The handiwork of the gods is everywhere - in places of natural beauty, in mighty crusades, in soaring temples and in the hearts of worshippers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy and sabotage. A cleric uses the power of his god to make the god's will manefest.
I've highlighted that last sentence for a reason.
If you wish to play a cleric, then that cleric must have a god. If they don't have a god, then they cannot draw power. While there are certain exceptions to this rule, only those that have researched them and have some extremely good RP basis to back them up, will not be treated as a 'godless' or 'out of favour' cleric.
Clerics spread the word of their god and should act in a manner that their god would consider satisfactory. If they don't, they will fall out of favour and once again, find themself with no power.A cleric's allignment must be within one step of his deity's (that is, it may be one step away on either side of the lawful-chaotic axis or good-evil axis, but not both)
The reason for this post is that we are seeing an increasing number of people playing clerics as fighters with spells. This is not what a cleric is and thus, won't be tolerated. If you play a cleric, then you need to follow a god that is in line with your character concept. If you don't, then you can expect repercussions in the form of punishment from the gods themselves, as well as the loss of your spells.
Finally, this is not an invitation for people to start metagaming allignment hits. Just because you may know a way to shift your allignment to match a god, doesn't make it ok. The team can be pm'd if your character requires an allignment shift of any kind because of the direction you wish to take them, with your characters actions then being watched to see if they are deserving.