Just because my fridge is objectively in my kitchen, doesnt mean I cant ever move it.
Then it'll objectively be somewhere else.
A person with an evil alignment is objectively evil, regardless of what the person (or anyone else) subjectively assumes or thinks about their morality.
Doesnt mean they have to be evil forever though. They can change alignment like anyone else, at which point their alignment changes to a new objective alignment.
This is just going to go in circles, because objective positioning is a weird way to look at something that only has three points.
I'll leave this behind with one last example. Let us take an Orc, massive and powerful warrior.
Town 1, the most powerful person is a tyrannical warlord who enlsaved the town. The Orc kills him, and the people view him as a savior for releasing them from their bonds. To them, he is good, a hero.
Town 2, the most powerful person is a saint, a warrior of light who helps the downtrodden and protects the people. The Orc kills him, and the people view him as a monster who sundered their hope. To them, he is evil, a villain.
Objectively, is he Evil or Good?
Let us say that over a million towns, he only kills three people seen as good people. All the rest were clearly villains. Does that change your answer?
Sure, your fridge is in your kitchen. But, let us say that you don't actually own your home, and the bank takes custody of your property. The Fridge has not moved. Yet, it is now no longer in your kitchen. If something is objectively true in the moment, but objectively false later, without changing the object itself, only time, is it ever objectively true?
Umm, yeah. Accepting surrender, prohibiting (and stopping) further murder and bloodshed, while treating your prisoner/ captive with mercy, dignity and respect, and seeking to redeem them is, in fact good.
And every colonial power who ever existed agrees with you.
Clearly the orc gods are evil, they are encouraging war against the "civilized" race. So, you will ban worship of them, correct? And, you want to redeem them, so you will install churches to the good gods in their place, teaching them the correct religions.
Have to keep an eye on the orcs to make sure they abide by the treaty, and they are your prisoners after all, so you will install overseers to watch them. Maybe move them from their current homes into homes more conveniently located for you to observe them.
What jobs could they have? Most jobs involve tools that could be used as weapons. So, the safest options would be to monitor the tools, make sure they aren't hording items that could be used as weapons. Only the most trusted orcs who agree with your overseers that their people need redeemed would be allowed to gain knowledge such as blacksmithing, which is vital to the community, but could lead to weapons being created.
Their cultural rituals would need to be banned. Most orc rituals involve violence and bloodshed and clearly are no longer acceptable. Maybe you could take a few and change them to better suit the type of rituals that you find acceptable.
I could go on, but I think you can see that while what you are saying sounds good, the reality matches with some of the most evil actions ever taken upon the face of earth. And, you defend it the exact same way. You are good and doing good, the people you are helping are evil and need guidance.
And I also said ''UNLESS THE DM RULES OTHERWISE''. Multiple times. Which you're ignoring for what I can only assume is intellectual dishonesty, and your bizarre obsession with being obtuse..
To answer your question (again, and for the billionth time); Orcs and Undead are evil by default, unless the DM rules otherwise.
EXACTLY
Unless the DM says otherwise means I am talking about RAW. So, RAW, all orcs must be evil just as all zombies must be evil.
Why must they be evil? Because the Monster Manual says so.
This isn't dishonesty or being obtuse. This is literally what you have said. That things are evil because that is RAW according to the Monster Manual. Unless homebrewed to be otherwise. So, every single sentient member of those 75 races I listed is evil, by default, by RAW.
Because Warforged are alive, and Modrons are not. Warforged are not contructs; they're humanoids. They (Warforged) have been expressly alive (and living) since they were introduced in 3.5.
In game, Warforged are often treated with prejudice as many people see them as constructs (robots) lacking life. We (the players of the game) know they're not constructs, they're actually humanoids, and they're alive.
You are dodging the question. What about warforged makes them alive while Modrons are not alive.
Them being Humanoid? Dragons aren't humanoid, are they alive? Beasts and Plants aren't humanoid, are they alive?
Of course they are, because being Humanoid has nothing to do with being alive. And in 3.5 they were contructs, a sub-type called "living constructs" but I would ask the same question then as I am now, what makes them alive?
Sentient thought? Not necessary to be alive.
Free-will? Not necessary to be alive.
Warforged do not grow and change physically. Constructs are capable of learning new information, as are "greater undead" so the ability to learn can't determine life.
So, what makes warforged alive? Or, is your official position "warforged are alive because they are alive". Which is yet another tautological argument of "it is because it is".