Codes of Behavior for Divine Classes

I jumped in to my current campaign without spelling these out, and am starting to feel the lack.  I've got two for feedback:  are these too burdensome, too weak, the wrong direction?  Are they intelligible as written?

I'm also curious what you've used in your own games, though.  Especially Alex in the Auran empire.

Unconquered Sun.  Greet the dawn each day, and hold each solstice sacred for the whole day.  Bring no darkness nor cause any blindness wherever you go, but give light and sight freely to any who ask.  Do no deed and swear no oath in darkness, unless you also proclaim it in the light.  [The strictest priests of the Sun take darkness as "in secret", but the more practical take it to mean at night or underground.]  

The Thousand Gods.  Pass no shrine without doing it honor.  [Not an unlimited obligation, but every temple, shrine or altar passed is owed at least some token offering, as little as a flower, and if needed some minor repair, if as little as removing a weed.]  Thank the gods for their favors in the same hour they are received.  [The monks of the Thousand gods understand each spell to be the grant of a separate member of the pantheon, and give prayers of thanks to each one for every spell cast.]  Expose the bodies of the dead to the sacred vultures, and bury the bones of those so cleansed.  [Tradition allows the monks to collect a fee for this, but always proportionate to the station of the dead.]

Also, paladins.  Are they meant to have a code of behavior in the clerical sense, or do they only have to stay Lawful?  If Clerical, at what nominal Divine level?  I've decided a Code would be easier for me to adjudicate than strictly judging alignment, and clearer for a player to sign onto playing than reading my mind about alignment, and I'm thinking Divine 1, "a knight's chivalric vows would also qualify" is about right, but I'm curious what original intent was.

For "Expose the bodies of the dead to the sacred vultures, and bury the bones of those so cleansed.  [Tradition allows the monks to collect a fee for this, but always proportionate to the station of the dead.]", what happens if the relatives of the deceased refuse to pay? Does the cleric risk losing their divine spells if they don't expose corpses with cheap relatives? And if they have to expose corpses they know about regardless of payment, what's the incentive for people to pay, and to pay an amount dependant on station?

The incentive is social, I would assume.

Perhaps the monks will keep burying your family’s corpses; perhaps they’ll make sure there’s a sudden influx of them for them to bury. Perhaps they’ll just ostracize you and your family from social functions, or everyone else will. (I vaguely recall some rules for penalties to reaction rolls if you fail to keep up with your station as expressed by the cost of living table being around on the forums somewhere; perhaps some variant of that.)

[quote="GMJoe"]

For "Expose the bodies of the dead to the sacred vultures, and bury the bones of those so cleansed.  [Tradition allows the monks to collect a fee for this, but always proportionate to the station of the dead.]", what happens if the relatives of the deceased refuse to pay? Does the cleric risk losing their divine spells if they don't expose corpses with cheap relatives? And if they have to expose corpses they know about regardless of payment, what's the incentive for people to pay, and to pay an amount dependant on station?

[/quote]

POSSIBILITIES: 

1. Cleric informs you and your family that they're going to the bad afterlife. Fearful of having to spend an eternity buried alive in a box, someone pays. 
2. Cleric informs entire town that you and your family are dangerous sinners. You find yourself locked out of bars and stores.
3. Cleric informs Baron Punchfist that your reckless disregard for morality could bring the gods' wrath upon the town. Baron Punchfist kicks in your door and then kicks money at the church until you've paid. 
4. Cleric informs you that nobody is going to cure your light wounds until you pay. Shortly after, someone wounds you lightly. 
5. Cleric informs your town that they won't be curing as many light wounds this month because SOMEBODY angered the gods. Everyone with light wounds looks menacingly at you. 
6. Cleric rips your heart out and consider the organ a cash-equivalent. She later uses it to make a Potion of Dispel Thrift.  (Actually, given my own spending habits, a potion of dispel thrift is just vodka.)