Far, far to the south, where east and west meet and become north, there is a valley, carven not by the slow slide of the world's rocky skin over her firey heart, but rather the wind and water have carven it, deep and narrow, folding away from the sun. Here, at its deepest depths, the Light never reaches. Here, at the top of the bottom of the world, lies the place which Shadow and Darkness have dedicated to themselves.
Many games draw moral lines in bold colors, where the real world is not so easy to categorize. Suppose that the player characters are faced with an overwhelming foe? Even unsavory allies such as orcish barbarians may be better than no allies at all. More disturbing, these allies may be honestly friendly to the PCs when all is done, overcoming barriers of race and religion. Will the PCs remain friendly with the bloodthirsty humanoid tribesmen when their mutual foes are defeated? Some would expect the tribes to betray them, but after the characters have honestly won their respect, even orcs may not be all bad.