If anything, the rewards for siding with evil should be greater, at least at the beginning. Most Evil people don't do evil deeds for the pleasure they get from murdering/stealing/etc, but instead because they are selfish, and doing those deeds benefit them more.
There's the common trope that doing Good will not be that rewarding in the beginning, but will eventually put you in a very good place. Evil, however, is rewarding up-front, but you'll eventually get what's coming to you.
That's fair.
Let's not forget you're given a hard shove towards at least good/neutral as soon as the Druid Grove opening fight sequence starts.
You're placed on the Grove side by default and the Goblins are presented as the threat. One of them is branded and has some gloves, which would seem like a tadpole connection or something with the PC would attempt to be made (akin to the Gnoll boss mid-combat), but this is meta'd because you're only L2/L3 and not strong enough to beat the entire Grove yet.
So the writing and framing of everything falls short. There's very little in terms of writing, content, or rewards that truly incentivizes evil. However, the companions you do have at the moment largely disapprove of you agreeing to get involved in the Grove's dealings.
Again, flawed story IMHO.
Now, you hear the Tieflings and Druid side of the story first and know nothing of the Goblins until later.