Join/Swap Houses in Dune: Awakening — Atreides vs. Harkonnen

Join/Swap Houses in Dune: Awakening — Atreides vs. Harkonnen
Arrakis demands a choice: joining Atreides or Harkonnen shapes your storyline, cosmetics, and base architecture—and you can betray once per faction if you later switch sides. (Image caption: Funcom)

When, why, and how to pledge (or defect) on Arrakis—covering benefits, cosmetics, story threads, and the one‑time betrayal rule.


The short version

  • You can join either House Atreides or House Harkonnen once you reach the “Join a House” milestone in the story; this unlocks House‑specific storylines, vendors, and aesthetics.
  • Switching sides is possible—but limited. Funcom has said betrayals are once per faction—you can’t rejoin a House you’ve betrayed. Plan carefully.
  • Cosmetics and base building are a big deal. Aligning with a House gives you access to unique architecture sets, decorations, armor variants, and color swatches; most unlock via reputation and vendors.
  • Hubs & politics matter. Atreides operate out of Arrakeen City, Harkonnen from Harko Village; your guild can also align via the Landsraad tools.

How House allegiance works (and when it shows up)

You won’t pick a Great House in the opening hour. Early story beats introduce Arrakis, then push you toward Anvil Tradepost—the narrative fork where both Houses recruit off‑worlders. Choosing Atreides or Harkonnen here sets your narrative arc, introduces your faction hub (Arrakeen or Harko), and opens reputation tracks and vendors tied to your allegiance.

If you’re still not ready to swear fealty, you can remain independent for a while and still play around the Houses; it’s the Dune universe “as you know it, with a twist” (no Paul Atreides—this timeline explores what if he was never born?) which means Atreides and Harkonnen are central to the unfolding story either way.

Where this shows up in‑game: look for contract boards and House representatives in the social hubs—Arrakeen City for Atreides and Harko Village for Harkonnen. Patch notes and the in‑game Recustomizer rooms even name these hubs explicitly.


The tangible benefits of picking a side

1) House‑specific story content

Committing to a House changes which characters you meet (think Duke Leto and Feyd‑Rautha), what contracts you receive, and how your personal storyline branches within the “no‑Paul” setting. The official site makes it clear: you join the Atreides or the Harkonnen and rise through their ranks as you explore their unique stories.

2) Vendors, contracts, and reputation

After swearing fealty, House vendors in the hubs stock gear, schematics, and customizations gated by House reputation. As your rank grows, you unlock more cosmetics and options—armor variants, banners, vehicle skins, and other thematics. Several reputable guides catalog these unlocks and their rep requirements.

3) Architecture sets for base building

This is arguably the flashiest perk. Funcom’s own deep‑dive confirms that aligning with Atreides or Harkonnen unlocks their architectural styles—complete sets of walls, gates, balconies, ramps, and striking decorations. The Atreides set tends to “regal/wing‑like” designs (think falcon motifs), while Harkonnen pieces are harsher, chitinous, and imposing—with unique shapes that change how your stronghold looks and flows. These sets are inspired by the films but implemented as fully buildable parts in the survival sandbox.

Crucially, the building blog highlights that these differences aren’t purely cosmetic—some shapes are House‑exclusive (e.g., Atreides’ wing‑like balconies and Harkonnen’s tall slanted walls), which may affect sightlines and layouts for defense or flex.

Tip: Even before you pledge, you can build with neutral CHOAM pieces. Your allegiance adds new palettes on top, and over time you’ll expand into impressive compounds—especially once you start blueprinting builds with the Solido Replicator to copy or share designs.

Cosmetics & identity: armor, colors, vehicles, decor

Cosmetics are woven through Dune: Awakening rather than tucked into a cash shop wall. Here’s the practical breakdown:

  • Armor variants & sets. “Variants” are visual overhauls that reskin light/heavy armors—House palettes, insignia, and themes. Community compendiums list dozens, including Harkonnen Scout and Atreides‑branded pieces, often tied to House rep levels and faction vendors.
  • Color swatches. Separate from variants, swatches recolor armor—you’ll collect them as you play. These allow fine‑tuning of your stillsuit/armor look regardless of the base variant.
  • Vehicles & odds‑and‑ends. Expect cross‑House “buggy” or thopter cosmetics and decor; some items even require rep with the opposite faction to purchase—proof you can eventually sample both styles if you put in the work (or defect).
  • Base decorations. From Atreides rugs to beetle‑like Harkonnen lamps, the building blog shows a wide interior catalog you’ll unlock and craft as you advance.
Checklist before you defect: buy any must‑have looks from your current House first, then switch. Cross‑House access often exists but can be slower or more conditional—especially if you have to grind fresh reputation. (Exact prices/requirements can shift with patches.)

Switching Houses (betrayal): how it works and how to do it wisely

Funcom’s team addressed betrayal directly in a community AMA: you get one betrayal per faction. That means if you leave Atreides for Harkonnen, you can’t go back to Atreides on that character; later, if a third faction appears, you’ll have a betrayal available for that faction as well. In short: no ping‑ponging.

Where to switch: the safest rule is to talk to the rival House’s representative in its social hub (Arrakeen for Atreides, Harko for Harkonnen) and follow the betrayal prompt. In practice, story beats can also route you via Anvil/Anvil Tradepost; the quest UI marks the step clearly. Expect an unmistakable confirmation warning before your betrayal is locked in.

What happens next: you’ll receive a short “prove your loyalty” contract series and then gain access to your new House hub, vendors, and story arc. (Some players report that your rank carries over if you defect at high reputation, but treat that as patch‑dependent and don’t bank on it.) Either way, finalize any ongoing contracts and purchases before you flip.

Irreversible means irreversible. There’s no “oops” button after you click through the betrayal warning. If you’re unsure, run more contracts, try the cosmetics in the preview UI, and—most importantly—check where your guild is going before you commit.


Atreides vs. Harkonnen: which should you pick?

Mechanically, both Houses advance your character toward the same endgame canvas (Deep Desert loops, Landsraad contracts, guild ops). The bigger differences are tone, community culture, and the aesthetics you’ll wear and build with.

  • House Atreides — Noble, rule‑bound, with an emphasis on order and honor in dialogue and presentation. Their architecture leans geometric, clean, and stately; if you like sleek plazas, banners, and sweeping balconies on your citadel, they’re your vibe.
  • House Harkonnen — Brutal, pragmatic, and intimidating. Their architecture uses slanted walls, heavier silhouettes, and “chitinous” motifs; if you want your fortress to look like an industrial war machine rising from the basalt, this is the set.
Community reality: Atreides often attract larger, more structured guilds; Harkonnen can skew toward smaller, scrappier crews that enjoy the game’s harsher fantasy. Neither path blocks progression—the choice is about identity and who you’ll stand with during server‑wide politics. (Expect this to evolve with patches and events.)

Building and mixing styles after you align

A neat detail from Funcom’s building coverage and the community wiki: you’re not locked to one visual forever. Over time you can mix neutral CHOAM pieces with House parts, and as your account progresses (or if you later defect), you’ll collect both House kits and decorations to recombine. That makes betrayal not just a story beat, but an aesthetic unlock for architects who want the widest design toolkit.

Pair this with Blueprints and Solido Projections to stamp down large bases collaboratively and iterate quickly—great for guilds who want a fast forward‑base in the Deep Desert or to share signature builds.


Story considerations (spoiler‑light)

The campaign is framed as “Dune as you know it, with a twist”—this timeline explores a galaxy where Paul Atreides was never born. That lets Funcom weave fresh arcs featuring familiar faces (e.g., Duke Leto and Feyd‑Rautha) while keeping your character at the center. Choosing a House changes who trusts you, who manipulates you, and which set‑pieces you see first, but both paths feed into the broader mystery of the missing Fremen across shared zones.

If you’re playing mainly for story, two practical pieces of advice:

  1. Finish an arc before you defect. Betrayal will pivot you into the other House’s chapters; you’ll see new content, but walking away mid‑chain can strand side characters until you circle back later.
  2. Expect patch cadence. The team is actively expanding the story with numbered chapters/patches; keep an eye on the official patch‑notes feed for new missions, hubs, and quality‑of‑life changes.

Guilds, the Landsraad, and server politics

Your personal allegiance is one thing; your guild’s allegiance is another lever. Guild leaders can open the Social → Landsraad tools to align the guild with a House and participate in larger‑scale politics and contracts. If your guild is coordinated, aligning early concentrates your player base around the same hub, vendors, and group contracts. Coordinate betrayals accordingly—one impulsive switch can strand you from your crew.


Practical decision tree

If you’re on the fence, try this:

  • I care most about story tone and iconography.
    Pick the House whose vibe clicks. You’ll spend hours staring at those banners, dialogue stances, and architecture.
  • I’m a base‑building nerd.
    Browse the official building blog/screens and community galleries, then pick the set that gets your creative wheels turning. (Balconies vs. slanted walls is not a small distinction.)
  • My friends/guild already chose.
    Match them. The social friction of being in the “other” House dwarfs any solo perk. Use betrayal later—once per faction—if your social circle drifts.
  • I want every cosmetic.
    Grind one House to your comfort level, buy your favorites, then plan a betrayal to unlock the second catalog. Expect to rebuild reputation after the switch.

FAQ

Is there a “best” House?
Not in terms of raw power; both paths reach the same endgame activities. The biggest differences are narrative, social, and aesthetic.

Can I change my mind later?
Yes—once per faction on a character. There’s a clear warning when you confirm a betrayal. If in doubt, run more contracts or wait for your guild’s call.

Where do I go to join/switch?
Story steps send you to Anvil Tradepost to pledge; switching is handled by talking to the opposing House’s representative in its hub (Arrakeen/Harko) and completing a short “prove your loyalty” chain.

Do I lose my cosmetics when I defect?
Cosmetics you’ve already acquired remain yours. But new purchases on the opposing side may require new reputation tiers, and specific prices/requirements can change with patches—so buy your “must‑haves” before swapping.


Final take

Choosing Atreides vs. Harkonnen is less about min‑maxing and more about how you want to look, build, and be seen on Arrakis—plus which story threads you want to tug first. Both sides feed the same survival loop; the real difference is in the identity you carry into group content and server politics. If you later want the other side’s story and aesthetics, betrayal is a powerful tool—but because it’s once per faction, it should be a deliberate moment, not a panic click.



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