Just being a cleric will largely accomplish what you want.
AfterCrescent's Cleric Handbook will give you plenty of good information. Mostly, just keep your strength good, cast buffs and whack things with your morningstar or whatnot. Healing is for after the fight, and for cheap wands. Only Heal its mass version get used in a fight by sane clerics.
I'll dig up Torm specific material for you.
(Forgotten Realms Campaign Setting [FRCS], 253) and (Faiths and Pantheons [F&P], pg 74) Torm : Favored Weapon: Greatsword, Domains: Good, Healing, Law, Protection, Strength No great domains, but law and protection can be traded for good devotion feats, see Complete Champion.
(Champions of Valor, pg 31) Initiate of Torm, not so impressive. Triadic Knight, pg 133, seems a bit like Holy Champion of Torm, last level isn't worth the casting loss.
Cloistered Cleric (Unearthed Arcana, 50) can really help with the lore master angle, buuut it really hurts the cleric melee. Unless you PrC out quickly, or use a racial class (also UA) after level 2.
Simplest build would be Cleric 7into Triadic Knight with Endurance, Initiate of Torm and Power Attack or Weapon Proficiency (Greatsword).
More complex, Cloistered Cleric 4/ Church Inquisitor 4(Complete Divine, 26)/ Triadic Knight If human taking Able Learner to continue with investigative skills.
Really nothing else to add right now.