Greetings,
I'd like to request an alignment shift from Chaotic Good to Chaotic Neutral for my character Dur'Thak.
Below is point by point comparison of how I've maintained proper RP under the Chaotic Good guidelines and summary reasons for the request.
Chaotic Good Characters:
* Keep their word to any other good person.
- Dur'Thak is well known to keep is word, often beyond reason.
* Lies only to neutral or evil people.
- Dur'Thak has not been known to lie much at all, to anyone. He tends to be overly cryptic but still truthful in all endeavors.
* Never attack or kill an unarmed foe.
- To quote Dinobot "I prefer to kill my opponents the old fashioned way!" (some will now remember Dinobot said Brutally here

) - all in all Dur'Thak has never, under any circumstances, attacked an "unarmed" foe - mages launching fireballs and monks liquefying his spine are not unarmed

.
* Never harm an innocent.
- Dur'Thak has never done so.
* Never torture for pleasure or information. Threats may be permissible.
- Dur'Thak has threatened like a lawyer but has never tortured (well cutting of the ears of Goblins for a guard captain might be torturous)
* Never kill for pleasure.
- Dur'Thak kills to serve purpose, focusing his efforts on "monsters" and criminals. He referenced this as his "focus" as a means to direct the hate the Abyss fueled him with.
* Always tries to help others.
- This is not self evident by Dur's front, but he has always worked behind the scenes to help others with the big pictures. He has also attended many tasks that could cost him his life without any concept of reward or benefit. A few of the most notable quests would be Gotak's reopening of an underdark path to another Dwarven city (long time ago - the specifics are vage to me atm), Dur'Thak's actions as the head of his guild where he dismissed a sizable sum of payment for services rendered because the job had been completed and he considered a few things sub par, Dur'Thak's feverent desire to kill the Black Rose which turned to a comedic relief when he discovered who the individual was and attempted to play a small part in their rescue.
* Distrusts authority.
- more appropriately - loathes authority and anything more powerful than himself. He prefers everything remain within a tangible balance.
* Works well in groups, but dislikes confining rules and 'red tape'.
- Dur'Thak is a well oiled machine when on the hunt, taking his place and orders readily, but will frequently have terse comments to anyone wanting to do something "by the book" when there are faster methods that don't involve long discussions over the best color of white and exceedingly long trips to churches. *a rib there to any who remember dur'thak's earliest questing

*
* Never take dirty money or items.
- Has yet to do so. Had Dur been given the opportunity it would only be taken if he could use it as a means to an end against the new big bad.
* Never betray a friend.
- Has never done so, but his friends are few and dwindling.
Reasons for the request:
Over the last year and some months of real life play I have made Dur'Thak a paranoid xenophobe who has far more questions about himself than answers. Events in his life over the course of the last 20 some years have cumulated to a point that he now believes all that he denied was but a lie to himself. He has further resigned himself to his fated Tanar'ri heritage, faint as it is, as a means of acceptance of himself. I would like to further explore Dur'Thak's dark nature which would be inappropriate as a CG character.