You are not incorrect about the difficulties that defining cultural evil presents; the only real fall back that the realms have is the idea that they are a space where objective good and evil are legitimately a thing (as they are not in the real world) - the presence of evil cultures doesn't overrule the very real existence of evil at an ontological level in the realms; those cultures are an expression of it. This grants the world space the leeway to say that a society that follows beliefs, philosophies and practices that are, by the external objective definitions, evil - that they are evil cultures and should, indeed, be resisted. Doing so still permits individuals that live or are raised in those spaces to step away from them or to escape them, and make their own decisions and lead their own (potentially non-evil) lives; it makes them simply 'very unusual', rather than divine-intervention-level 'exceptional'.

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Thanks, by the way ^.^ I'm not going to be doing a full retrospective until I've played more of the game, which I'm still taking my time getting around to, it seems. It's not managed to make itself a priority for me, even though I've started checking back here a little more regularly again. Other projects have had my attention.