Remathilis
Legend
But D&D has not had a very consistent view of them even in the earliest days. Orcs were nightmare creatures, but also creatures of flesh and blood who birth and raise children. They aren't undead or unnatural beings, nor are they beasts with no capacity to think or reason. They were evil because the Monster Manual said they were evil, and the excuses for why (evil society, dominated by evil gods) came later.Yup, agree! In the olden days all of these were considered nightmare creatures, just like zombies and vampires and such. And thus protection and self-defense against them was the standard operating procedure.
But as time goes on and more and more stories and ideas about all manner of these things goes on... someone gets the idea of "nightmare creature but GOOD!". And thus we get the era of adding "humanity" to nightmare creatures. Vampires that aren't horrific monsters but just misunderstood. Zombies that don't want to eat living creatures. Orcs that rebel against their clans' ideals. After all... if "good" Humans can include some of the most evil scum in their ranks, there's no reason why an "evil" intelligent species wouldn't include some good ones as well. And people will make up stories about them... slowly turning these species away from just being "monsters" and into fully-realized cultures with people on all sides of it.
Some players don't want to add "humanity" to nightmare creatures and instead keep them all just violence and death incarnate to be destroyed at the whims of the players and their PCs. Which is fine if that's what they personally want in their own game. But they just can't expect every other player and the game's designers to go along with those ideas necessarily. It's not their job to make the game that those players want. So instead, those players who want to keep orcs and goblins as nightmare creatures will just have to adjust their personal game themselves. And I know that gets a lot of them bent out of shape... having to do their own work on their game rather than it being handed to them exactly as they want it to be... but that's the way things go sometimes.
I don't want to litigate the orcs debate again, because I still accept the notion that most orcs you would meet are evil is a valid play style. My concern though is that then being evil justified a lot of actions we would consider heinous war crimes. Even if they are creatures bent towards evil, they are living natural creatures and that alone should warrant certain rules of engagement. The idea that you can barge into their homes, kill their families and take their stuff because they are evil just seems so... Repellent when you consider ** gestures vaguely at several world conflicts **.
So I think KotB, even keeping the idea that the humanoids of the Caves are majority evil-intended and malicious to the keep, should be redone to remove the overt colonial elements from the story. Several people have suggested good alternatives to why the Caves would have various humanoids and not their families. (A staging ground for an invading army, gathered by the Temple of Chaos, is perfect in its simplicity).