Rasal, now that you've started your rebel horde, you can spend some money and finish the barracks room... Want to do that...?
Lady Chessintra:
Would that Expansion include a Temple?
The Sandstone is a "stronghold," so I feel that one would need to "fill out" all the other features of a stronghold before we talk about officially adding a temple or shrine.
Stronghold : Through Strength of Arms
A stronghold is your seat of power from which you project your might through strength of arms. You build raiding parties and later small armies, looking to free a dominion from the rule of a tyrant, patriarchy, or what-have-you.
In a stronghold, helpers flock to your banners looking to follow powerful leaders into glorious battle.
--War Banners: You start with helper salaries 1 and your salaries are always one higher than your base tier. At salaries 5, you attract an enormous beast of war or small army, a single veteran helper with three edges that rolls 3d on actions and can face a tier 3 faction on equal footing.
Stronghold Rooms
--Barracks: You can pay light cost to automatically recruit the following helper types:
grunts - raiders - scouts. These fresh recruits also function as a creature equal to your
base tier.
--Bestiary: You always have fresh mounts, which come with an edge (choose one): aquatic - armored - fast - flying - intelligent - magical - terrifying. Your mount can help out on a roll, but you risk losing it.
--Fighting Pit: You can choose two combatants (helpers, creatures, or prisoners) to fight, rolling their tier or an action in opposed fortune rolls. Which side do your helpers cheer for? If that side wins, take +1d to calamity, and helpers regain all morale. If it loses, the PCs each gain a Heart. On a tie, everyone wins!
--Smithy: Each of your helpers gains the deadly edge as you equip them with dangerous weapons. If they already had it, they take +effect when attacking.
--Armorer: Each of your helpers gains the armored edge as you equip them with armor. If they already had it, they gain it again, becoming heavily armored.
--Prison: You can hold prisoners for ransom.
--War Room: Take +1d on engagement rolls for the following raid plans: set a trap, slaughter, smash & grab.