I don't know, the (slim) background of the module tells us:I have to agree with Greg. Keep on the Borderlands takes place in a fantasy world where the Humans were there first, and the Non-humans have migrated in to kick them off this land. In this one specific adventure, the PCs are tasked with resisting the colonizing efforts of the non-humans. I won't excuse all the rest of D&D, though. Most of it's pretty favorable of colonialism.
Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these ad- venturers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos In a testing ground where only the fittest will return to relate the tale...
Ahead, up the winding road, atop a sheer-walled mount of stone, looms the great KEEP. Here, at one of civilization's strongholds between good lands and bod. you will base yourselves and equip for forays against the wicked monsters who lurk in the wilds...
You have travelled for many days, leaving the Realm and entering into the wilder area of the Borderlands. Forms and towns have become less frequent and travellers few. The road has climbed higher as you enter the forested and mountainous country.
So the keep is a military outpost, not the center of "civilization" ("The "Realm" is to the west, off the map. The road branches, one path to the KEEP ON THE BORDERLANDS. the other leading off into the forsaken wilderness beyond the ken of Law."). This is reinforced by the fact that there are only a handful of women in keep and is sustained by traders come from "the realm." The humanoid monsters are described as warring against each other moreso than against the keep, while the latter is the source of adventuring parties that wander into the monster's home in search of treasure and maybe a fight.
We know how the "civilized" inhabits of the keep view the wilderness ("beyond the ken of Law")--the entire scenario is presented from that perspective. How do the cave-dwellers view the keep, and the adventuring parties that keep invading their meagre homes? How does it feel when someone else is trying to impose their "Law" on you by "carrying the battle" to your front door? Dnd handwaves these concerns via alignment--the monsters are chaotic and/or evil and therefore bad.
But I think taking those questions seriously could make for an interesting game, whether in a sword and sorcery world like B2, or in a high fantasy world as the OP would like to do. (And is probably a trope of high fantasy to begin with, for example, star wars)