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#Australian aboriginal
kiunlo · 4 months
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every time i look into the comments section of any fucking post that talks about indigenous people and our land it's always whitefella who are like "okay but how exactly do you think 'giving the land back' is going to work". you are TELLING ON YOURSELF if the first thing that you think when you think of landback is of indigenous people taking the land back by force and forcing everyone to move out of the country and killing people if they don't comply. idk how to tell you this but indigenous people are not violent colonisers whose first thoughts are of murder, rape and genocide when it comes to having our land being given back to us. the idea that land cannot be given back to indigenous people because that would cause white people to be without a home is a very white colonialist thing to thing, and it is the very mindset and arguments that white people make in order to ensure that indigenous land is NEVER given back to us. if you cannot even think of A SINGLE OTHER WAY that indigenous people can be given back our land that doesn't hurt other people in the process: you have some reflecting to do. not only do you have no imagination, you also are so deep within the white colonialist mindset that peaceful options are completely out of your sight, unable to be thought of and unable to be understood. you have been flashbanged by your own whiteness.
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jareckiworld · 1 year
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Ryan Presley — Consultation (watercolour, gouache and gold leaf on panel, 2014)
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hollie47 · 4 months
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Evie Cooper is very quickly becoming a new blorbo. I love the character and how much range she has. It's not every day there's a queer first nations woman on a show that bears the NCIS title made in Australia. As a queer first nations person of Australia Tuuli Narkle is the first person I've come across who I can look at and feel a sort of connection with.
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thecreaturecodex · 1 year
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Tiddalik
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Image © Paizo Publishing, accessed at Archives of Nethys here
[The three themes I'm working with in April are PF2e conversions, wrapping up the World Tour of Oceania, and starting on commissions. This is all three! Commissioned by @vonbaghager. Tiddalik the Greedy Frog is one of the Australian Aboriginal monsters with the highest profile among Westerners, being the subject of children's books, children's plays and an episode of the PBS show Super Why! (sort of a superhero-themed Reading Rainbow analogue). Notably, this behavior is at least thematically consistent with real frogs. The water-storing frog estivates underground during the dry season in a mucus cocoon filled with water, sort of like a lungfish. ]
Tiddalik CR 7 NE Magical Beast This creature is a frog the size of a wagon, its body grossly swollen. You can hear the faint sloshing of water inside it as it moves and speaks.
Tiddaliks are monstrous frogs native to desert climes that survive the long period between rains by absorbing water like a living sponge. Unfortunately, they are peevish and cruel, and move from place to place absorbing as much water as they can, even if they don’t need it, simply for the joy of depriving others. In the desert, tiddaliks are seen as physical embodiments of selfishness and greed, and many tales and legends have sprung up around them. Some of them are even true—the idea that a tiddalik can be tricked into expelling its water with a hearty belly laugh is one of them. Unfortunately, tiddaliks are most easily amused by suffering.
A tiddalik rarely starts fights on their own—although they are carnivorous, they prefer to eat things that can’t fight back, sniping small game with blasts of pressurized water. These jets are also used as a defensive weapon until enemies get close enough that the tiddalik can grab them in its jaws and crush them. Few tiddaliks will bother to chase down fleeing enemies, but likewise they are often too stubborn to flee or surrender themselves.
A tiddalik is about ten feet in diameter. They weigh over twenty tons when waterlogged, and about one ton when empty.
Tiddalik  CR 7 XP 3,200 NE Huge magical beast (amphibious) Init +2; Senses low-light vision, Perception +13 Defense AC 19, touch 10, flat-footed 17 (-2 size, +2 Dex, +9 natural) hp 92 (8d10+54) Fort +12, Ref +8, Will +6 Weakness mirthful Offense Speed 10 ft., swim 10 ft. Melee bite +12 (1d10+9 plus grab) Ranged spit +8 (2d6+6 bludgeoning) Space 15 ft.; Reach 10 ft. Special Attacks disgorge, expel wave Statistics Str 23, Dex 15, Con 23, Int 6, Wis18, Cha 10 Base Atk +8; CMB +16 (+20 grapple); CMD 28 (32 vs. trip) Feats Nimble Moves, Power Attack, Skill Focus (Survival), Vital Strike Skills Acrobatics +7 (-1 when jumping), Climb +10,Perception +13, Survival +9, Swim +18; Racial Modifiers +4 Acrobatics when jumping, +4 Perception Languages Common SQ amphibious, drink abundance Ecology Environment warm deserts Organization solitary or pair Treasure incidental Special Abilities Disgorge (Ex) A tiddalik can release the water in its body willingly as a full round action, and the water is released automatically when the creature is slain. When the tiddalik releases water, it bursts in a 10 foot radius, dealing 8d6 points of bludgeoning damage to all creatures in the area (Ref DC 20 half). This water makes that 10 foot radius difficult terrain. The save DC is Constitution based. Drink Abundance (Ex) By spending 8 hours, a tiddalik can drink 5000 gallons of water. When it does so, it is considered to be waterlogged, which reduces its speed by 20 feet, but it can use its spit attack and disgorge and expel wave abilities. The statistics above assume that the tiddalik is waterlogged. Expel Wave (Ex) As a standard action, a tiddalik can shoot high pressure water in a 60 foot cone. All creatures in the area take 4d6 points of damage and are pushed back 10 feet. A successful DC 20 Reflex save halves the damage and negates the push effect. The save DC is Constitution based. A tiddalik can use this ability once every 1d4 rounds, but only when it is waterlogged. Mirthful (Ex) A tiddalik can be forced to use its disgorge ability with a Perform (comedy) check against a DC of 20 + the tiddalik’s Will save modifier. Spit (Ex) As a standard action, a tiddalik can spit out a jet of water. Treat this as a thrown weapon with a range increment of 30 feet. A creature struck takes 2d6 bludgeoning damage plus the tiddalik’s Strength bonus.
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lewis-the-quack · 8 months
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I am both Aro/Ace, I am also a Australian Aboriginal.
These are not mine I found them on google when I searched “indigenous AroAce”
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travellerflicker · 27 days
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so yk those 'rules to living in the rural south' things...?? well I felt silly and made one for Australia.
FEEL FREE TO CORRECT ME IF ANYTHING IS WORDED TERRIBLY OR INCORRECT.
:D
Rules to living in and visiting Australia
1. Nowhere is out of the observation of the past Elders eye- they are everywhere, even in the cities. This does not mean they are bad.
2. Acknowledge the traditional people and owners of the land, and the Elders past, present and future.
3. Never assume whose land you're on. There are many. Ask the locals- or ask the aboriginal community. They will know.
4. Go to the Aboriginal centres. They will teach you plant knowledge. They will teach you bush tucker. They will teach you.
5. Go to a scouts meeting if you can- and follow their rules.
6. Learn to do a cooee, and learn properly. That'll help.
7. Stick to the bloody paths. Don't get lost.
8. if you are in rural Australia, you are closer to the Elders. Respect them.
9. As well as that, don't follow that light that moves unnaturally. they are tricksters. They are Min Min lights, and they are also Aboriginal spirits.
10. They'll tell you to worry about dropbears and hoopsnakes. Don't, they are myths. Don't worry about the Elders either- they are mostly kindly. But if you need to worry, worry about the stories of monsters from the Dreamtime. Worry about how you didn't follow the rules. That's worth worrying about.
11. Respect is key, yet so is benevolence. You help someone, often they'll help you back. At least, I will.
12. Don't take more than what you need- take a lamandra leaf for everyone who needs it- but don't take many from one bush, and don't pick new ones unless you need them. Eat the lili pilis, and don't carry them because they'll be ruined. Simple.
13. Don't harm the bush, whatever you do. If you are kind to the land, it will be kind to you.
14. Leave a trail with patterns. Not your jumper, nor clothing, that's a bad idea- it may get cold, there may be bugs. There may be other things. You need your clothes.
15. Learn from the locals.
16. Learn from the Elders.
17. Have fun, and follow the rules.
of course you can take this seriously, of course you don't have to. my writing, I have my take on it, you have yours.
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kiunlo · 2 years
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every time i see A/B/* (a racial slur for aboriginal people) instead of the significantly less racist term omegaverse every single time i'm looking for fics or looking at fanart i lose 10 points off my own life.
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butternuggets-blog · 2 years
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INDIGENOUS AUSTRALIAN VIDEO GAME!!!
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punk-antisystem · 2 years
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Hombre Aborigen usando un teléfono recién instalado por primera vez en Arnhem Land, Australia (alrededor del año 1975).
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thecreaturecodex · 1 year
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Cheeroonear
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"MythicMay: Cheeroonear" © deviantArt user ShadeofShinon, accessed at her art gallery here
[I am putting a bit of faith into the cheeroonear being an authentic Australian aboriginal monster. The only primary source I can find for it is W. Ramsey Smith's Myths and Legends of the Australian Aboriginals, which does not attribute its stories to particular groups of people. So it might be a creation of the author, or it might be legit. In that book, it's said that an unprecedented peace among animals and people were interrupted by Cheeroonear's arrival, which inspired my take on them as profligate hunters.]
Cheeroonear CR 6 NE Monstrous Humanoid This giant creature is roughly humanoid, with arms so long they drag on the ground. It has a dog-like face, and a pouch like a pelican’s hangs from its throat.
Cheeroonears are large humanoids with an outsized appetite and an outsized impact on their environments. They do not hate animals, but instead see them solely as tools or resources without caring about their lives, and view smaller humanoids with a similar callousness. They do not draw distinction between animal and human meat, and will eat whichever is easier to come by. Most druids view cheeroonears as a menace, as they disrupt ecosystems by hunting vulnerable species and set fires to smoke out prey.
Most cheeroonears hunt with animals as companions—dogs are just about the only animal they have any fondness for. The dogs are used to flush out and harry prey while the cheeroonear attacks with its incredible reach. If enemies have animal companions or mounts, the cheeroonear attacks them at a higher priority. The throat pouch of a cheeroonear is big enough to allow them to swallow man-sized prey whole, but they rarely do so unless it is unarmed or already unconscious. Cheeroonears value their lives, and are more likely to flee or surrender than they are to fight to the death.
Cheeroonears typically live in mated pairs or small families. They are nomadic hunters, but do supplement their diet with roots, berries and other plant matter—usually harvested in an unsustainable way. They are happy to raid the livestock of other people if that’s more convenient than hunting wild game, but view attacks on their own dogs as a violation to be avenged. Cheeroonears are not by and large religious, but they are superstitious. Many of them hold divination in high regard, and cast lots or consult the stars before making major decisions.
A cheeroonear is about eight feet tall while hunched over in their usual posture, and ten feet when standing straight.
Cheeroonear     CR 6 XP 2,400 NE Large monstrous humanoid Init +6; Senses darkvision 60 ft., low-light vision, Perception +9, scent Defense AC 19, touch 11, flat-footed 17 (-1 size, +2 Dex, +8 natural) hp 68 (8d10+24) Fort +5, Ref +8, Will +8 Offense Speed 40 ft. Melee 2 claws +11 (1d6+4), bite +11 (1d8+4 plus grab) or masterwork longspear +12/+7 (2d6+6/x3), bite +6 (1d8+2 plus grab) Ranged javelin +9 (1d6+4) Space 10 ft.; Reach 10 ft. (20 ft. with longspear) Special Attacks biocide, swallow whole (AC 14, 6 hp, 1d6+6 bludgeoning) Statistics Str 18, Dex 15, Con 17, Int 10, Wis 15, Cha 10 Base Atk +8; CMB +13 (+17 grapple); CMD 25 Feats Combat Reflexes, Improved Initiative, Lunge, Self-Sufficient Skills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +8, Perception +9, Stealth +3, Survival +13, Swim +11; Racial Modifiers +4 Handle Animal, +4 Knowledge (nature) Languages Common, Sylvan SQ domestic empathy +12 Ecology Environment warm and temperate land Organization solitary, pair or band (3-8) Treasure standard (masterwork Large longspear, 3 Large javelins, other treasure) Special Abilities Biocide (Su) A cheeroonear’s natural weapons are treated as bane weapons against creatures with the animal type. Domestic Empathy (Ex) A cheeroonear gains the wild empathy class ability of a druid of its Hit Dice, except that the cheeroonear can only affect the attitudes of domesticated animals. A cheeroonear gains a +4 racial bonus to this check.
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contac · 2 years
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jassyvee · 2 years
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My painting Dreamtime story for 3 sisters Katoomba NSW
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