Originally Posted by
Dagolar
There were some special rules for druid spells, since they were- and I forget the term, primal or natural- in nature.
It was all side-book mostly-flavor stuff in earlier editions, only 4th completely reworked it so that it was the premise of druidic power.
In any case, it's a completely moot argument at this point in the game's life-
While druids in other settings do indeed (typically) access primal/natural energies by forming a connection/drawing from nature (regardless of if you consider that divine or not), ALL druids in the forgotten realms setting HAVE to gain their nature powers/spells through a deity. It's a setting restriction, same as Eberron's lawful-good-only paladins (FR does not have that restriction, even if the PHB only lists the LG variant).
So at the point we accessed FR in the game, we can assuredly state that druids are, at least to some degree, divine.
..uh, what does that mean druids can do, again?
Oh, being quelled.
Hmm.
Hmmm.
That's tricky.
Quells hate deities, specifically, and create intercession via that hate.
Since we did get druids with MotU, we can say that they're FR-based.
Ergo, they should- certainly moreso than FvS- be quellable.
On the flip side, if we include Eberronian druids, the bond-to-nature ones are always directly in physical contact with their divine source so long as they're in contact with a natural source [eg, healthy soil].
Though if you view intercession on-effect as a desecration effect, then that would cause it to affect the nearby nature as well..
So even there we could make an argument for it.
So, yep, quellable druids.
Still against quellable FvS without special rationale, though :P