Put 3 on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.
Incredibly good at handling , clearing newly-Explored lands of Invaders so they don't Build there. Not nearly so good at dealing with /.
Can focus on Energy and largely forego its Innate Power, focus on Plays to aim for mid-to-high Innate thresholds, or strike a more balanced path. Adds at most 1 per turn, so there won't be time to do it all.
Sun-Bright Whirlwind Official FAQ Entries
A STIFF WIND AT THEIR BACKS
After you Add during Growth, Push up to 1 / from that land.
(Let other players know this is due to your Special Rule, so they know you're still in the Spirit Phase and not using a power.)
(Innate Powers perform all thresholds reached, in order, on the same target land unless specified.)
SUMMARY OF POWERS
Sun-Bright Whirlwind is a Spirit of sun-warmed and gusting air. It spins leaves and dust into miniature cyclones, playfully snatches at small unsecured objects, and sometimes - when joyful, or upset, or full of the vigor of nature - howls across the island, bending trees and abrading the landscape with pebbles, twigs, shells, and the occasional bird nest.
Some Dahan take its appearance as a good sign for travel, and others have tried asking it to help bring messages to those far away - with mixed success, as it tends to lightly prank the recipients by mixing the messages' words all about.
Sun-Bright Whirlwind is all about control and thrives with utility Powers, enabling fellow Spirits to reach new heights.
There are no rulings at this time.