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- Al Kharid
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Al Kharid, seen elsewhere as Al-Kharid and originally known as Al Karid is a town that thrives on commerce. Flanked by gaudy bazaars and stalls selling various curios, it is never short of vendors wishing to fill your sandy hands with all sorts of unnecessary items. Luckily, they are also willing to buy, making Al Kharid a vital marketplace for the budding merchant.
The town itself is a mixture of white stone and marquees, patrolled by amorous camels and ruled over by the Emir. Al Kharid guards defend him with their lives from within his palace, suspiciously eyeing any trespassing stranger that happens to stumble in.
To the north lies a mine filled with low-level scorpions and various ores ready for extraction. Beyond this chasm can be found a pass to Varrock.
Westwards is Lumbridge, from where you gain access to Al Kharid. There is a gate that separates the two towns to the north, and a jetty that connects the towns to the south.
Immediately to the south is Shantay Pass, guarded by its surly namesake, Shantay. Beyond this lie the members' areas of the Kharidian Desert, Menaphos and Sophanem, amongst others.
On the west coast is a shipmaster, waiting to take valiant adventurers to Daemonheim, on the east coast of the Wilderness, where they can train their Dungeoneering. Passage is free.
Points of Interest
Mubariz's Duel Arena lies to the north-east of Al Kharid, where adventurers can take their aggression out on each other using various combat scenarios; all under the careful supervision of the Duel Arena hospital.
The fire altar can be accessed, with the right equipment and skills, through a mysterious scattering of ruins to the north-east.
A mine, filled with scorpions, lies to the north. Apart from offering valuable combat experience, these scorpions guard a variety of ores for extraction. High Mining levels may be necessary to get the best from this site, while a bank is some distance away in south-west Al Kharid.
Osman, spymaster to the Emir, is an interesting man to know, especially for budding thieves. Those who have rescued Prince Ali might like to try their hand at the Sorceress's Garden.
The extraordinary Ali Morrisane, bazaar merchant, entrepreneur and occasional trickster lives north of the town, where members may purchase overpriced trinkets or be sent on noble quests.
Zeke's Superior Scimitars situated directly north of the palace offers adventurers the ability to purchase scimitars up to mithril from him if they feel his prices worth the value of these vicious curved swords. Adventurers may also buy platelegs up to adamant from Louie's Armoured Legs Bazaar to the east of the palace. Ranael's Super Skirt Store to the south offers leg armour of the exact quality as Louie, albeit with a bit more style.
Like all other major cities, one may find the Al Kharid General Store directly to the north of Louie. Adventurers may also discover Dommik's crafting store to the northeast; the quintessential place to stock your toolbelt with useful moulds for crafting.
One of Gielinor's few tanners can be found to the west of the town.
|Grand Vizier Hassan can be found in the throne room of the Emir's palace.|
|Osman can be found looking shadowy outside the Emir's palace.||Members can find Ali Morrisane watching his stall in the north of the town.|
|Father Reen||Al the Camel|
|Members can find Father Reen south of the Bank.||Al the Camel can be found musing upon how like a rose Elly is next to the Bank.|
|Elly the Camel||Ollie the Camel|
|Elly the camel can be found gazing doe-eyed at Ollie from near Ali Morrisane's stall.||Ollie the Camel can be found watching the gnome gliders fly about.|
|Faruq can be found operating his stall next to Ali Morrisane's.||Estocada can be found en garde just inside the Duel Arena.|
The following quests can be started in Al Kharid:
Dangers in the Desert
|Al Kharid warrior (Level 9)||Scorpion (Level 14)|
|Al Kharid warriors can be found in the Emir's palace.||Scorpions can be found in the mine north of town.|
|Shantay guard (Level 22)|
|Shantay guards can be found at Shantay Pass.|
- The Emir's palace features a cabbage on a table in the west and a jug of water on a table in the east. On top of this, Hassan will give you another jug of water if you seem a bit parched.
- Someone has carelessly left their leather boots in a house north of the Emir's palace.
- The sorceress that recently moved into the house south of the city has not given her apprentice time to clean up properly, so there is still a bronze mace lying on the floor.
- In order to travel into the Kharidian Desert you should purchase a full set of desert clothes and a waterskin.
- After you have completed The Feud, you can return to Ali Morrisane to play Rogue Trader.
- North of the Duel Arena is the Mage Training Arena (members).
- If you want to talk to Al, Elly or Ollie you will need a camulet, which you get during Enakhra's Lament, or a cramulet with a camulet attached, which can be made after Do No Evil.
- Slayers tasked with killing desert strykewyrms will want to head over the stile along the fence to the east of Al Kharid, just south of the entrance to the Duel Arena.
- Players with level 75 Dungeoneering will be able to find a mysterious entrance in Al Kharid.
|Cities & Towns|
|Al Kharid • Desert Mining Camp • Nardah • Pollnivneach • Sophanem • Menaphos • Ruins of Uzer • Abbey of St. Elspeth Citharede|
|Desert Eagle Cave • Exiled Kalphite Hive • Kalphite Hive • Kalphite Nursery • Pollnivneach Slayer Dungeon • Sophanem Dungeon|
|Jaldraocht • Jaleustrophos • Jalsavrah • Sophanem • Uzer Mastaba|
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