpredictable, and it can appear in any race.

Warlocks tend to get along better with priests, druids, or rangers, and often get into arguments with wizards and paladins. Ever since it was discovered that Warlocks and Sorcerers cast the same spells in different ways, the rivalry between the two has not stopped.

Mage (Sorcerer)

Obscure words, changeable gestures, complex movements, and bizarre spell-casting materials, through painstaking research, mages have finally transformed magic from an incredible art into a specialized skill that can be mastered through training. They created theories and different schools of magic, turning spellcasting into formulas that could calculate the process and predict the outcome, but mages also spent a lot of time in their spell books, and in order to create new spells, mages had to go through a lot of research and practice. Whenever possible, mages are always consulting old books, discussing new theories, experimenting with new spells.

For mages, sorcery is a specialized skill that has been acquired through long and arduous training, not some unspeakable art.

Mages carefully estimate the danger and prepare spells carefully before venturing. Mages must prepare before they can use those spells, and they are very vulnerable in the event of an attack. The biggest reason for mages to take part in adventures is to find knowledge, power, and funding for research, and mages are happy to work with other professions.

Unlike a warlock, a wizard is a person who has acquired the skills to use spells through hard research and learning. Many wizards choose to focus on the study of a particular spell series, sacrificing that they have to give up the study of certain spell families.

Mages generally revere the goddess of magic, while necromantic mages prefer the god of death.

Mages consider other mages to be colleagues and competitors, even if they come from different civilizations and have different customs. Unlike warriors and thieves, mages see themselves as a group with a diverse set of members. Even if the guild's high mage, he may have a disdain for a village mage, but he would never deny that they were members of the same mage group.

Humans learn spells for a variety of reasons: curiosity, ambition, a yearning for power, or just a personal hobby, human mages are innovators in spells, from creating new spells to creatively using old ones. Elves are very fond of spells, but they see them more as an art, unlike humans who see them as practical tools. For gnomes, illusion is the only technique they will accept, and they will often be able to make illusions more dazzling and colorful. Half-elves often feel both elves' love of spells and humans' mastery of spells, and most of the most powerful mages are from the camp of half-elves. Dwarven and halfling societies discourage the study of spells, and orcs rarely have enough intelligence to understand spells, so mages of these races are extremely rare. It's worth noting that the Dark Elves are all natural mages, but their abilities are very ordinary.

Mages are happy to work with other professions. They like to hide behind strong warriors and let thieves scout ahead, enjoying the protection of the priest's magic: the survival of a normal mage adventure is probably the highest.

Some wizards revere the goddess of magic, but most don't follow a god or anything.

Hahaha