absolute, priestess guts, stupd evil etc.
Good points to each, and believe it is much easier to work with now that it's explained from your view point. The Absolute from what I heard in the Grove not going on other conversations, and I may have heard wrong is a Goddess. So that is a sure fire way to get rid of the bug, if a mortal creature is able to put it in your head, Goddess can take it out with no difficulty what so ever. Though as you stated it's a cult with Priestess Guts at it's head it seems. If indeed you hear correctly that the Absolute is a goddess it's not a mind flayer trap do to the mind flayers not having a god but the Elder brain. (which as a drow my character would know. vs someone from the surface world wouldn't probably.) In any case it is worth a look, to further access if it is, or isn't. From what people know about Mind Flayers mostly from the ship, and if you read (actually it psionically projects something in your head. can be taken a couple ways since it is all together 3 lines.) the reports on the ship it gives some details as to mind flayers for those that don't know much about them. So my theory (note what i said and I apologize for being obscure, though I later amended it) is a theory, and needs further information gathering.
Raphael is risky, yet people do things like that for power alot they know it's inherently risky, yet still do it. After all if he has your soul, something people dont' use when their alive then why not right?? Also depending on how long your character lives, what class they are they might find a way to in the end get out of that deal. Lichdom being one way. Still risky, yet other ways as someone else stated to get out of it.
Halsin many of the characters despite Drow, and Gith seem to hail from Balders Gate which isn't from what has been said in game far from the Grove. If your character plans on doing evil things then he may and or may not think getting rid of the Grove, maybe even taking it over, since he has support currently be a good thing. After all now is a better chance to strike when everything is choatic then later when it's stable. Then there is the a chance the druids have powerful items that may help as well, if you can use them yourself you don't need Halsin. (again a theory that may or may not be true for your character. The idol does seem like a powerful magic foci). So it is an option both ways with again nothing concrete and noone at this time knows if Halsin is dead or not when you first hear about him. You know he's been captured, and goblins don't hold onto prisoners for long. (another find is goblin history, customs etc)
Dependng on backstory you made for your character it may not be wise to resettle again in Balders Gate, or the Underdark, or wherever you came from first. Or they're bored with it want new things etc., and a druid grove that is at first look well fortified would be a good place to start if its what they want to do building a base of power, especially do to the rumors of alot of monster races you can frighten, persuade etc to join in your cause.
Working with Gith is risky, sure Le'azel is adament about it, but Gith for the large part is the biggest unknown. More so then any of the other options, you know 1 gith. The fact you actually met a Gith is 'boggling' since they're from another plane of existance and more secretive then even Mind Flayers. So their culture, their wants, and desires are completely unknown. If you simply go by Le who is fanatical in her belief especially when it comes to killing mind flayers, and devotion to Vlaathica. Which makes them appear cultish much like the followers of the Absolute. Do gith take slaves, are the friendly with any other race (judging by Le's actions and words at this point, plus story when you do next step in her quest they are not friendly, they are quick to strike down other races, they are cultish, fanatics.) So based off Le, and what you've heard it seems more likely that if you go to the creche, they'll simple kill you, and heal Le.
edit response to other posts:
everyone is out to trick you and you to eventually trick you. You ask the other party members to accompany you, because currently you don't know what is out there, you've seen alot of dead intellect devourers and don't know if more are around. Also you are not sure if there are more mind flayers about. So traveling with someone makes sense, asking them to join you makes sense. After all when/if it gets bad all you have to do is outrun them, and the more you have around you the more likely that is to happen. Then there is if your one of the superior races, they are weaker then you pathetic but they may very well make a good slave, or henchman/woman in general. So better to test them, and see their potential.
As for working with goblins, it maybe a temporary thing until you can establish your own dominance over them, usurp their leaders, sway the masses to your cause, etc. The True Souls are not normal, so what can you learn from them before ultimately taking them out of the picture, or dominating them. Then having all their minions as your own, meaning more people to slow enemies down in case things go bad. Or maybe your character is stupid and doesn't mind joining someone smarter then them, specially if they get to kill things, and get rid of the tadpole.
Having four grumpy companions do to actions = sorry my friend they are already grumpy. so whats different?
Lloth sworn = You don't hate anyone but surface elves, and other drow. You are superior to every other creature walking Faerun so why should you bother even hating them? They are simply slaves waiting to be collared, playthings waiting to be played with, brief entertainment to oocupy a small portion of your time, and delight you until you find another one to take their place.