Kharidian Desert



The Kharidian Desert is an expansive region located south of the nations of Misthalin and Morytania. The desert becomes a dangerous region south of the Shantay Pass, requiring a player to drink from Waterskins or other sources of water to avoid dehydration. Failing to drink will cause the player to receive Life points loss.

Introduction
The Kharidian Desert is a vast land found south of the wooded kingdom of Misthalin and Morytania. 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 settlers crossing the River Lum in Misthalin.

Most of the peoples of the desert are worshippers of Tumeken and the Desert Pantheon, although in recent times the population has started to abandon the old Gods and begin worshipping other entities. This is demonstrated in the greedy, mercantile spirit of Pollnivneach and the destruction of the statue of Elidinis in Nardah. The plagues in Sophanem 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 return.

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
The Kharidian Desert has the oldest known human civilization from the midpoint of the Second Age or earlier. Descending even from the time when human first came to Gielinor.

When the god Guthix shaped the realm of Gielinor, he also shaped a desert to the south, which was being uninhabited back then, although guthix brought other races into his realm to live on. When Guthix finished his work, he fell in deep slumber for ages.

Years later. Other gods entered Gielinor and many human groups chose their god to follow. One of these gods were Tumeken, god of Sun and heat. Tumeken blessed the southern desert with his deity, called it the Kharidian Desert, and brought his followers into the desert to live on. The small human groups later grown into an enormous menaphite kingdom ruled by Senliten. The pharaoh queen.

The menaphite pantheon contained enormous cities. The biggest were Uzer, Ullek, Sophanem and Menaphos.

Tumeken later married Elidinis. Goddess of fertility and growth. And they both shared their rule over the Kharidian desert. They later got two children. Icthlarin, god of the dead. And Amascut. Goddess of rebirth. Ichtlarin later brought the mahjarrat into Gielinor. A very powerful and destructive race. Amascut, seeing the dead and destruction they caused, drove insane and became obsessed with destruction. This caused Ichtlarin and Amascut become each others worst enemy. Tumeken became tired of the hassle between his children and decided to take a sleep. He chose Ichtlarin to rule the desert instead of him. And fell asleep. During the sleep of Tumeken. He had a dream where he created other gods. Apmeken, Crondis, Het, Scabaras and possibly many other gods. All the gods who were born in the desert. They formed the Desert pantheon and were worshipped by the entire Kharidian civilization.

During the second age the Menaphite pantheon was in battle with another kingdom at the north. This was the empire of the mighty god Zaros. But with the aid of the Mahjarrat of Ichtlaring the menaphites were able to defeat the forces of Zaros. This made the mahjarrat see how powerful Zaros really was. When the Mahjarrat found out Zaros was a better god for them to follow, they left Ichtlarin and started to worship Zaros instead. Making Zaros' kingdom even more powerful as before.

But before Zaros was able to open another war with the Kharidian desert. He was betrayed by Zamorak. A mahjarrat general who decided to rebel against Zaros. Zaros was banished and his kingdom was destroyed. All other gods, including those of the desert Pantheon, banished Zamorak from Gielinor. But zamorak later returned and declared war with the other gods. And that is when the God wars broke out.

The god wars and the death of their current pharaoh queen Senliten made it hard times for the Menaphites. Many of the worshippers of Zaros were forced to exile into the Kharidian Desert from the northern regions to escape from Saradominists and Zamorakians. Even in the Kharidian Desert, some of Zaros' followers were killed or imprisoned, like the zarosian Mahjarrat Azzanadra. Remaining worshippers of Zaros still reside in the Bandit Camp. The Kharidian Desert Campaign started when many gods sent all of their forces into the desert in attempt to conquer the desert for themselves. The vampyre overlord Drakan was also involved in this campaign when trying to expand his kingdom Morytania through the Desert. Soon the desert became a site of many 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 the elder demon Thammaron managed to destroy the city (at that time held by Saradominists), which defended by golems. However, he was mortally wounded and died after making his 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 through a tunnel network into Sophanem. However, not all the settlements fell. Menaphos and Sophanem, much smaller today than they were, accepted the refugees from destroyed cities. Former inhabitants of Ullek, for example, influenced the city greatly, making these twin cities to be some of the oldest surviving human settlements.

The god wars ended when Guthix awoke and set up the edicts of guthix. These edicts made it impossible for the gods to stay on Gielinor and were forced to leave. Although Amascut and Icthlarin got permission to stay on Gielinor. Scabaras was banished because he ignored the edicts.

When the god wars ended, the Menaphite kingdom was heavily corrupted and almost all of its enormous cities were ruined and abandoned. And most Menaphites resides now in the twin cities Sophanem and Menaphos. After the god wars many human groups became nomadic tribes travelling around the world to survive. But the Kharidian Desert was one of the few places where many humans lived on permanent settlements, although large parts of the Kharidian Desert were inhabited by 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.

The Fifth Age brought a new race, Scabarites. Followers of the desert god Scabaras. Many now resides in the ruins of Ullek. They eventually became a threat to Menaphos and Sophanem.

Regions
Kharidian desert is roughly separated into three regions - the Northern, Middle and Southern parts. The River Elid also divides the 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 the only part open to non-members. It is politically independent from the southern parts of the desert, with the centre being Al-Kharid. The northernmost part of Al Kharid Desert has a mine with a wide variety of rocks. It also has the Duel Arena, Mage Training Arena and ends with the Shantay Pass on the southern edge. The Northern Kharidian Desert is the coolest region (temperature-wise), hence its inhabitants and tourists suffer no desert heat effect.

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

Southern Region
The southern region is the Kharidian Desert proper. The transition between the middle and southern regions, especially in the eastern part is smooth. Pollnivneach, the Bandit camp and a mountain range approximately divide the middle and southern regions in the west. In most of the southern region, players may notice slightly darker sand colour and a lack of Kharidian Cacti. This is where extra waterskins or an Enchanted water tiara come in handy, especially when being away from settlements for extended periods of time. The monsters in the southern part are also stronger than those found in the middle part. For example, the River Elid is full of level 63 crocodiles. The south-eastern areas near the Ullek ruins and the reed swamp are particularly dangerous places due to the much larger crocodiles and scabarites residing there. The most important landmarks in the southern part include Nardah, the twin cities of Menaphos (currently inaccessible) andSophanem, several pyramids, a mining quarry and the ruins of Ullek underneath the swamp area.

Inventory: Water and Equipment
Waterskins can be refilled by three methods: using a waterskin on any water-filled item such as a bucket, jug or bowl or any water source such as a sink or a fountain; with a knife in their inventory, players can cut healthy Kharidian Cacti to fill waterskins; or players with access to the Lunar spellbook can cast the humidify spell, completely refilling all Waterskins in the players' inventory. 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 the southern part of the desert, do not have cacti to get water. You can also drink from other sources of water such as water in bowls. Note that you cannot drink from water on the map but not labelled as a water source such as the River Elid.

The Enchanted water tiara is a quest reward from Dealing with Scabaras which can be used in place of waterskins.

Wearing desert clothing, available from Shantay at the Shantay Pass, will cause the player to drink less frequently. Without desert clothing, a player needs water about every 90 seconds. With a full set of clothes, a player needs water about every 120 seconds. The Desert outfit and Menaphite robes also provide protection like desert clothing. No other clothes protect against desert heat, despite rumours and opinions that Slave robes or the Robe of elidinis do so.

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 they stray too close to the river. There are also Desert Strykewyrms, but as they attack the player only if they have been assigned as a slayer task (requires 77 slayer) and only if they are provoked, they are not a danger for the inexperienced.

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 at its northern edge. Several quests can be started here including The Feud, Prince Ali Rescue and Shadow of the Storm. In Al Kharid there is a bank, crafting shop, tannery, furnace, platelegs shop, plateskirt shop, 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, they 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: Players are granted entrance to Sophanem if they have started the Itchlarin's Little Helper quest. However, Menaphos is currently inaccessible. Upon completion of the Contact! quest, a bank and several other features become available for use in Sophanem.




 * Nardah: The city of Nardah is located in the south-eastern-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 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, 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 the Shantay Pass, the Bebabin Camp is used in Quests such as Tourist Trap.


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


 * Desert Mining Camp (AKA 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 activity or wearing the activated Ring of Charos will decrease the price to 100 coins, and combining them both lowers it to 75 coins.

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 Shantay, which costs 5 coins. Instead of buying a Shantay pass, players can get into the desert via the Shantay Pass by bribing one of the guards. This method costs 100 coins and is not recommended. Wearing armour of any kind is not advisable, due its metallic nature, as the player will overheat faster and thus use up their supply of water quicker.

Extra Features
Kalphite Queen: The Kalphite lair is located west of the Shantay Pass, surrounded by bones. A rope is required to enter the Kalphite tunnels and another to enter the Queen's chamber. Also, on the first level of the dungeon, there is a tunnel leading to the Dorgesh-Kaan south dungeon.

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 activity allows the player to advance based on your Thieving level.

Dust Devils: Dust Devils are level 93 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 an Ice cooler to kill.

Goats: These level 23 monsters, and the level 33 billy goats that are found with them, are the only source of the desert goat horns used to make combat potions. They are found near Pollnivneach, Nardah, the Kalphite lair and the Shantay Pass

Mines:
 * Al Kharid Mine
 * Desert Mining Camp
 * Granite and sandstone quarry
 * Kharidian Desert gold mine - west of Nardah - 5 gold ores

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 similar to the Nile; Elid is also Nile spelled backwards with a D instead of an N at the end of the word). 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, Anubis. 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.Kharidian Desert