The Dune universe, or Duniverse,[1] is the political, scientific, and social fictional setting of author Frank Herbert's six-book Dune series of science fiction novels. The highly popular first book, 1965's Dune, was adapted into a film in 1984 and a televised miniseries in 2000; in 2003, its first two sequels appeared as a miniseries as well. The Dune universe has also inspired a series of Dune video games, including but not restricted to Dune II, one of the first modern real-time strategy games.
After Herbert's death, his son Brian Herbert and science fiction author Kevin J. Anderson produced a number of prequel books which have been highly successful commercially; however, whether they are part of the proper Dune canon is often hotly disputed by fans of the original series. Also, Brian Herbert and Anderson released a 2006 sequel to the original Dune chronicles entitled Hunters of Dune, as well as an eighth and final installment in the series, entitled Sandworms of Dune, released in 2007. These, like the prequels before them, are partially based on Frank Herbert's notes, discovered a decade after his death.[2] [3] [4] [5] [6]
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The Dune universe, set in the distant future of humanity, has a history that stretches tens of thousands of years (some 16,000 years in total) that covers considerable changes in political, social, and religious structure as well as technology. Creative works set in the Dune universe can be said to fall into five general time periods:
A comprehensive Dune timeline is available on the Official Dune website.
The Butlerian Jihad is a conflict that results in the total destruction of virtually all forms of "thinking machines". The causes and exact nature of this conflict are left rather vague in Frank Herbert's books, but in the Legends of Dune prequel trilogy, it is presented as a battle between humans and the sentient machines they created, who rise up and nearly destroy mankind.
The aftermath leads to a near-universal taboo on the creation of "thinking machines": Thou shalt not make a machine in the likeness of a human mind. Even the simplest computers and calculators are banned, having a profound influence on the socio-political and technological development of humanity. Specifically, the "human computers" known as Mentats are developed to replace the lost capacity for logical analysis.
In the ten thousand years following the Butlerian Jihad, a feudal empire spanning millions of inhabited star systems develops, with power shared among the Padishah Emperor, the noble houses of the Landsraad, and the Spacing Guild, which possessed a monopoly over interstellar travel.[7] While some communities exist on its fringes, paying exorbitant bribes to the Spacing Guild for their privacy and independence, by and large all of humanity lives within the empire's murky but largely stable civilization.
The Imperium has long been ruled by the noble House Corrino, which controls the brutally efficient military force known as the Imperial Sardaukar. Although none of the other Houses Major or Minor individually approaches the power of House Corrino, and the great houses are in constant competition for fiefdoms, political power, and Imperial favor, they are collectively represented in an assembly known as the Landsraad, which can balance the power of the Emperor and enforce the Great Convention's ban on the use of atomic weapons against human targets. The Great Houses and the Emperor also grapple for financial power in the omnipresent CHOAM (acronym for Combine Honnete Ober Advancer Mercantiles) Company, a directorship in which brings vast economic gains, and in which secret societies exercise a great deal of influence.
As a result of the Butlerian Jihad's ban on "thinking machines", several secretive societies have developed, using eugenics programs, intensive mental and physical training, and pharmaceutical enhancements to hone human skills to an astonishing degree.
The Spacing Guild is the foundation of the interstellar civilization. Its Navigators use the spice drug melange to gain limited prescient abilities which enable them to successfully navigate "folded space" (created by the Holtzman Generator on board), and thus safely guide enormous Heighliner spaceships from planet to planet instantaneously. The long-term immersion in melange required for fold-space navigation induces such gross physical changes in a Navigator that he or she loses all human resemblance.
As Guild navigational methods are kept strictly secret, the Guild has a complete monopoly on interstellar transport and banking which it regularly employs to its advantage in its dealings with the Empire, the Noble Houses, and other factions.
The Bene Gesserit is an organization of females with almost superhuman physical, sensory, and deductive powers developed through years of physical and mental conditioning. While the public motto of the Bene Gesserit is that they "exist only to serve," and indeed Bene Gesserit wives and concubines do provide advantages to many powerful men, the Bene Gesserit concept of service is not always what it appears to outsiders. The Bene Gesserit wish to better the human race, but do so by secretly tampering with the affairs of almost every group, religion, and institution in existence, altering the direction of organizations and ideologies to serve Bene Gesserit purposes. The Bene Gesserit have a millennia-long selective breeding program, with its Sisters being directed to produce children of specific sexes with specific males; the children may then be taken for Bene Gesserit training. Bene Gesserit outside of their chapter-houses may serve others, from those of the lowest status to emperors, but in the end their actions serve only the Bene Gesserit. However distrusted the Bene Gesserit "witches" may be, the services they can provide make them indispensable to most of the great houses.
Mentats are "human computers" who have learned to enter a heightened mental state in which they can perform complex logical computations. Frequently working in the sworn service of the aristocratic great houses, mentats manage internal governance as well as external strategy in the shifting alliances and vendettas between the houses. Some mentats are also melange addicts, but it is not clear whether they use the spice for psychic enhancement or merely for the longevity and good health it confers (most of the nobility and the wealthy use tiny amounts of the expensive spice for such purposes, and some use the addiction to control their highest-level servants). Not so much either a secret society or another political faction, but a way of life, mentats are trained in several schools, and the methods are used internally by other groups; notably, the Tleilaxu sell "twisted" mentats, psychopathic sadists that can only be controlled by their vices. It appears that, in contrast to several other groups, the genetic heritage of a would-be mentat is of almost no importance. Rather, proper mental-physical training at a very young age can make almost any child a mentat. This interpretation is supported by the Legends of Dune trilogy in which Erasmus the robot takes an ordinary human slave, Gilbertus Albans, and makes him into the first known mentat. This boy had no known special genetic advantage.
On the fringes of Imperial control, law, and morality lie the patriarchal Tleilaxu, or Bene Tleilax, who have for millennia hidden an ancient totalitarian theocracy and selective breeding program of their own behind the guise of amoral merchants trafficking in genetically engineered slaves and depraved amusements. Their power rises as they master the creation of gholas, clones made from the cells of deceased individuals and possessing their memories in a dormant form which can be awakened by appropriate stimuli, and artificial melange, the natural form of which was previously found only on the planet Arrakis.
The Ixians produce cutting-edge technology that pushes the boundaries but seemingly complies with the prohibitions against "thinking machine" technology. They are very secretive, not only to protect their valuable hold on the industry but also to hide any methods or inventions that may breach the anti-thinking machine protocols. House Richese is Ix's primary competitor; Richese is noted for miniaturization and mass production while Ix is notable for elegance, efficiency and innovation.
Against this backdrop, the Prelude to Dune prequel trilogy chronicles the return from obscurity of House Atreides, whose role in the Butlerian Jihad is all but forgotten. The Imperial House schemes to gain full control of the Empire through the control of melange, precisely at the time that the Bene Gesserit breeding program is nearing fruition. Conflicts between the major powers eventuate a violent eruption in the long-simmering battle between House Atreides and House Harkonnen centering on control of the desert planet Arrakis, known as Dune, the only natural source of the all-important spice melange.
A planet apparently almost devoid of water and unsuited for human colonization, Arrakis would be of little use to the Imperium if not for melange. This "spice" drug prolongs life and protects against disease; it is essential to safe and reliable interstellar travel, and is used by the Bene Gesserit to enhance their abilities. Melange is also known to extend the powers of the mind by some unknown means, and prolonged usage often results in an individual with extraordinary mental capacity, including such otherwise uncommon qualities as total recall and an almost superhumanly deep awareness and control of one's own state of mind. Usage by the rich allows the privileged few to hold various cognitive and lifespan advantage over the masses, allowing easier social control. Necessary for all the powerful factions in the universe to function, melange is the most valuable commodity in the known universe.
The spice can only be mined from the dangerous desert surface of Arrakis, where it is produced by an unknown biological mechanism. The treacherous environment and constant threat of giant sandworms (who can devour not only humans but harvesting equipment as well) make spice collection a risky endeavor, but they are risks that must be taken. This puts Arrakis in a rather peculiar situation within the universe: no one can live there, strange things happen there, but everyone needs it and everyone wants to control it. No administrative, productive, or military facilities of any significant kind exist on Arrakis.
The little-understood native population of Arrakis are the Fremen, long overlooked by the Imperium and the fief-administrators of the great houses. They are considered backward savages by House Harkonnen, but demonstrate subtle complexity and wield great power; they are an extremely hardy people, with a culture built around water on an extremely arid planet. Some of House Atreides' advisors also suspect that the Fremen could rival the Sardaukar as a fighting force; and indeed this underestimated population later proves substantial. The Fremen await the coming of a prophesied messiah, not suspecting that this prophecy was hidden in their legends by the Missionaria Protectiva, an arm of the Bene Gesserit dedicated to religious manipulation, in order to ease the path of the Bene Gesserit on Arrakis, and the ascendance of the Kwisatz Haderach. The mystical and highly religious Fremen also have a connection to one of the few other successful inhabitants of Arrakis — the enormous, virtually indestructible sandworms, called Shai-Hulud by the Fremen and considered holy. And in a way unknown to all but the Fremen, the sandworms govern the ecology of Dune.
During the events of Dune, the so-called "Arrakis Affair" puts unexpected Kwisatz Haderach Paul Atreides in control of Arrakis; he deposes the eighty-first Padishah Emperor Shaddam Corrino IV and becomes ruler of the Known Universe.
At the time of God Emperor of Dune, Paul's son, the God Emperor Leto Atreides II, has ruled the Empire for 3,500 years from the verdant face of a transformed Arrakis; melange production has ceased. The sandworms are gone, except for the sandtrout (a larval stage) with whom Leto forged a symbiosis, transforming him into something like a human-sandworm hybrid. Human civilization before his rule had suffered from twin Achilles heels: that it could be controlled by a single authority, and that it was totally dependent upon melange, found on only one planet in the known universe.
Leto's prescient visions had shown that humanity would be threatened by extinction in any number of ways; his solution was to place mankind on "The Golden Path," a plan for humanity's survival. Leto governs as a benevolent tyrant, providing for his people's physical needs, but denying them any spiritual outlets other than his own compulsory religion. Personal violence of any kind is banned, as is nearly all space travel. This creates a pent-up demand for freedom and travel. Leto also conducts his own selective breeding program among the descendants of House Atreides (the descendants of his sister, Ghanima), finally arriving at Siona, daughter of Moneo, whose actions are hidden from prescient vision.
After Leto's assassination (which he himself engineers), there is rebellion and revolt, but also an explosion in travel and colonization known as The Scattering, in which the number of inhabited planets comes to outnumber the old Empire by perhaps 100 to 1. The Scattering, combined with the invisibility of House Atreides to prescient vision, ensures that humanity will never again be threatened with total extinction. Leto's father, Paul Atreides, also saw the danger to humanity, and the necessity for the solution Leto forged, but Paul was unwilling to make the terrible sacrifice of his humanity that was necessary to create the Golden Path.
At the time of Heretics of Dune and Chapterhouse: Dune, the turmoil caused by the fall of the God Emperor and the Scattering of trillions of humans into the freedom of unknown space is settling into a new pattern. The balance of power in the Old Empire rests between the Ixians, the Tleilaxu, and the Bene Gesserit. The Spacing Guild has been forever weakened by the development of machines capable of navigation in foldspace, practically replacing Guild Navigators. However, this balance of power is shattered by a large influx of people from the Scattering, fleeing persecution by an as-yet unknown enemy. Among the returning people, the Bene Gesserit finds its match in a violent matriarchal society known as the Honored Matres. It soon becomes clear that joining the two organizations into a single New Sisterhood with shared abilities is their best chance to fight the approaching enemy.
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The prequel trilogy Prelude to Dune by Brian Herbert and Kevin J. Anderson is set in the years leading up to the events in Dune.
Brian Herbert and Anderson followed with a second prequel trilogy called the Legends of Dune. This series is set at an earlier time in the history of the Dune universe, when humans and sentient machines waged war with one another.
Hunters of Dune and Sandworms of Dune complete the chronological progression of the series and wrap up storylines that began with Frank Herbert's Chapterhouse: Dune. The two novels are based on a two-and-a-half page outline written by Frank Herbert[8] prior to his death, the working title of which was Dune 7.
Frank Herbert wrote an illustrated short work set sometime between the events of Dune and Dune Messiah.
Brian Herbert and Anderson have written several Dune short stories, most of them accompanying their Dune novels.
Brian Herbert and Anderson have also released a book entitled The Road to Dune (2005), containing a novelette called Spice Planet (an alternative version of Dune based on an outline by Frank Herbert), a number of Brian Herbert/Anderson short stories, and letters and unused chapters written by Frank Herbert.
In the foreword to Hunters of Dune, Brian Herbert and Kevin J. Anderson write that they plan to continue writing Dune novels based on Frank Herbert's notes after completing the Dune 7 project: "The saga of Dune is far from over!"
In 2007 on the official Dune website, Brian Herbert and Anderson noted that they will release an interquel series of novels called Heroes of Dune after Sandworms of Dune[9] (the series had originally been announced as Paul of Dune in 2006).[10] According to the site, the working titles for the novels are Paul of Dune, Jessica of Dune, Irulan of Dune and Leto of Dune.[11] This series will focus on the time periods between Frank Herbert's original novels.[11][12][13][14] The first book, Paul of Dune, was released on September 16, 2008. [15]
Short Stories | Novels |
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"Dune: Hunting Harkonnens" | |
Dune: The Butlerian Jihad | |
"Dune: Whipping Mek" | |
Dune: The Machine Crusade | |
"Dune: The Faces of a Martyr" | |
Dune: The Battle of Corrin | |
Dune: House Atreides | |
Dune: House Harkonnen | |
Dune: House Corrino | |
"Dune: A Whisper of Caladan Seas" | Dune |
Paul of Dune | |
"The Road to Dune" | |
Dune Messiah | |
Children of Dune | |
God Emperor of Dune | |
Heretics of Dune | |
"Dune: Sea Child" | Chapterhouse: Dune |
Hunters of Dune | |
"Dune: Treasure in the Sand" | |
Sandworms of Dune |
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