Banditry expanded
I got the idea for this suggestion, when I remembered the huge bandit armies with leaders from Floris.
So what is this all about? Bandits of course. I alway felt, that for sandbox game, bandits in MaB:Warband are really plain and boring, so I spent some time thinking about various things and this is the result of it. I'll try to structure it for the sake of readibility. The main thoughts and suggestions are in the lists.

Lords and Bandit Dens
It always annoyed me, that the only man who actually cares about the bandit dens, and who regularly destroys them if they pop up close enough to his fiefs is me. AI Lords were simply ignoring them, allowing bandits to thrive. I think this should be changed.
•	After some time of existence of the Bandit den, Lords with nearby fiefs will attempt to "loot" the den. Succesful "looting" would destroy the den. The closer the den is to the fief, the sooner will Lord react. I thought basic time before the Lord reacts could be about two months (basicly not to oversimplify dealing with bandits and to allow player to raid the dens by himself) and this time would increase with the distance of the Lord's closest fief from the Den. The "looting" should't occur automaticly after the time, but there should be some % chance of it happening.
•	If the Den stays on the map for a long time (three months? half a year?), elite squad of bandits will spawn on the Den's location. This squad will be stronger (larger an/or with stronger troops) then the regular bandits and will contain an AI "Bandit Lord" The squad then functions as regular bandits. This squad coud be strong enough to take on Caravans (both merchant and prisoner ones)

Relation with Bandits
I don't know if there is currently any bonus for helping bandits in battle against Lord/manhunters but i thing there should be.
•	The bandits should have their own faction (or factions if you want to distinguish between different types of bandits, I would prefer this option ).
•	Helping them in the battle would increase relation with them in the same way helping Lord increase your reputation with his faction.
•	Occasionaly, "a mysterious man" would appear in the city's tavern and offer you a jobs for bandits, that would earn you a decent amount of money, give you a relation boost with bandits and negative honour.
•	Of course, hunting bandits or raiding and destroying their Dens would decrase relation with them.

Bandit Dens
Bandit Dens should serve more purpouses than just spawn points for bandits and being a target for Player bandit hunts.
•	If the player has a reputation of 0 or better with bandits (or related type of bandits), option "visit the camp" appears in the Den menu. There, player can trade with them, hire them into his/her company, take quests or hire bandits to do some dirty job for him (infest a village? Perhaps?)
•	Player can defend bandit Dens from Lords atttemting to destroy it for a relation boost and negative honour (along with already present consequences for siding against a Lord)
Player controlled Bandit Dens
•	If player has 0 or worse honour and 0 or better relation with bandits (or the respective subtype of them) he can create a Bandit den of his own. This would require some tools and possibly other goods, along with a few bandit troops (which can be already hired in Silverstag). This would of course have some consequences, perhaps negative honour and decreased relation with faction who own the land.
•	To AI Lords, this Den woul appear just as any other. After some time of his existence, they will probably try to destroy the Den. Howewer, this Den does not spawn the elite bandit group on its own. (Well, technically, this den already has that group, it's the Player party)
•	In this Den, player can then build and create "improvements". AI Dens can build these improvements too, just as it can build vilage improvements (and castles and towns)
•	Bandit squad - spawns a bandit group on the location of the Den. This group can be commanded by player in the similar way marshal or king can command lesser Lords. This group would regularly return to the den to store the stolen goods. This group could be destroyed like any other bandit group. Repeatable "improvement" (just like field of grain). Each group would require a "maintance fee". The goods stolen by them can player pick up in the Den an sell them wherever he wish.
•	Fence (merchant with stolen goods) - A small part of the stolen goods would be automaticaly sold and player would receive this money in the budget in similar way he recives the rents.
•	Smugglers - They take the goods stored in the Den and try to smuggle and sell it in the nearby town. The more stuff they try to smuggle, the slower they will move on the map and bigger chance of their capture in city. (Of course, they would be considered bandits by AI lords.) Player and AI Lords can attack smugglers and take their loot.
•	Black Market - Requires Fence, Smugglers and Concealment - All but the most expansive good would be sold and money sent to player. (probably THE ultimate improvement, limited to only one Hideout from all the player controls)
•	Lookout - Player gets informed if Lord tries to destroy his den, or when large enough target, i. e. caravan, passes near the Den.
•	Concealment - Time, before AI Lords notice the Den (as described in section "Lords and Bandit Dens") Increases. If non-player Den has this improvement, the distance from which can be the Den revealed is shortened.
•	This is just a few improvement ideas and I am sure ideas for more will come :)
•	Player can take over other Dens, if he meet some requirements. For exapmle, High Enough reputation with bandits, low enough honor + defeating the leader of the den, buying the Den from the Leader or forcing the oppsoing bandit group from the Den by force.
•	The number of Dens on the map would be limited and by creating own Dens and destroying/capturing existing dens, player can take control over banditry in whole Calradia, if he's good enough.

More possibilites
Right now, player can attack villages, caravans and farmers, but there is simply not enough gain for the consequences , unless you are already in a war with respective faction.
•	There should be option to rob the village instead of looting it. This would give player less loot, but he would suffer relation loss only with the village and the Lord, not the faction.
•	Possibilty to raid the castle for the treasury. It would work similarly to rescuing a prisoner, but player would be breaking in the castle itself with a lot more guards. 

Consequences of dealing with bandits
Now, if you deal with bandits, you suffer consequences. You can't just pretend you are not one of them.
•	If player gains certain level in relationship in bandits, he would became wanted. Lords would hunt him as they hunt other bandits and he would have to disguise to go into city (the same way he has to disguise if the city he's entering belongs to faction which is angry wiht him)
•	The same would apply for low enough honor (or dishonor in this case? :D )
•	With low enough honor and high enough bandit relations, the probabilty of capture when entering a town could be over 75% (possible way to lower it could be a  player abbility "Disguises". Not only it would lower the chance of capture, it would allow  player to hide more weapons in his disguise.)

Quests
Here are some ideas and examples for bandit related quests
•	Jailbreak - Player must save some bandits from prison in town/castle/prisoner caravan. + relation with bandits; + cash; - relation with town and/or faction; - honour
•	Kidnap a girl - Similar to freeing the lord from the prison, but instead of breaking into jail, player would break in some town house and kidnap a girl. Then he has to bring her to group of bandits waiting somewhere. + relation with bandits; + cash; - relation with town and/or faction; - honour (why should we always be the rescuerers anyway? :P )
•	Rob a village - Simple, player has to rob a certain village and bring part of the loot (probably turned into cash) to a certain bandit group/hideout. + relation with bandits; + cash; - consequences for robbing a village; - honour 
•	Loot a village - Same as above, but with looting instead.
•	Seize a hideout - Player is asked to take contol of some hideout and than hand it over. + relation with bandits; + cash; no relation/honor loss, because player is not harming faction/lord directly
•	This is just a few of them, i believe there is a room for much more :)

P.S.
Phew, that is some wall of text... I really didn't expect it to be that big when i started. Hope you like it :)

P.P.S. I am not a native english speaker so sorry for any mistakes i made :D