I've been playing the absolute **** out of the Anbennar mod for EU4. It's essentially a fantasy world taking place in the game world's version of EU4's timeframe, using many of EU4's base game mechanics very well. "Europe" is mostly human, though elves exist on the fringes, and halflings and dwarves also have some land. The Empire of Anbennar (HRE analogue) also is a thing. The "middle east" is a land overrun by harpies and gnolls, with elves recently having landed to reconquer the origin of civilization. Very slightly north are the furthest west Serpentspine Mountains, home of ancient dwarf holds and goblin clans. In the region roughly equivalent to Russia, various Orc tribes (who get Siberian Frontiers from the get go) and human adventurer states (utilizing Prussian militarization mechanics as "adventuring efficiency") duke it out over the remains of a kingdom devastated by Orcs, whose unification was destroyed upon the death of their leader. Meanwhile, in a region roughly equivalent to Portugal, some elves have taken it upon themselves to rediscover and reclaim their ancestral homeland, the mod's "new world". In doing so, they discover that the chief god of the "HRE"'s pantheon, Castellos, has died. This triggers a schism between the followers of the old pantheon and the worshippers of the avatar of one of the old gods, who was the one who slew the Orcish leader, halting their advance. (This leads to the mod universe's version of the Reformation, although much of it takes place in "russia".)
Meanwhile, in what is geographically "India", the once mighty state of Rahen is beset by troubles, as a divided empire (utilizing Shogunate mechanics) faces a powerful independent former vassal in the north, a free slave republic turned slaver state in the south (utilizing Mamluk mechanics), the potentially powerful Jaddari to the west (fantasy Alexander the Great, basically), and a powerful militarized hobgoblin state to the north, who themselves have as vassals two tribal goblin states in the caves to the north, providing a decent amount of military muscle, and two orcish clans, who they can force migrate to core newly conquered territories.
Most recent game was the city of Telgier, who I feel are most like Milan - they favour a very tall playstyle, and in fact get absolutely huge bonuses to production in their capital, which, if played well, will easily make them the leading producer of coal as soon as coal is a thing. Their mission tree revolves around expanding in the local area, before finally getting a mission to PU Gawed, which is, I suppose, roughly similar to France, in playstle if not in lore. Meanwhile, Lorent to their southwest, is a powerful contender for "europe", and most closely represent "spain", complete with revolts in the halfling "Small Country" region, functionally similar to the Netherlands revolts in base EU4.
Overall, a very, very solid mod. Would place it next to FFH2 as among my favourite mods overall. Still in work, with much of "asia", "africa", and the steppe region being filled out, but definitely worth a playthrough or 12.