text provided by Kierlan@AmberMUSH

The Harcolin are a race of nomadic traders and fortune-tellers; within Crinos, they serve as the merchants of the Shadow. Precious items, both rare and unusual, as well as a glimpse into future events, can be purchased or traded from the Harcolin for a price. The Harcolin are much akin to Earth's Gypsies; they are a close-knit group which seem to trust and truly respect only their own.

This is not to say either that Harcolin make no friends; it is rather that a Harcolin must trust another fully in order to be friends with that person. A Harcolin will often test prospective friends for their commitment to the Harcolin. Once a friend is made, it is a friend forever; Harcolin have strong ties to those they feel close to.

The Harcolin have always had their home in the vast plains of Crinos; their caravans of wagons ply the land, looking for prospective customers. While Harcolin may be found in small groups elsewhere, their presence in the plains are both predominant and visible. Harcolin are only rarely found alone, they usually move in small groups (packs) when not with a caravan.

Other than trade, Harcolin make their living hunting and scavenging. While they can hunt, they often follow other hunts (like the Venator) and are constantly stealing wounded or recently killed prey. It is important to note that Harcolin rarely fight face-to-face; they prefer hit and run and in-the- back attacks, based primarily on speed and precision, rather than brute force. However, if cornered or fighting for their homes, a Harcolin will assume its Dimo-Khu form, in which case their strength and speed come together in a particularly deadly fashion.

The tribal structure is loosely based. The leader of the Harcolin is known as the Kensai'in, whose task it is to determine trade routes and organize the trade in and out of Crinos. The spiritual leader is known as the Xardin'in, a Harcolin of superior mental prowess, who lead the Harcolin in ceremonies and rituals. The Harcolin remaining are separated into a number of Drahi (singular: Draj), or caravans, at the head of each is the Draj'in. These caravan masters report directly to the Kensai'in, who in turn is the Draj'in of the most powerful and largest Draj of the Harcolin.

In physical appearance, a Harcolin in Khiulnter form looks much like a large jackal. While in this form, a Harcolin is only capable of four-legged movements (as in normal jackals). Is is in this form that a Harcolin hunts and scavanges, primarily because of the speed of the form as well as its large claws. In Dimo-Khu form, the Harcolin gains the ability to walk upright. Another distinction between this form and the Khiulnter form is the more human-like structure of the hands, though they still end in large claws. Other differences occur between individuals. While on Crinos, the Harcolin will assume Dimoh form for trading, Dimo-Khu form for ritual ceremonies and combat, and Khiulnter form for hunting and scavenging.