Wildlife

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The ecosystem of Arrakis is harsh, but several specialized species of wildlife have adapted to the rocky outcroppings of Hagga Basin and Deep Desert in order to have a chance of surviving.


Muad'Dib

Muad'Dib, Fremen for desert mouse, is a small, hopping desert rodent that has become a powerful symbol of survival and resourcefulness on Arrakis.

The Muad'Dib is famous for its oversized ears, which serve two critical functions: dissipating excess body heat into the air and capturing trace amounts of moisture from the morning dew. This allows the creature to thrive in the desert without ever needing to drink standing water.

Though diminutive in size, it is revered by the Fremen as the "instructor-of-boys"[1]. It represents a creature that creates its own water and finds its own way in the dark, and it is for this reason that Paul Atreides[2] chose the name as his Fremen identity.

The Muad'Dib can be found wandering around on the dangerous open sands of Arrakis, burrowing into the sand at the first sign of danger.

Desert Hawk

Upon the Atreides' arrival on Arrakis, the Desert Hawk gained significant cultural importance, as the hawk has long served as the crest of House Atreides[3]. These raptors soar under the intense radiation of Arrakis' sun, Canopus[4].

Like most Arrakeen life, the Desert Hawk has evolved to be extremely water-efficient. They obtain nearly all their required moisture from the flesh and blood of their prey, like Muad'Dib, rarely needing to find water.

Desert Hawks may scavenge for some of their food, as the document Deserter camp note says, "I dragged his corpse out to the edge of the bled. Let the hawks and the storms take care of it."

Chiroptera

Commonly known as cielago[5], or desert bats, these flying mammals are highly adapted to the lightless environments of Arrakis. They are primarily found in the shaded crevices of the Hagga Basin and Deep Desert.

Chiroptera are strictly nocturnal, emerging from rocky fissures and cave ceilings during dusk and dawn. During the day, they remain in a state of torpor to conserve moisture.

These bats are famous for their use as messengers. The Fremen used a technology called "distrans"[6] to imprint messages onto the bats' nervous systems, which they would then carry to other sietches to deliver messages[7].

Noctua

Noctua and Zantara

Noctua is a female desert bat strongly bonded with Zantara. They are able to understand each other to an extent, allowing her to serve as his eye in the sky, a testament to the species' intelligence.

Kulon

The Kulon is a hardy, equine-like hybrid originally descended from Terran wild donkeys. Over millennia, the Fremen and Smugglers have genetically and behaviorally adapted and domesticated them to survive the arid climates of Arrakis.

Kulons are passive mammals. They can be found in the safety of settlements like Arrakeen and Harko Village, domesticated and used as pack animals and mounts.

The Kulon possesses a highly specialized digestive system that allows it to extract moisture from the toughest desert scrub. Its skin is thick and leathery, acting as a biological seal that minimizes water loss, allowing the creature to better endure the planet's extreme climate temperatures!

Interactions

You can also pet Kulons in-game. This feature was brought into the game in Chapter 2. To pet Kulons, you can simply approach a Kulon and an interaction prompt "Pet" will appear. Not all Kulons are interactable.

  1. Arrakeen (One Kulon can be found in the Central Plaza and another before the Residency Approach). (Both of them are interactive).
  2. Harko Village (One Kulon can be found by going towards Neo-Carthag Outskirts - Exit Area and the other is by the Taxi Service facing the landing pad). (The first one is interactive but the other by the landing pad is not interactive).
  3. The Anvil (Will be in a pen next to Maxim Kazmir), (This one is non-interactive).
Location of Kulon at The Anvil
Kulon in Arrakeen
Map: Kulon in Arrakeen
Kulon by the Residency Approach in Arrakeen
Map: Location of Kulon by Residency Approach in Arrakeen
Kulon in Harko Village
Map: Location of the Kulon in Harko Village
Kulon in Harko Village by Landing Pad
Map: Location of Kulon by Landing Pad in Harko Village
Petting a Kulon in Arrakeen

Shai-Hulud

To the Fremen, Shai-Hulud is the physical manifestation of a deity, or "Maker". These massive, armored worms are apex predators of the sands, also known as "Old Man of the Desert"[8], and are central to the ecosystem of Arrakis and the production of spice.

The life cycle of sandworms are intertwined with the production of spice.

Life Cycle Stages:[9]

  1. Sand Plankton
  2. Sandtrout
  3. Juvenile Sandworm i.e. Triradial-mouthed sandworms in Hagga Basin
  4. Elder Sandworm i.e. Ringmouths in Deep Desert

Sandworms are extremely sensitive to rhythmic vibrations. Travelling on open sand will draw their attention quickly, and the usage of Holtzman devices like shields or suspensors are a death sentence because they emit intense vibrations that act like a beacon for Shai-Hulud.

Characters eaten by a sandworm will lose all items and equipment.

References