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TribalPower

Mod

by AhmiDarrow

Shamanic technomancy: rhythmic spirit power, automated workshops, songs and spirit weapons, nine tribes that talk, eight guardians, and a March with weather, festivals and music of its own.

Type

Mod

CurseForge Downloads

686

CurseForge ID

1684851

Last Updated

Oct 3, 2026

Description

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.

Fifty-four creatures live in the March beside the older beasts: 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 and a habitat. 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.

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 Pulse-powered Spiritweave armour, 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. Eight biomes lie under its aurora sky: the Steppe, the Crystal Fields, the Highlands, the Reed Fen, the Snow Fields, the Ember Wastes, the Glimmer Ridge and the Shallows. Every block and plant is painted for the March; six 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; every vanilla ore is set in March slate below.

The March acts on its own. Four countries have weather beyond rain: Ashfall, Glimmer Storms, Whiteouts and Fen Mist, 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.

The March has music: eight biome tracks 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 5.3.15. Created by Ahmi & Risika Darrow. GNU GPL v3. Source and documentation.

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