Dark Seraph, may I suggest to you
Iron Heroes (
link)? Iron Heroes is a d20 game which is very close to the ruleset of D&D except that it's a low or - if you want to get rid of the sole spellcasting class -
no magic D&D game.
To explain it in it's most basic terms, in D&D you approach the red dragon in your
Fire Resistant +5 Fortifyed Fullplate and with your trusty
+5 Frost Greatsword and swing and swing and swing and swing till the Great Wyrm is dead. In IH, you run up to the dragon, deek out of it's way, run up it's tail in a matter of seconds, slash it's wings so it can't fly on your way to it's head, and then start to Hack at it's brain with your Masterwork Greatsword handed down to you from your grandfathers' grandfather. Once the sword shatters, you start to stab it in the eye with your trusty Masterwork dagger you've had since second level. Once that snaps, you start punching. Once your bones break, you start to headbutt the frickin dragon. Describing it as
High Octane Adventuring is barely scratching the surface.
Here's the text from that link from above:
Iron Heroes is a variant player's handbook in the tradition of Monte Cook's Arcana Unearthed. This exciting new game of heroic combat action is for skilled heroes who have no need for magic swords or arcane trinkets. Armed with their cunning, talent and unmatched bravery, they wade sword-first into a savage world of high adventure.
This hardcover provides 10 all-new core classes, an expanded feat system, new combat options, character traits, a new magic paradigm, and much more.
Iron Heroes does for d20 combat what Monte Cook's Arcana Evolved does for the d20 magic system. Modifications to the core system allow for high-adventure gaming where a character's talents, not his possessions, determine his abilities. Expansions to the core skill and feat subsystems allow for intriguing new tactics and exciting, cinematic battles. This exciting new game draws in both players looking for a new roleplaying game and those who want useful new rules for their d20 games. This complete handbook for players includes guidelines for incorporating its new rules and options and into d20 games and Arcana Evolved games.
While you have to learn a slightly different ruleset than D&D, IH is a great (and fairly popular among gamers, to boot) alternate d20 ruleset which is great for low or no-magic gaming.
While it has an quasi-implied setting in the book (The Swordlands, if I recal correctly) there is no "official" IH setting. However, running a Conan-esque game is a good idea with this ruleset, or as
Denizen said, the ex-TSR setting
Dark Sun (availiable for download
here) is also a great place to run a game. Dark Sun, which I know a lot more about, is a world which once thrived with life, but arcanists in the distant past ruined the lands with their
defiling magic. Sorcerer-kings (in truth, mighty dragons) run the city-states of the Tablelands with an iron fist, using their templars to keep the order. Wild elves in the deserts raid caravans, while half-dwarf, half-human Muls become famous gladiators in the arenas. Halflings life in a great forest ridge to the north, one of the last fertile areas left, and half-giants wade through the Sea of Silt, where others would sink. Psionics are now common, and divine magic is rare, with only the templars (worshippers of the Sorcerer King) and Elemental Clerics (worshippers of the four elements) being the source of it. Arcane magic is outlawed, and most arcanists are killed on site if seen working magic. I can't recommend this setting more, in fact
Dark Sun also works with D&D as-is (and indeed is written with that ruleset in mind) but you can easily-enough convert one over to the other, and let'r rip
cheers,
--N