Maybe tie some new events to the various Guilds, or even Under/Over Council, the few that I've seen in base FFH are fun, but predictable.
Example 1: Guild of the Nine now and again lets you hire a barb gang, a small group of dwarves, small group of elves, forget what else (maybe there was a little Balseraph band in there too). No reason a couple more little "special groups" couldn't be thrown in, presumably cutting and pasting from those other events, especially leveraging members of the new FF tribes. Fugitives (brutes?) from the Archosian empire who've smuggled out a baby spider with them, some Lizardfolk maybe including one of their unusual priests, a Dural Professor and his bodyguard(s), Austrin Explorers of some sort (maybe a ship with the shore party abilities included) whatever.
Example 2: For some exorbitant amount of gold, maybe the Guild of Hammers could offer to build a single instance of some other race's unique building (guess in cases it could be upgrading your vanilla building into a racial variant). Maybe build a filthy Clan Warrens (new), or either upgrade an existing Archery Range into a Ljosalfar Archery Range, or build one from scratch (two different prices). Could easily have a list of twenty random UBs with probably the same text and options around them "Sire, our network of guildsmen are prepared to share the secrets of (Dural Colleges/Grigori Taverns/Elohim Reliquaries?) for xxxx gold!"
Example 3: Aeron's Bounty maybe accelerating the "culture flip" of someone unlucky enough to share a border with you. If there's more than 20% of "your people" in that city, maybe your loyalists, assisted by a guild assassin sneaking into the rightful governor's bedchamber, stage a coup... for a price.
Example 4: Cult of the Dragon similar to the assassin idea above, maybe if more than 50% of the troops in a city have CotD promotion on them, even WITHOUT a nearby dragon roaring, maybe there's a chance they'll stage a coup and claim the city in the name of whoever holds the CotD headquarters. Perhaps low chance of success (which might at least cause the disloyal troops to die, weakening the garrison that way), unless you open up your treasury to boost the chances, maybe a couple of levels of investment available with different outcomes expected, like "absolute failure", "failure, but survivors retreat to your borders (free troops)", "success in getting the city, all but one cult troop dead", "roaring success, all troops survive and get 2xp."
Example 5: Ratcatcher's Guild. Simple robbery type ideas come to mind. "An (other civ) caravan is passing through our lands" where the Ratcatchers pull off a bandit raid with varying amounts of gold possible, and various levels of relationship hit chances coming out. The more brazen (and enriching) the raid, the more a chance someone'll dislike you. Maybe have Ratcatcher events tie to the "Bandit Lord Nietz", to the extent you haven't already had that event take place, i.e., have several different "positive to the guild" events take place (read as: you've made them rich), and maybe you obtain the Bandit Lord "quietly", i.e., no unhappiness results for multiple turns. Hey, maybe he ends up having hidden nationality promotion if you and the Ratcatcher's guild agree to keep the association between the greatest bandit in the land, and the official government, quiet. Maybe occasionally the Ratcatchers could sell you the services of a bandit, i.e., a hidden nationality horseman or two, if Nietz himself is a little too pricey. Note it's possible I'm letting my ideas about the Ratcatchers (who I view as a thieves' guild) overlap a bit with Council of Esus religion and the Undercouncil (who I also view as a thieves' guild, except backed by religion to a greater degree, ie, magic on their side as well).
Example 6: Undercouncil Support I think comes up now and again and offers a couple of options like "train my recon units to be magic resistant" and something else I can't remember. I assume some plain but useful events could be added to that, like for xxx gold, spreading Council of Esus to four or five of your cities (mimicking an existing religious / missionary based event). Maybe for xxx gold, Undercouncil agrees to give you something like a hidden nationality scout, it's your problem if you want to spend a mint to promote him to something useful up the hunter/ranger chain, or towards assassin/shadowhood. Also given the creation of new rituals like Chosen of Esus / Light of Lugus, maybe make a one time gold donation to the Under/Overcouncil in order to get a celestial compass like effect (50% discount) on those specific rituals for any future use. Or the same price, but they last twice as long. Stuff like that just to give less predictability to what I think is around "one event" that may or may not ever come up.
Anyhow, none of these would be "early game, low tech, cheap effects", all would have things like council memberships or guild presence type prerequisites, which can mean significant costs and benefits should you choose them, i.e., fairly strategic decision points that come up.