I'm looking to set up something in a 'crusader states' kind of setting, and I'm hoping the great folks at ENworld can suggest some game sources to look at for rules changes, classes, spells, monsters, or background material ... all the usual stuff 
I say 'states' rather than Crusades because I'd like it to be possible to have players from both the 'Christian' and 'Muslim' sides. So I'm looking at having the new Christian states having been stable for a little while and no current war on, although the threat of war breaking out from local causes or a new Crusade call in Europe would be there (and there may be some unknown power in the area trying to cause one). I think I might set up the players in a law enforcement/security role in a border/outpost area, far from the main power centres of each side, so they can develop some mutual respect and pragmatic cooperation.
From this I would be looking for something with a more medieval feel than traditional D&D, very powerful monotheistic churches, a distinctive environment, some knightly heroism, political forces affecting the area and the party, maybe discovery of unexpected horrors from the past, and possibly later a war setting.
So, what game sources should I look at?
At the moment I'm looking at bits of GR's Medieval Players Manual (though I'm envisaging a more action based game) and Testament. Maybe something like Al-Quadim for the desert environment and challenges/supernatural threats? Sandstorm? Which is the big (many d20 supplements) setting with the One True Church - is it Scarred Lands? Should I check that out? Also, what would be a good source for knightly orders?
Any suggestions on sources or rules would be greatly appreciated!
Also, I'm thinking of removing arcane magic completely. Do you think this would cause any problems?
I like the idea of widespread weak folk charms and stuff among the populace, priests with some low level magic in the community, paladins, all the way up to powerful warpriests and other rare miracle workers on both sides.
And no, I haven't seen Kingdom of Heaven yet
Thanks all!

I say 'states' rather than Crusades because I'd like it to be possible to have players from both the 'Christian' and 'Muslim' sides. So I'm looking at having the new Christian states having been stable for a little while and no current war on, although the threat of war breaking out from local causes or a new Crusade call in Europe would be there (and there may be some unknown power in the area trying to cause one). I think I might set up the players in a law enforcement/security role in a border/outpost area, far from the main power centres of each side, so they can develop some mutual respect and pragmatic cooperation.
From this I would be looking for something with a more medieval feel than traditional D&D, very powerful monotheistic churches, a distinctive environment, some knightly heroism, political forces affecting the area and the party, maybe discovery of unexpected horrors from the past, and possibly later a war setting.
So, what game sources should I look at?
At the moment I'm looking at bits of GR's Medieval Players Manual (though I'm envisaging a more action based game) and Testament. Maybe something like Al-Quadim for the desert environment and challenges/supernatural threats? Sandstorm? Which is the big (many d20 supplements) setting with the One True Church - is it Scarred Lands? Should I check that out? Also, what would be a good source for knightly orders?
Any suggestions on sources or rules would be greatly appreciated!
Also, I'm thinking of removing arcane magic completely. Do you think this would cause any problems?
I like the idea of widespread weak folk charms and stuff among the populace, priests with some low level magic in the community, paladins, all the way up to powerful warpriests and other rare miracle workers on both sides.
And no, I haven't seen Kingdom of Heaven yet

Thanks all!