Hi,
Firstly I want to apologise if there are any spoilers here for anyone, I'm trying to discuss the game, so this is presuming you've at least supped of some portion of the game thusly before jumping into the discussion.
My TL;DR is I want to side with Khaga and kill / kick out the teiflings and seal the grove in thorns so it becomes inaccessible for the remainder of the playthrough. The dialogue suggests this /should/ be an option - so if it's simply not out yet, cool, disregard all of this, but if it's not an option because it's not an option, i want to discuss it being an option.
I've been trying to go about this a couple ways, and essentially - I'm trying to remove the Goblin Camp from the equation. Khaga doesn't say HELP Zevlor, she says talk to Zevlor and get rid of him. But the only way to progress the conversation with Zevlor is to agree to help him and save Halsin from the Goblins to stop the Druids (or help Wyll - deal with the goblins and kill their leaders to scatter them - same thing) Whereas if you try to offer to escort the refugees out he flat out refuses, but if you demand he leave he fights you and obviously dies? (Even ignoring the like we're chosen and super powerful Gale's backstory, Lae'zel, doesn't matter - it's always a 4 on 2 because he's dumb)but that's fine. He has honour or something I guess, so anyways now he's dead.
Khaga does not care. Which I'm okay with - if it still progressed the quest marker and updated to say something to the effect of: //Khaga seems annoyed Zevlor is dead, but has implied that she would look the other way if I were to make sure the rest of the teiflings met a similar fate.// Or maybe she should care? Why can't we have her appreciate that you did what she's been wanting to do this whole time. Why cant she side with you and all the druids loyal to her side with you in a huge fight against the teiflings and Rath; pandemonium. As it stands right now, I can casually walk around pushing different teiflings off of high places, and they will simply walk back to where they were standing and I can do it again until they die, without causing a fight. This allows me to slowly comb through the whole grove and kill most/all innocent teiflings and then just sneak attack kill the remaining guards, which is a nice option if again - it had any impact on Khaga and the Grove.
But as it stands, you cannot actually exterminate the teiflings from the grove manually. Most of the kids bug out at 0 health and just stay targetable / standing, and just basically go into Test Dummy mode; Mol and her little Brother stay at 0 health and still remain available for their little dialogue cut scenes, unphased by your hostile interactions. Even killing some of the teiflings closer to the groves will cause some of the druid guards of the grove to become hostile ironically. Regardless, complete termination of the teiflings in the grove by the player's hand should have some impact on Khaga. I think it should be possible to help her proceed with sealing the grove - and to even do all of this before even finding out that Halsin is still alive / visitng the goblin camp. I also don't believe I should need or even want the help of Goblins to be the only "evil" path. I should be able to be evil, and still hate goblins and other beasts. I also should be able to use my own pure might or stealth to take care of these problems, not simply just all out warfare one way or the other. If I can clean up a refugee camp as a team of 4 psychopaths I outta be rewarded for that! :P
As to how to proceed I would like to see the possibility of escorting a caravan of teiflings to Baldur's Gate being a really interesting choice once more of the world map opens and becomes available, or maybe you can try but it can't make it there because of the scene with the Githyanki - and then assuming you (and some teiflings perhaps) survive that encounter - and many goblins on the road- the teiflings could set up at the edge of the bridge at that outpost / gate there. Then presumably you've "helped" the druids, and "helped" the teiflings, and then most / all the goblins will be dead so going to the ruins after the escort would be easier to engage / less overwhelming numbers of goblins. Free halsin / kill the leaders / side with Gut and get marked / Bluff your way inside/ / etc. This would also open up the potential for the grove to actually get sealed. So rather than like a night of celebration that's had after rescuing Halsin / Saving the Day / Hero Path - you get a very dark, sullen, over cast sky as the ritual is complete and we witness the druids summon a giant thorn that enshrouds the grove and the player / no one can access the grove for the remainder of the play through. So you're only real hub for merchants / trade is the Underdark and any teiflings that survive the escort to the Outpost Gate. It really solidifies actually being able to side with Khaga / Be evil / neutral / not the Hero and ultimately allows for players to say something to Khaga after the child + snake scene other than "baby killer" On top of which, rather than having the weird awkward "i should banish you but I wont" scene between Khaga and Halsin, you could witness Halsin being devastated by the consequences of his selfish choices to go chasing after legends, so to speak. Which I think again could still end in Halsin joining you for the post-EA content and staying at your camp etc, but just from a more bleak / desperate perspective rather than an enthusiastic "hero's journey" adventure.
I'm sorry if all of this, and more is already in the works and I'm just jumping the gun! I've just seen a lot of people discussing the unruly results of trying to fight / kill Khaga or side with the goblins / minthara and kill both the teiflings and the druids and I'm here trying to help save the druids which I feel I haven't seen many other people discussing, or maybe I'm blind - sorry if this is already being discussed elsewhre / previously that I missed!
Thanks so much for taking the time to read and share your thoughts!