I'm fond of a clear nature-civilisation dividing line. For example, there are no gods of nature in my setting, every god is somehow tied to civilisation. They might have domains of nature, but that represents their effort to dominate and utilize that aspect of nature. Or their purpose to ward of or deal with that element of nature.
Nature is a scary place for the civilised people (like most PCs) and civilisation is confusing and just as scary for those of the wilderness.
Both have their dark and vile and a bright side. In the wild, cruel fey manifest, gnolls hold unholy rites of natures violent side and terrible beasts walk the ground, but there's also benevolent fey manifestations, places of serene beauty and unicorns. Civilisation has war, oppression, evil gods, the pollution of arcane magic and diabolists, as well as paladins, saints, wonderous cities and arcane marvels.
While the dividing line is clear, neither is a major threat to the other. Rather fiends, aberration, undead and the alien horrors of the underdark all destroying and corrupting both, those who stand for one or the other must often stand together.
Last, on druids. I see druidic magic more as the oldest form of magic that masters the world, rather than its worship. Sure, there are wild worshiping shamans and tree hugging hippies among the druids, but that is not their source of power. They gain their power by learning more and more words of the language of creation itself.
The most recognized force of druids in my settings are the Crownbearers, recognized by ancient pacts as the sovereigns of the wild. While they live and learn far away from civilisation, they are anything but savage. The crowns, tiaras and circlets they wear are as often crafted by the most skilled artisans as they are made of flowers, leaves and bone. They wear fine clothes and best armament. Each of them considers himself or herself at least equal to a prince and they travel the towns and courts to make sure everyone knows it.