Having races that aren't evil-by-default is another one of my setting's goals, albiet a more passive one. Orcs, Goblins, and so on are going to be just as viable for PCs as humans, dwarves, and elves, they just represent a different perspective. They're still enemies, but it's due to political, economic, and idealogical differences rather than 'They're evil and we're good, so we must kill them!' and vice-versa.
Throwing different thematic hooks into the gods themselves helps to set off the idea that these races have complex motivations, because the races and the gods are reflective of one another.
For instance, Raven the Trickster is the chief deity of the Raptoran race. Reflecting this, they have a complex view of death and destruction, especially via natural disaster (IE storms), seeing it as something to be both feared and glorified. Raven is the god of natural disaster, of fate and chance, and while storms are destructive, they also bring about change and renewal. Every negative outcome has a positive side-effect in some fashion, though we may not always recognize it.
The few exceptions of raw divine evil are either insane (Tharizdun) or young in their nature (Ner'zhul is young as a god, only ascending a couple hundred years ago, having slain a prior god of undeath, probably Nerull.) Zehir is the god of the Yuan-ti/Naga, (I prefer Naga as a term) but they're not born evil. (I'm thinking they're not born at all, actually. Something about Zehir's influence doesn't stick through reproduction, so that the offspring of Naga are born human. They quickly take on reptilian traits as they're raised into it, but an abandoned child of a naga would be an entirely normal human.)