Kharidian Desert

The Kharidian Desert lies south of the Shantay Pass. A dangerous region, the Kharidian Desert requires a player to drink from Waterskins to avoid dehydration. Failing to drink will cause the player to receive damage.

Introduction
The Kharidian Desert is a vast land found south of the wooded kingdom of Misthalin. The desert is the home to some of the oldest civilizations in Gielinor, ranging from the Menaphites that built the cities of Ullek and Uzer to the bandits that are all that remain of the followers of Zaros. As a result, it is amongst the most history-rich and treasure-filled areas in the world. It is this that has attracted so many archaeologists and explorers to the area; but not without consequence.

The most modern settlement in the desert is Al Kharid, having been built in around 1950 in the Fourth age by setlers crossing the River Lum in Misthalin.

Most of the peoples of the desert are worshipers of Tumeken and the Desert Pantheon, although in recent times the population have started to abandon the old Gods and began worship of other, entities. This is demonstrated in the greedy, mercantile spirit of Pollnivneach, the destruction of the statue of Elidinis in Nardah, and the plauges in Menaphos have been blamed on this, as well as incorrect burial practices.

The Kharidian Desert is largely open land, seemingly untouched since the God Wars. Here the scorching desert winds blast the sand, turning the dunes into a sea. The blazing sun watches tirelessly from the sky, slowly draining the life of all that walks beneath it. The vultures circle overhead, eating the corpses of those that the desert bested, and packs of starving wolves search endlessly for prey, their hunger never sated. Many have entered the desert, never to leave.

Indeed, the Kharidian Desert has earned its reputation as dangerous, merciless, and unyielding. Yet even here civilization has emerged, and great rewards await those with the courage and ability to travel into its wastes.

History
Kharidian Desert has the oldest known human civilization from the midpoint of Second Age or earlier, believed to be created as soon as humans arrived there. Known races inhabiting Kharidian Desert were humans and Mahjarrat. Known gods and other deities worshipped by humans in this region were Desert Phanteon, Saradomin and Armadyl. Much of the southeastern area of modern Kharidian desert was wooded.

During the God Wars, Kharidian Desert was a site for many important battles where many settlements, most notably Uzer and Ullek, were destroyed by Zamorakian forces. Uzer managed to survive throughout most of the god wars, falling into hands of armadylians, saradominists and zamorakians, until finally an elder demon Thammaron managed to destroy the city (at that time defended by saradominists) defended by golems, however, he was mortally wounded and died after making escape to his dimension. Soon Ullek fell to the hands of Balfrug Kreeyath who later became a bodyguard of K'ril Tsutsaroth. A few survivors managed to escape.

However, not all the settlements fell. Menaphos and Sophanem, much smaller than they were today, accepted the refugees from destroyed cities. Former inhabitants of Ullek, for an example, influenced the city greatly, making these twin cities to be some of the oldest surviving human settlements.

During the God Wars, many of the worshippers of Zaros were forced to exile into Kharidian Desert from the northern regions to escape from saradominists and zamorakians. Even in Kharidian Desert, some of them were killed or imprisoned like Azzanadra. Remaining worshippers still reside in Bandit Camp.

At the beginning of Fourth Age, Kharidian desert was one of the few places where many humans lived on permanent settlements, although large part of Kharidian Desert were inhabited nomadic tribes, too. Menaphos and Sophanem continued to grow and many other settlements were created, most notably, Al Kharid near the end of the Fourth Age which managed to achieve political independence from the rest of the desert.

Fifth Age brought a new race, Scabarites, to the influence who inhabited the tunnels beneath Ullek ruins. They leventually became a threat to Menaphos/Sophanem.

Regions
Kharidian desert is roughly separated into three regions - Northern, Middle and Southern part. River Elid also divides middle and southern regions into eastern and western parts.

Northern Region
Also called Al Kharid Desert. This place is the safest of the three and also open to non-members. It is politically independent from southern parts of the desert and the centre being Al-Kharid. Northernmost part of Al Kharid Desert has got a mine with wide variety of rocks. It also has Duel Arena, Mage Training Arena and ends with a Shantay Pass on the southern edge. Northern Kharidian Desert has no desert heat effect.

Middle Region
Shantay Pass divides the northern and middle region where players can buy supplies to venture further into desert. Prior to April 2005 desert updates, anything south to Shantay Pass was called Shantay Desert by many. Middle region of the desert is more dangerous than northern one due to many monsters who are aggressive to low-level players. However most notable danger in this region is desert heat effect which is absent only in a few settlements. Fortunately, Kharidian Cacti grow in this region which can be cut with a knife to refill waterskins. Middle part of a desert contains Kalphite Lair, Desert Mining Camp, Bedabin Camp, ruins of Uzer, a hunting area and on the southern border there lies Bandit camp and Pollnivneach.

Southern Region
Also just called Kharidian Desert. The transition between middle and southern region, especially eastern part is smooth. Pollnivneach, Bandit camp and a mountain range approximately divide the middle and southern region in the east. In most of the southern region, players may notice slightly darker sand colour and especially the lack of Kharidian Cacti. This is where extra waterskins or especially Enchanted water tiara come in handy, when being away from settlements for extended periods of time. The monsters in southern part are also stronger than those found in middle part, for an example, River Elid is full of crocodiles. Southeastern areas near Ullek ruins and reed swamp are particulary dangerous places due to much larger crocodiles and scabarites residing there. The most important landmarks in southern part include Nardah, twin cities Menaphos (currently inaccessible)/Sophanem, several pyramids, mining quarry and ruins of Ullek underneath the swamp area.

Water and Equipment
Waterskins can be refilled by two methods. Any water-filled vessel, such as a Bucket or Sink, can be used to refill a Waterskin. Also, using a knife, players can cut Kharidian Cacti to fill waterskins. Cutting a cactus will not always give the player water, but if it does, the player will also receive 10 Woodcutting experience. Note that many parts of Kharidian Desert, especially in the southern part of the desert, don't have cacti to get water.

The Enchanted water tiara is a quest item which can be used in place of waterskins.

Wearing desert clothing, available from the Shantay Pass, will cause the player to drink less frequently. Wearing Slave robes, obtainable after competing the The Tourist Trap quest, will also cause the player to drink less frequently, more so than other robes.

Monsters
Although the desert houses many beasts, there are three common creatures that can be found in great numbers and that players should be prepared for. Desert Wolves, though only level 27, can be dangerous to lower-lever players. Ugthanki, level 42 desert camels, are aggressive and potentially dangerous, especially if the player is only wearing robes. In addition, along the River Elid the player can encounter level 63 Crocodiles which will attack the player if he/she strays too close to the river.

Cities
There are four major cities in the desert. The player does not need to drink water in most cities.


 * Al Kharid: Al Kharid is the only non-member city in the Kharidian Desert and is located to the north of the desert. Several quests can be started here including The Feud, Prince Ali Rescue and Shadow of the Storm. In Al Kharid there is a bank, a crafting shop, a tannery, a furnace, a platelegs shop, a plateskirt shop, a scimitar shop, some stalls and a palace. Other notable features are the Al Kharid Mine north of the city and the Duel Arena to the north east. If the player wants to enter from Lumbridge, he/she will have to pay a toll of 10 coins, though the player can pass for free after the completion of the Prince Ali Rescue quest.
 * Menaphos and Sophanem: These twin cities are inaccessible if the player has not started the Icthlarin's Little Helper quest. Upon completion of the Contact! quest a bank becomes available for use in Sophanem.
 * Nardah: The city of Nardah is located in the southeastern-most area of the desert. It is located near the Agility Pyramid. The player may buy a waterskin (full) from Ali for 1,000 coins. The reason of the high price is because the city is under a curse, featured in Spirits of Elid quest, which has dried up the fountain. The city also has a Choc-Ice stand, where the player can buy choc-ice for 30 coins each.
 * Pollnivneach: Pollnivneach is a desert city located on the banks of the River Elid. A substantial amount of the quest The Feud takes place here. The city is divided, essentially, between the bandits and the Menaphites. The player can purchase water here from the shop. There is a well, a kebab shop where the player may buy super kebabs and Red hot sauce, and a tavern, where drinks can be bought, and a camel merchant. The player can fill waterskins from the well by filling a bucket and transferring the water.

Other locations include:


 * Bedabin Camp: Located south-west of Shantay Pass, the Bebabin Camp is used in Quests such as Tourist Trap.


 * Bandit Camp: Used mainly in the Desert Treasure Quest.


 * Slave Mine: Used mainly in the Tourist Trap Quest, it is located in the middle of the Desert.


 * Uzer: This city was destroyed hundreds of years ago. The ruins have a part in the The Golem and Shadow of the Storm quests.

Transportation
The main form of transportation in the desert is by Magic carpet. They can take the player to a variety of places in the desert, such as:




 * Shantay Pass
 * Northern Pollnivneach
 * Southern Pollnivneach
 * Nardah
 * Menaphos and Sophanem
 * Bedabin Camp

The normal cost of such travel is roughly 200 coins. However, doing the Rogue Trader Minigame will reduce the price to 100 coins, and using an activated Ring of Charos will reduce the price 50% further.

There are also several Fairy rings located in the desert.

In order to enter the desert from the Shantay Pass, the player must buy a "Shantay Pass" from the Shantay, which costs 5 coins. Wearing armour of any kind, due to its metallic nature, is not advisable, as the player will get hot quickly and will soon use up your supply of water.

Extra Features
Kalphite Queen: The Kalphite lair is located west of the  Shantay Pass, surrounded by bones. A rope is required to enter the Kalphitian tunnels and another to enter the Queen's chamber.

Azzanadra's Pyramid: The final Pyramid from the Desert Treasure Quest, this labyrinth is where the player can switch between the normal spellbook and the Ancient Magicks spellbook.

Agility Pyramid: Located just north of Nardah, this Pyramid is one of the more popular methods of training Agility. Players must negotiate each level of the Pyramid to reach the summit, where they can retrieve a golden pyramid exchangeable for 1,000 coins.

Pyramid Plunder: Located in Sophanem, this Thieving minigame allows the player to advance based on your Thieving level.

Dust Devils: Dust Devils are level 98 Slayer monsters. They require 65 Slayer and a Facemask to kill. They are located down a well east of the Bandit camp.

Desert Lizards: These Slayer monsters are located north of Pollnivneach. They require level 22 Slayer and a Ice cooler to kill.

Similarities to the Sahara
The Kharidian Desert shows great similarity to the Sahara Desert. Like the Sahara it has a long river, the Elid (which is Nile backwards, replacing the N for D). Gods in the region are very similar to the gods found in Egypt - the Jackal-headed god is virtually identical in purpose and form to his Egyptian counterpart. Even the famous Nile crocodiles have been imported as the Crocodiles found near the Elid.

The major features of the region, the Pyramids are similar, so is the idea of robbing the Pyramids - long a problem for the Egyptian Pharaohs.

Kharid itself is modelled after more modern day Saharan countries, with buildings similar to those found today.