Here's the Dryad and Oceanid.
The Dryad is a nature spirit that takes on a humanoid form using various plants. It is a spirit essentially, and can travel through plants themselves. I see this as being a servant of Meredia, so it helps living things grow through the regen trait. The traited quasi teleport is a bit new, but felt right for this archmage. Regen 3 right out of the gate is a pretty cool ability for a mage, but is paid for largely by the flame +2. The Dryad is trained in level 1 water, so use of the raincloud and waterfall cloak is smart. Investing in the dragonscale hauberk is a good idea too.
The World tree is supposed to function similarly to the vine tree, only the Dryad does not use vines. Root tokens may only be placed in the World tree's zone, a root token's zone, or a zone adjacent to a root token's zone. The difference between a root token and a vine is that they are underground. They do not hinder, and may not be attacked. The world tree is a smidge stronger for using root tokens because the root system does not have to target something in the root token's zone. This means walls, tanglevines, etc can be placed a little more easily and aggressively. This mage really wants to pin enemies down in a zone by using walls and tanglevines, so this works well.
The Oceanid, by comparison, has a fair bit of immunity to being held down by way of the uncontainable trait. Like the Dryad, she is a classical spirit of nature, only she represents water. The Oceanid, like the Siren, has a mythology of being an enchanting singer and even a dancer, so she retains the song training, and gains the Enthralling Presence ability to let her capture the undivided attention of a target. She can move her terrain after it has been placed thanks to the Water's Course ability. This works quite nicely with her Spawnpoint which attaches to a water terrain.
The Ocean Shallows spawnpoint must be cast on a water terrain, which gives it a fair bit of restriction and protection up front. Enemy creatures moving to attack it will have to suffer the penalties of the terrain it is attached to. It has one of the most obvious sources of channeling of any spawnpoint thanks to the ability to ring it with water terrain. As the game progresses, you can shift your terrain to the spawnpoint to give yourself extra channeling, or once you have a fair number of creatures out, send them forward to bog down your enemies.
Next up is the High Marshall and Sage. Renaming Sage to Astral Archon due to a fellow playtester's advice.