CurseForge · Minecraft mod
TribalPower
Shamanic technomancy: rhythmic spirit power, automated workshops, songs and spirit weapons, nine tribes that talk, eight guardians, and the March: fifty-nine lands with weather, festivals and music of their own.
Quick answer
Which TribalPower release should I use?
TribalPower Tribal Power 6.1.0 - Cut and Bound targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is TribalPower required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does TribalPower Tribal Power 6.1.0 - Cut and Bound need?
Tribal Power 6.1.0 - Cut and Bound. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add TribalPower without breaking your instance.
Built for TribalPower Tribal Power 6.1.0 - Cut and Bound. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Tribal Power 6.1.0 - Cut and Bound. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Tribal Power 6.1.0 - Cut and Bound. It opens that exact file at the source.
About this project
What does TribalPower add?
Tribal Power — The Living Lattice
Shamanic technomancy for Minecraft 1.21.1, NeoForge 21.1.249, and Java 21. Build a camp that answers you: rhythmic power, elemental workshops, woven equipment, sustained rites, and paths between worlds. Then cross into the March, where nine tribes keep their stories, eight guardians keep their grounds, and the land itself has weather, surges and festival days.
https://github.com/AhmiDarrow/Tribal-Power
Power from rhythm and the world
Strike the Drumheart in rhythm, drink the ley lines with the Ley Collector, and seat a reusable Echo catalyst (Echo Shard through Resonant Core) in the Pulse Resonator with at least two distinct totem voices nearby. Coal and wood are not fuel. Every voice has a generator of its own: Drumheart, Ember Horn, Wind Harp, Wave Drum, Wake Bell and Loom Anchor. Store Spirit Pulse in cells or convert it to standard FE through the one-way Harmonic Energizer, at rates measured against the big power mods so a Tribal Power camp can drive a pack.

The ley lines are real: a web of coloured threads folded from the world seed, one voice each, crossing every dimension. Hold a Ley Lens to see them flow, read a collector's beat, or point it at a machine to see what it draws.

A living, automated workshop
Progress through Echo Shatter, Attune, Bind, Manifest, Kiln and Unweave. Each is a hearth block with a face, a batch input, eight output slots, a progress screen and a status readout, and hopper or pipe automation. The Lattice Conductor moves Pulse along chalk-linked totems. Store goods in 54-slot Ancestral Caches and personal Deep Caches, carry a Wayfarer Satchel, and hold fluids in Spirit Cisterns that show their level through their crystal windows.
Redstone pauses workshops, generators, relays and rites, while comparators report stored resources. Standard item, fluid and energy capabilities support other mods; datapack recipes use normal ingredients and tags, with JEI and EMI recipe display for every station, rite, guardian call and anointing.
Songs, spirit weapons and the bestiary
The Song Bench turns creature reagents into songs. Empower a reagent, write a sheet of three to seven, and sing it from a Songbook: a bolt, a ward, a step, a call or a bind in a totem's voice, with riders that burn, chill, poison, weaken or shove. Fletch verse arrows for the Pulse Bow and Pulse Crossbow, which shoot bolts of sound and take a verse with them. Anoint a Spiritgear weapon at the bench and it carries a reagent's power on every hit.
Nine Spiritgear weapons, each with a move of its own: blade, spear, halberd, battle axe, warhammer, dagger, scythe, greatsword and trident. Each trades reach, speed and weight against the others, ranks at the Echo stations, takes a totem voice, and swings the way its shape asks.

Ninety-one creatures live in the March: ents for every tree it grows, trolls, goblins, kobolds, fairies and the dead, and the Colossus Warden, a walking boss with an escort. Each has a reagent, loot, a habitat and a voice of its own; nothing in the March calls with a vanilla animal's sound. Win animals over like wolves, with food or a Bonding Charm, breed strong to strong, and read a bloodline through the Ley Lens.


The spirit layer, the table and the kettle
Six voice blessings, one per Attunement, come from ward songs, seal rites and remedies; nine tribe boons come from the tribes' own dishes; afflictions come from the March. Five crops grow wild in their own countries and on your farmland. The Hearth Pot cooks nine tribe dishes and six feasts to lay on a table for a camp. The Spirit Kettle brews tinctures, salves and incense from reagents and March herbs, and Sweat Stones cleanse. The kit also holds the Spirit Door that only friends pass, and the Binding Effigy for calling an imprinted creature to you.
The illustrated Spirit Codex
A full standalone book, written the way one player would explain the mod to another, with creature portraits, animated examples, search, bookmarks, live recipes, and a Next step panel that reads where you are on the path from the first hearth to the Ninth Agreement and names one thing to do. Every mention of another entry or item is a link. The Codex keeps the Chronicle: sixteen fragments of the Loom's history carved into the March's ruins and painted on murals at the guardians' grounds, assembled as you find them. Outside the book, every item and block carries a hint tooltip that says what it does and what it needs, and every reagent names its note, its creature, its song, its anointment and its remedy.



A camp that keeps working
Wayanchors sustain their own chunks with Pulse. Hush Totems ward hostile spawning. Ward Drums answer hostiles. Grove Tenders plant, water, harvest and replant crop beds, and work AgriCraft's crop sticks and seeds when that mod is in the pack. Spirit Lanterns, weather-reading Rain Chimes and 27-slot Offering Tables make decorations useful. Every automated hand answers to a kept Resonance Totem of its own voice, redstone controls every device, and standard item handlers connect them to your automation.
Summoning Cradles call creatures through ritual-bound effigies: imprint one of the supported species, awaken the effigy through a three-voice ritual, and summon until the binding wears. Wireless item and fluid relays run from Local to Longreach to Astral across dimensions; compasses take players from Waystone to Horizon to Astral.
Equipment and elemental rites
Switch the Sixfold Staff between Earth, Fire, Water, Air, Spirit and Loom. Wear Spiritweave armour, plain until a totem binds it and then woven with that voice's boon, excavate with the Resonance Maul, and sustain blessings through Ritual Braziers and reusable elemental seals. Rank Spiritgear and Spiritweave up to Manifested; seat a Pulse Cell inside any piece so it spends its own charge first. Totem-bound gear glows in its voice's colour.

Placement is the ritual: draw chalk patterns for the Stone Font, the Listening Pit, tablet Rite Circles, and built Way and Far Gates, and let Builder's Chalk ghost the shape for you.
The Nine Tribes, and what they ask
Nine tribes once kept the Loom. Their camps stand in the Overworld and the March, each with a hearth, a banner and four Kin. Offer favoured goods at a Tribe Hearth to rise from Guest to Voice, earn a Tribe Mark and carve it into a Kinship Totem for an extra Resonator voice.

The Elders talk. Right-click one and a conversation opens: trade, daily requests, and a seven-step story in the tribe's own voice that ends at a guardian trial and a relic. Eight guardians keep the eight March countries, called from altars at their grounds: the Slag Titan, the Bog Matriarch, the Cairn Wight, the Prism Serpent, the Vault Sentinel, the Tide Drummer, the Stampede Spirit and the Storm Roc. The Unsung keeps the ninth trial under the Silent Drum, and the Ninth Agreement rite closes the story for anyone carrying all nine relics. Every line of dialogue is data a pack can rewrite.

The March

Reach the March through the Gate Drum by beating out the Gate Rite on A, S, D and F. Fifty-nine lands lie under its aurora sky, one more than the Overworld in every climate band: frozen rime spires, taigas and veil flats; cold moors, scree fells and the Glimmer Ridge; the Steppe, the Reed Fen, the Crystal Fields, Songmaple woods, meadows and orchards; drumpalm savannas, the Tanglewood and stilt mangroves; salt flats and kiln-clay mesas; five seas with deep water beyond; and four kinds of cave below, from the Singing Caves to the Hush. Every block and plant is painted for the March; fifteen trees grow only here, the Weeping Colossus over a hundred blocks tall. Meres hold Glimmerfin, Drift Bells, Veil Rays and Silt Eels; twenty-seven ruins, shrines, towers and vaults wait to be found in the lands that suit them; every vanilla ore is set in March slate below. The March is lived in: every tribe keeps a camp in each band, built from that band's own wood, and tribal villages stand in every band with a hearth plaza, streets, workshops, granaries, pens and the tribe's Kin. Over the peaks and over many a Weeping Colossus hang pieces of the old world: floating mountains in clusters, vined and waterfalled, bridged by giant vines and held to the ground by willow roots whose strands you can climb.



The March acts on its own. Seven countries have weather beyond rain: Ashfall, Glimmer Storms, Whiteouts, Fen Mist, Rime Fog, Dust Storms and Spore Drift, each closing the world in with its own fog and sound, favouring one voice's generators and hampering another's. Ley surges set one voice's threads running bright. Every tribe keeps a festival day. Wandering spirits drift near with a line of their country's story and a gift. Every storm and surge is called two minutes before it sets in, so there is time to find shelter. Day is safer and night is the danger; sleeping moves the clock to morning.



Somewhere in the March a Drum Circle waits, and The Unsung with it: a boss fought to the beat, whose drums must be struck in time to still it through its chorus of Echo Weavers and its shockwaves. Still it, and carry its heart out of the circle.

The March has music: eight tracks across its bands and a theme for every guardian in the pack's own instruments, skin drums, horn drones, flutes and chant, a stinger when a festival or a storm begins, and a finale for the Ninth Agreement.
Start your journey
Craft a Bone Chime, Spirit Shard, and Drumheart. Strike the drum and charge a Pulse Cell. Place an Earth Totem and Echo Shatter near a generator, then process stone into Echo Shards and raw metals into grit. Open the Spirit Codex and follow its next step.
For pack makers
Every balance number lives in the config: Pulse rates, costs, ranks, spawn rules, the crowd caps, the weather, surge and festival timing, guardian health and damage, request rewards, the automation voice gate and the storm warning. Datapacks override Elder dialogue, hearth recipes, structure spacing, spawn weights, paintings and crests. Guardians and every event family can be switched off.
With other mods
Optional, all of it. With Chocobos Reborn, chocobos roam the March. With AgriCraft, the Grove Tender works crop sticks and the March crops are AgriCraft plants of their own, bred from the farm crops everyone starts with. In Ninjacat Skies, the workshops, rituals, transport, bestiary and camp systems are woven into the pack story. Tribal Power never needs any of them.
Version 6.1.0. Created by Ahmi & Risika Darrow. GNU GPL v3. Source and documentation.
Project description from CurseForge.
Pick your setup
TribalPower by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
TribalPower versions and loaders
Tribal Power 6.1.0 - Cut and Bound
tribalpower-6.1.0.jar
10 Oct 2026
Tribal Power 6.0.0 - The Wide March
tribalpower-6.0.0.jar
9 Oct 2026
Tribal Power 5.6.5 - Rod and Shard
tribalpower-5.6.5.jar
8 Oct 2026
Tribal Power 5.6.4 - Beans on the Ridge
tribalpower-5.6.4.jar
8 Oct 2026
Tribal Power 5.6.3 - Said Once
tribalpower-5.6.3.jar
7 Oct 2026
Tribal Power 5.6.2 - Every Item Explains Itself
tribalpower-5.6.2.jar
6 Oct 2026
Tribal Power 5.6.1 - Separate Destinations
tribalpower-5.6.1.jar
5 Oct 2026
Tribal Power 5.6.0 - The Woven Lattice
tribalpower-5.6.0.jar
5 Oct 2026
Tribal Power 5.5.0 - The Ley Heart
tribalpower-5.5.0.jar
5 Oct 2026
Tribal Power 5.4.0 - The March Remade
tribalpower-5.4.0.jar
5 Oct 2026
Tribal Power 5.3.19 - Filtered Relays
tribalpower-5.3.19.jar
4 Oct 2026
Tribal Power 5.3.18 - Cooler March
tribalpower-5.3.18.jar
3 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.