Undermined Mirth off

Play

  • Minions off Mirth is a MMORPG published by Prairie Ranges in December 2005, which functions on Mac OS X, Windows and Linux. There exists at the same time a free version of evaluation (" free"), and a version paying, known as " Premium". The free version, directly téléchargable since the site of Meadow Ranges, does not comprise any restriction in term of utilistion, but is however limited as for the levels of the characters, with certain searches and the use of certain objects. Contrary to others MMORPG S, this play is free of any subscription, and proposes the installation (encouraged by the creators) of private waiters. In addition to on-line mode (" Online"), the play also functions in mode simple player (" individual player"), then not requiring active connection, and allowing to incarnate a team simultaneously going to six characters. The play turns on the Moteur graph Torque of GarageGames and is completely in English. There exist however assistances in French (see bonds).

  • the world in which the play proceeds, called Mirth, consists of two large principal islands and two smaller islands. The inhabitants of this world are divided on three kingdoms: The Community of the Light (Fellowship off Light = FoL), Servants of Darkness (Undermined Darkness off = MOD) and the Monsters (Templates). On the official waiters, the players by defect are defined as being " neutres" (PvE = Player versus Environment), then being able to measure itself in combat only with the artificial intelligences of the play. But the player can change configuration and choose then between various modes: PvP (" Player versus Player") where it becomes hostile with respect to the other nonneutral players, GvG (" Guild vs Guild") where it can fight any hostile player of another guild that his, RvR (" Realm vs Realm") where it can face any hostile person of another kingdom.

  • Minions off Mirth (more usually called MoM) uses the programming in scripts Python, and is easily modifiable. Thanks to this opening of the sources, the players are encouraged to lodge their own waiters, with a world entirely personnalisable. They can in addition subject their work (designs, codes,…) with the persons in charge of the play, who will examine them and who will be able to choose to integrate them at the time of an update of the data (" patch").

History

1°) elementary Cosmology

There are four parts in Reality: the “weaving loom” which constrained the Fabric of reality. The Trade defines what can exist, the Fabric is the sum of all possible Realities. The Fabric is the material form of all that the Trade allows. The Fabric is made innumerable individual wire which are interlaced one in another. A whole of wire is directed against the others and carries the germs of Chaos, that against which it will carry the germs of Creation. Creation allows the material world whereas Chaos allows that the world grows and changes. The wire of Chaos are collectively named the Plague (blight) and the wire of Creation have innumerable names. The wire that we will describe names Mirth (source: History of Revealer).

2°) elementary Geography

The world is known under the name of Mirth, the island where the city of Trinst is names Fainum (meaning “fortified town” in the old language). The Frostbite islands are in the parts more in north of the world. The island of Naince which is located of share the sea at the east of Fainum is also named the prohibited island or the dead island (source: Wars of death-alive).

3°) unmemorable times

The divinities who moved through the Weaving loom had as a name Kaana Uuruka rae Esh (Those which bring creation and the life). They were divided into two factions which returned in war about what was to follow Creation. At the conclusion of this war, Kaana Uuruka Gen (Those which brings the destruction) were trapped in the Plague, and Duuma Esh Alaashiim (Those which preserve the beauty of the life), in the physical world of Mirth (source: History of Revealer).

Kaana Uuruka Gen drove out the minor divinities who populated the Plague. These divinities fled the Plague until in the material world. Those which penetrated in Mirth are known like the Children of the Plague (blightborn), also called dragons. Few things are known about the Lords of the Plague (Kaana Uuruka Gen), if it is not that most powerful of them is venerated by the Servants of Darkness (Let us undermine Darkness off), which named it Profane Seigneur and who is also been useful by other Lords of the Plague (of which insatiable Maw). The Profane Lord is doubtless the most powerful being which exists (sources: History of Revealer, Epopee of the Cursed Knight).

The Children of the Plague are beings in anger which want to find their dominant position in the Plague. Five Children of the Plague survived their escape on Mirth: Krekkorak ancient it, Volsh the cruel one, Charune the vigilant one, Glorg sinks it and Bohorag the strict one. Among them, Krekkorak was found imprisoned in the volcanic mounts of the jungle of Jakreth. Most powerful of the Children of the Plague did not survive emergence, but exists as an death-alive creature with the immense capacity, it acts of not-alive Durukan it. In one way or another, the emergence of the Child of the Plague in the world of Mirth generated Drakkens, oldest of the races of Mirth (source: History of Revealer).

The place by which arrived the-Child-of-Plague on the ground of Mirth was weakened by their emergence. This place is called the Breach. There exists today inside what one knows as being the keep of Hazeorth.

Duuma Esh Alaashiim entered Mirth, took a physical shape and became the Dependant-with-the-Ground. They became increasingly wild and bestial with the wire of time, but preserved nevertheless an extraordinary capacity. Their names are Khur, Phos, Thokolu, Azagwar, Guuramekk, Xathaqa and Nesheer. Among them, Nesheer disappeared (source: History of Revealer).

The four Lord-of-Bases, theElementary ones, contribute to form and with perdurer Creation in the physical world, but their capacity does not extend until in the Plague. The Plague east governs by different rules. They are Akath On, Akath Koh, Akath Fal and Akath Des. Together, they reign on the seasons, the material world, like on the spirit and the health of the people of Mirth (source: History of Tempest)

4°) Chronology

  • 3000 years ago

The ancestors of those which we know today like Warlings, build the keep of the Plague over the Breach, the convergence point left between realities since the appearance of the Child-of-Plague.

  • 2000 years ago

Hemnosh reigns on the desert of Mohrum. With its death, he becomes a powerful death-alive lord, and Hemnosh the Lord liche reign then a thousand of years. The reason for which its empire crumbled is unknown to date. (source: Search of Hemnosh)

  • 400 years ago

Adumbrate is formed. A council of revealers and magicians, made up with an aim of defending the company against the increasing threat caused by the breach and the inhabitants of the keep of Fléeau. The monks are the armed wing.

  • 300 years ago

The House of the Dwarves Stoneblood (" Blood-of-the-Roche") reign on the drakkens and the orcs of the jungle of pitiless Jakreth of way.

  • 150 years ago

The-Pestilential Rtharo increases its capacity. Adumbrate sends Ouxu Fekrum against Rtharo to save the company of Fainum (sources: The-Pestilential Rtharo, Epopee of Arranging)

  • 50 years ago

Tesh Naw of the Eldrish pact settles in the keep of the Plague, from now on called the keep of Naw and surrounded by the damnés knights of the guarde Profane, carried out by Karryon Brommek. She calls upon Maw Insatiable of the Plague. Adumbrate sends then Jarek Arayan against Tesh Naw. To arrange Jarek Arayan rejoins the paladin Flaine Hurgeon of the Hurgeon house, and together, they gather an army of rangers and paladins which ends up triumphing. Unfortunately, after the victory, Jarek made insane by the capacity of the breach, assassinates Flaine like his/her companions of the circle of the rangers. Then it goes in the grounds of the Wild East where it gives itself death. (sources: Epopee of Arranging, Epopee of the Cursed Knight)

  • 30 years ago

The drakkens and the orcs, enemies of blood, end up linking themselves against their common adversary, the dwarves of the house of the Stones of blood. They form a remarkable insurrection of brutality. The dwarves could have held if the drakkens had not released Krekkorak the Old one and had not released it on the dwarves. Separately a handle of survivors, the dwarves are burned alives, massacred or devoured. Zorlak Durghast is one of these survivors (source: History of the Stoneblood House).

  • 12 years ago

An army of death-alive unloads on banks of Fainum after having destroyed any form of life on the island of Naince. Led by the king liche Drekkur Vask, they settle in the keep of the Plague, then known under the name of keep of Vask. Thanks to the capacity of the breach, Drekkur Vask contacts Hemnosh, the lord liche, and still increases its capacity. Drekkur Vask Marie with Veazza Leer and takes as disciple Azael Leer. Thanks to the capacity of the breach, Drekkur brings Hazeroth in our world. Drekkur begins a campaign for éradiquer any life on Fainum (sources: Epopee of Nécromancien, Wars of death-alive, Epopee of Arranging, Search of Hemnosh).

  • 10 years ago

Adumbrate sends Percival Pedrail against Drekkur Vask. Pedrail receives the assistance of his/her friends Jobeech Ric and Durryst Tahtald. Durryst Tahtald becomes the heir to the Tahtald house of the hills of Talrim and the brother of Pedrail while becoming engaged to Alhalba Tahtald. Pedrail, Ric and Tahtald end up killing Vask and Veazza Leer but Azael Leer manages to escape. Durryst Tahtald ends up sinking in darkness resulting from the breach, promises to serve Hazeroth and betrays Percival Pedrail and Jobeech Ric (source: Wars of death-alive)

  • 5 years ago

At the time of a preventive attack against Hazeroth, Adumbrate launches Errama Dend and the monks about the Destroyers of the Plague on the keep of the Plague, called keep of Hazeroth consequently. The monks, each one equipped with the weapon devastator of their kind, the stick of the Snake Striker, get busy to overcome the totality of the army of Hazeroth, making it thus impotent. They miss little killing Hazeroth and Durryst Tahtald. According to what have knows, the last members of the order are sacrificed and the sticks of the Snake Striker are destroyed. Thanks to the fragments, Hazeroth reassembles a full version in remembering its failure.

Races

Dwarf (Dwarf)

Faction: The Community of the Light (FoL)

Deity: Zharim.

Possible classes: Barbarian (Barbarian), Clerk (Cleric), Paladin, Revealer, Shaman (Shaman), Master of the elements (Tempest) and Warrior (Warrior).

Specialities: Power Wield - Use in power (Warrior and Barbarian), possibility of using two weapons with two hands at the same time.

Dark Elf (Black Elf)

Faction: Serving as Darkness (MOD)

Deity: Kauldur.

Possible classes: Assassin, Barbarian (Barbarian), Clerk (Cleric), Knight Damné (Doom Knight), Druid (Druid), Nécromant (Necromancer), Revealer, Shaman (Shaman), Master of the elements (Tempest), Robber (Thief), Warrior (Warrior) and Magician (Wizard).

Drakken

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: Blightborn.

Possible classes: Assassin, Barbarian (Barbarian), Clerk (Cleric), Knight Damné (Doom Knight), Monk (Monk), Nécromant (Necromancer), To arrange, Revealer, Shaman (Shaman), Master of the elements (Tempest), Robber (Thief), Warrior (Warrior) and Magician (Wizard).

Specialities: Power Wield - Use in power (Warrior and Barbarian), possibility of using two weapons with two hands at the same time.

Elf

Faction: The Community of the Light (FoL)

Deity: Sashaan.

Possible classes: Bard (Hand-barrow), Clerc (Cleric), Druide (Druid), Moine (Monk), Paladin, Ranger, Revealer, Chaman (Shaman), Maître of the elements (Tempest), Guerrier (Warrior) and Magician (Wizard).

Gnome

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: Unknown factor.

Possible classes: Assassin, Clerk (Cleric), Monk (Monk), Nécromant (Necromancer), Revealer, Master of the elements (Tempest), Robber (Thief) and Magician (Wizard).

Goblin (Goblin)

Faction: Serving as Darkness (MOD)

Deity: Unknown factor

Possible classes: Assassin, Barbarian (Barbarian), Clerk (Cleric), Druid (Druid), Nécromant (Necromancer), Revealer, Shaman (Shaman), Master of the elements (Tempest), Robber (Thief), Warrior (Warrior) and Magician (Wizard).

Halfling (Semi-man)

Faction: The Community of the Light (FoL)

Deity: Rook, also called " The Trickster and The Sneak", i.e. " The Crafty one and Furtif".

Possible classes: Bard (Hand-barrow), Clerc (Cleric), Druide (Druid), Moine (Monk), Paladin, Ranger, Chaman (Shaman), Maître of the elements (Tempest), Voleur (Thief), Guerrier (Warrior) and Magician (Wizard).

Human (Human)

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: unknown factor

Possible classes: Assassin, Barbarian (Barbarian), Bards (Hand-barrow), Clerc (Cleric), Chevalier Damné (Doom Knight), Druide (Druid), Moine (Monk), Nécromant (Necromancer), Paladin, Ranger, Revealer, Chaman (Shaman), Maître of the elements (Tempest), Voleur (Thief), Guerrier (Warrior) and Magician (Wizard).

Ogre

Faction: Serving as Darkness (MOD)

Deity: " The Ruin Tenebrous"

Possible classes: Assassin, Barbarian (Barbarian), Clerk (Cleric), Knight of the Shade (Doom Knight), Druid (Druid), Shaman (Shaman), Master of the elements (Tempest) and Warrior (Warrior).

Specialities: Power Wield - Use in power (Warrior and Barbarian), possibility of using two weapons with two hands at the same time.

Orc

Faction: Serving as Darkness (MOD)

Deity: " The Ruin Tenebrous"

Possible classes: Assassin, Barbarian (Barbarian), Clerk (Cleric), Knight of the Shade (Doom Knight), Druid (Druid), Nécromant (Necromancer), Revealer, Shaman (Shaman), Master of the elements (Tempest), Robber (Thief), Warrior (Warrior) and Magician (Wizard).

Titan

World: The Community of the Light (FoL)

Deity: Zharim

Possible classes: Clerk (Cleric), Paladin, To arrange, Master of the elements (Tempest), Warrior (Warrior) and Magician (Wizard).

Specialities: Power Wield - Use in power (Warrior and Barbarian), possibility of using two weapons with two hands at the same time.

Troll

World: Serving as Darkness (MOD)

Deity: " The Ruin Tenebrous"

Possible classes: Barbarian (Barbarian), Knight Damné (Doom Knight), Shaman (Shaman) and Warrior (Warrior).

Specialities: Power Wield - Use in power (Warrior and Barbarian), possibility of using two weapons with two hands at the same time.

Classes

Assassin

Description: The assassins are furtive. They hide in the shade to poison their enemies with the point of their dagger. They adore to show to suffer slowly and their enemies to release their last breath.

Faction: Serving as Darkness (MOD)

Deity: Insatiable Maw. They think that Maw will destroy all and, rather than to fight Maw, they prefer to assist it. They celebrate death like the glorious celebration of the suspension of the life and wait this moment personally. Insatiable Maw is assisted by the assassins and the nécromanceurs.

Prototype: Gangster

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes, Agilité (Agility) and Dexterity (Dexterity).

Specialities: Bloodletting (Bled), Feign Death (simulated Death), Grevious Wound (Wound engraves), Lethal Blow (Mortal blow), Poisons, Sneak (Furtivité), Spinning Blades (Swirl of blades).

Barbarian - (Barbarian)

Description: The barbarians are the Masters of the combat body-with-body. They use their brute force to overcome their adversaries. Their rage is almost palpable and they never give up a combat.

Faction: The Community of the Light (FoL), Serving as Darkness (MOD)

Deity: Unknown factor

Prototype: Combatant

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes and Dexterity (Dexterity).

Specialities: Rage, Power Wield (Use of 2 weapons with two hands), Whirling Fury (Swirl of fury).

Hand-barrow - (Bard)

Description: The bards are musicians. They use their music to mislead, distract and deaden their enemies.

Faction: The Community of the Light (FoL)

Deity: Unknown factor

Prototype: Gangster

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes and Spirit (Mind)

Specialities: Singing (Song), Sorrow Song (Song of Suffering)

Cleric - (Clerk)

Description: They are the Masters of the life (healing). They take care to the wounds of their team-members. They call upon the spiritual worlds to give force and courage to their friends and pain with their enemies.

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: Galeel the Lady of the Light (FoL) or Kaana Uuruka Gen (MOD). Clerks MOD follow the doctrines that the divine force equalizes the divine right. From that, they appreciate the lords of Blight. They think that the lords of Blight must reign on the other beings thanks to their supreme power.

Prototype: Priest

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes, Dextérité (Dexterity) and Wisdom (Wisdom).

Specialities: Sacred Stone (Pierre Crowned), Turn Undead (Repulsion of Death-Alive)

Doom knight - (damné Knight)

Description: They are most diabolic of all. They are corrupted warriors who thrive of chaos and the life that they give again with deaths.

Faction: Serving as Darkness (MOD)

Deity: The Lord Profane. They venerate it and recognize it like the only heir to creation. They think that the Lord Profane will uniera creation in a simple vision by unifying the kingdom of Blight and the physical world in a world or the fort survives weak.

Prototype: Gangster

Familiar: Being useful death-alive

Principal statistics: Force (Strength), Corps (Body), Réflexes and Spirit (Mind).

Specialities: Death Touch (To touch Mortal), Knight off Chaos (Knight of Chaos)

Druid - (Druid)

Description: The druids are more in contact with the beauties and the forces of nature that the other people. They respect this knowledge and preserve preciously it. They go slightly on the ground, hardly leaving a trace of step.

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD).

Deity: The druids follow the way of the Union to the Earth, Duuma Esh Alaashiim. The FoL druids adore the forces of nature, the expressions of creation and the fall of the Gods sacrificing itself for the safeguarding of creation. Druids MOD adore the wild beasts, the Gods having created the instincts basics and the predatory face of creation.

Prototype: Priest

Familiar: Pets

Principal statistics: Force (Strength), Corps (Body), Réflexes, Dextérité (Dexterity) and Wisdom (Wisdom)

Specialities: Khurage (Courage), Teleportation (by fates)

Monk - (Monk)

Description: The monks are gracious and mortals. Their interior force is the main feature to be to them what enables them to be very attentive at the time of a battle.

Faction: The Community of the Light (FoL)

Deity: None. The monks believe in the world of creation such as it is, and see all things like a fabric woven by the weaving loom creation. They think that any creation divine and is crowned, they thus tend to accept the divine providence of all the Gods. They are on many ways very far away from the revealers. When the revealers do not believe in the divine one, the monks believe only in that, and that the world is moving thanks to that. They endeavor to maintain the glory of creation and wish to test this glory with each action. They fight the forces which want to destroy creation.

Prototype: Combatant

Familiar: None

Principal statistics: Agility (Agility) and Dexterity (Dexterity).

Specialities: Aggression, Blightbane Strike, Dodge (Dodging), Feign Death (simulated Death), Flying Tiger (Flying Tiger), Invigorate (Tonic), Shadow Fist (Phantom Fist), Volitation (Levitation).

Necromancer - (Nécromant)

Description: The necromancians can call legions of death-alive so that those protect them and help them.

Faction: Serving as Darkness (MOD).

Deity: Maw (see Assassins)

Prototype: Magus

Familiar: Being useful death-alive

Principal statistics: Force (Strength), Corps (Body), Réflexes, Dextérité (Dexterity) and Spirit (Mind).

Specialities: Appearance, Enchanting/Disenchanting (Enchantment/Disenchantment), Necromancy (Nécromancie).

Paladin

Description: The paladin is a warrior of the Light which excels in survival vis-a-vis an enemy thanks to an arsenal of tools, life (heal), and some divine favors.

Faction: The Community of the Light (FoL)

Deity: Galeel, the Lady of the Light

Prototype: Combatant

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes and Wisdom (Wisdom)

Specialities: Awe (Admiration), Champion off Light (Champion of the Light), Lay one Hands, Turn Undead (Repulsion of Death-Alive).

To arrange

Description: The rangers are the Masters of the natural elements. They use speed and the camouflage to merge with the environment and to attack their adversaries.

Faction: The Community of the Light (FoL)

Deity: The rangers follow the way of the Union to the Earth like the Druids. They follow it for the force, the skill and the trick. They are seen as the Divine Hunters which maintain the balance of nature. Curiously, the rangers do not have any problem to drive out the animals linked with the ground. They see them as the physical incarnation of hunting and understand that these animals are really immortal. The murder of an animal is not bad, when it is made with skill, which it is the supreme expression of hunting.

Prototype: Combatant

Familiar: no (with a fate, the rangers can tame certain animals).

Principal statistics: Force (Strength), Corps (Body), Réflexes, Agilité (Agility), Dextérité (Dexterity) and Spirit (Mind).

Specialities: Cal off Wild (the Call of Brutality), Camouflage, Disarm (Disarmament), Specifies Shot (Precise Shooting), Tracking (Tracking), speed with the race and the stroke.

Revealer - (Revealing)

Description: The revealing ones are powerful wizards who handle same wire of Creation and Chaos that they use to be transported in the world of Mirth. Those which are not made insane by their passage of with dimensions Blight, learn how to call the atrocities which remain there.

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: None. The revealers are atheists, they do not accept any divinity. They recognize the capacity and the hierarchical organization of Creation, but think that nothing is divine. All, of Blightborn in Earthbound while passing through the Gods of Mirth and the lords of Blight are the result of Creation.

Prototype: Wizard

Familiar: No (they can dominate of the people with fates)

Principal statistics: Force (Strength), Corps (Body), Réflexes, Dextérité (Dexterity) and Spirit (Mind).

Specialities: Enchanting/disenchanting (Enchantment/Disenchantment), Teleportation (as with the druids, fates).

Shaman - (Shaman)

Description: The Shamans call the spirits of nature to help them and use the force and thus to embank their enemies.

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: Unknown factor

Prototype: Priest

Familiar: Spiritual animal.

Principal statistics: Force (Strength), Corps (Body), Réflexes, Dextérité (Dexterity) and Mysticism.

Specialities: Mystic Might (Mystical Capacity), Poisons.

Tempest - (Main of the elements)

Description: The Masters of the elements make use of the force of those to embank their enemies and to call powerful beings to serve them (air, water, fire, ground).

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: The Masters of the elements adore the Fundamental ones. They think that the four Lords of Fundamental guide the physical forces which govern the world. The Lords of Fundamental are eternal and immortal and intervene in the realization of Creation. The Masters of the elements accept the capacity of other powerful beings, but do not believe in their deities.

Prototype: Priest

Familiar: Elementary of air, water, fire and ground

Principal statistics: Dexterity (Dexterity) and Mysticism.

Specialities: Akath Of, Akath Fal, Akath Koh, Akath On.

Thief - (Robber)

Description: The robbers are intelligent and underhand. They are fast to poison their enemies, to steal their invaluable objects and to disappear without leaving of trace.

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: Unknown factor

Prototype: Gangster

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes, Agilité (Agility) and Dexterity (Dexterity).

Specialities: Backstab (Attack in the back), Camouflage, Disarm (Disarmament), Merciless Strike (Blow without mercy), Escaped (Escape), Pick Pocket, Poisons, Rook (nasty trick).

Warrior - (Warlike)

Description: The warriors are the Masters of the heavy armor. They strike their enemies very strong and protect their allies during a battle.

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: Unknown factor

Prototype: Combatant

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes, Agilité (Agility) and Dexterity (Dexterity).

Specialities: Adrenalin, Defensive Stanza (Defensive position), Power Strike (Powerful Blow), Power Wield (Use in power: possibility of using 2 weapons with 2 hands), Cripple.

Wizard - (Magician)

Description: The magician is the Master of the most powerful fates.

Faction: The Community of the Light (FoL) and Serving as Darkness (MOD)

Deity: The wizards are in agnostics majority. They are concerned little with questions of Gods, but more methodology and science implied in the use of the fates. They prefer to let other people dispute in connection with the nature of the divinity and rather concentrate their work on more effective ways to exploit the magic force (mana) and more powerful ways to throw fates.

Prototype: Magus

Familiar: None

Principal statistics: Force (Strength), Corps (Body), Réflexes, Dextérité (Dexterity) and Spirit (Mind)

Specialities: Enchanting/Disenchanting (Enchantment/Disenchantment), Transmutation, Spell Critical (critical Fate).

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