We have good reasons in giving you chaotic points; however, do not worry. They are hinters of your morality, not all has to do with your faith, but mostly related to context and current condition and Paladinhood.
Do not worry though, the crunch (Numbers on your sheet) wont have any affect on your story in terms of how Aran progresses from here forth; however understand that in Ravenloft, alignment isn't subjective to your point of view, but subjective to the point of view of the Dark Powers (DM's) and they are biased (The Dark powers) and lured by malevolent actions - also to note, that it isn't Lathander nor the Morninglord giving you your powers, but the Dark Powers themselves; so putting it in a way, you are at the mercy of the Dark Powers.
As an example; Each time Aran shifts into a bat, or takes on the mist form voluntarily; I will give him chaotic point hinters, its a hinter of morality. That's all there is to it. If Aran ever falls, he'd have received a lot of hinters of morality as to the reasons for doing so - but again, see the above, we wont have him fall due crunch, but put emphasis on the story.
Alignment in Ravenloft is much more black and white that in other settings
by the book - Ravenloft depends on this lack of ambiguity for the DM's to make their judgment calls to see what is Evil, chaotic and what isn't. Its very cut dry. Here's an example on the Evil - Good axis.
Acts of Violence
Assault, Unprovoked
Assault, Grievous
Betrayal, Major
Betrayal, Minor
Extortion
Lying
Murder, Brutal
Murder, Nonbrutal
Theft, Grave Robbing
Theft, Major
Theft, Minor
Threats of Violence
Torture, Routine
Torture, Sadistic
Unholy Acts
Breaking a Tenet
Breaking an Oath
Breaking a Vow
Defilement
Desecration
Supernatural Evil
Laying a Curse
Casting an Evil or Necromantic Spell
Using an Evil Magic Item
Bearing an Evil Magic Item
Crafting an Evil Magic Item
Here's how Alignment works in Ravenloft as for how it is applied by the observer; DM's.
The Objective approach
This is the straightforward approach taken in the D&D game, and it is the one stressed in this book as well. From this frame of reference, evil can be judged objectively. The evil nature of a creature, act, or item isn’t relative to the person observing it; it just is evil or it isn’t. This clear-cut definition allows spells such as holy smite to work. Conversely, an objective definition of evil exists because the detect evil spell works. Want to know what’s evil? Don’t study a philosophy book, just watch who gets hurt when the cleric casts holy smite. Those creatures are evil. The things they do, generally speaking, are evil acts. If your character still isn’t certain, he can summon a celestial creature or cast a commune spell and simply ask, “Is this evil?” The higher powers are right there, ready to communicate. The Player’s Handbook says, “ ‘Evil’ implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualm if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.”
This objective approach to evil works well for fantasy roleplaying games. Evil is a thing that a hero can point at and know he must fight. An objective concept of evil allows players (and their characters) to avoid most ethical or moral quandaries, particularly the kinds that can derail a game session. If you run an adventure about fighting gnolls, you don’t normally want the entire session consumed by a philosophical debate about whether killing gnolls is a good thing or a bad thing.
Note that the above doesn't mean there can't be a relativity in regards of alignment and how its applied, always good to have a cooperation between the DM and the players regarding what's on the sheet, but you shouldn't take OOC hinters of morality, nor as a punitive measure either. Its an in character hinter that is given to you by the dungeon master.