The 10 FP nations are:
Woodmen (#1) The Woodmen nation is composed of both the Woodmen and the Beornings of Mirkwood. The Woodmen are a loose collection of hunter/gatherer tribes that live in or below the trees of the great forest. The Beornings are closely related to the Woodmen, although their elder roots are distinct, and a select few can shape-change. The Woodmen numbers are few, generally preferring to blend in with their environment rather than placing a burden upon it. Their clans/tribes prefer small centres of population and hold several sites as holy. The Woodmen, loosely led by Beoraborn and Waulfa, possess skilled leaders with great insight and wisdom and deft agents with speed and cunning.
The scattered population of the Woodmen presents difficulty in co-ordinating plans, but they are fierce warriors, effective in almost any terrain, and have rich resources at their disposal.
Northmen (#2) The Northmen nation is composed of both the Lake-men and Dale-men of Rhovanion as well as the Dorwinrim near the Sea of Rhun. Their cultures are similar since they are all skilled diplomats and merchants, and influence much of the mercantile trade in western Middle-earth. The Northmen aspire to control vast markets and acquire considerable wealth. Their numbers are not vast, but their settlements are much larger than their neighbours. The Northmen possess adequate and well-provisioned armies, and also possess a navy at the Sea of Rhun. Led by Eoder and Gaerandil, the Northmen represent a significant power waiting to be awakened.
Eothraim (#3) The Eothraim nation includes the more sedentary Gramuz peoples as well as their own plains-riders who reside in the vast plains of Rhovanion and near the eaves of Mirkwood. A loose collection of semi-permanent clans, led by Uirdiks and Mahrcared, the tribes of the Eothraim control considerable territory. While they have chosen to establish few permanent settlements, these ancestors of the Riders of Rohan are capable of placing roots when need dictates. One-on-one, the riders of the Eothraim have few equals anywhere in Middle-earth.
Their forces enjoy the mobility of cavalry and are masters of working with the wild horses of the region. Although their dispersed forces and sparse settlements inhibit their power, the Eothraim possess considerable numbers of troops and have steady clan leaders.
Arthedain (#4) The last independent kingdom of the former realm of Arnor, the nation of Arthedain, still represents a significant force in the region. From the hills of northern Eriador and led by King Argeleb II, the knights and mages of Arthedain have withstood the evil forces of Angmar for over 300 years. The power and influence they wielded long ago is no more, yet the memory of former glory remains and serves as a beacon for the people of Arthedain. The blood of the Dunedain runs rich in the veins of the powerful within Arthedain and many of the heirlooms of ancient Numenor still reside there. Numerous well-fortified towns support the remaining population and a variety of resources are still abundant in the region. Gifted with few but excellent leaders, the well-provisioned armies of Arthedain are formidable. Lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.
Cardolan (#5) The glory of Cardolan has long passed. However, the largest region of the former realm of Arnor still wields much influence and employs numerous swords in central Eriador. The blood of the Dunedain is rather thin in Cardolan. Consisting of several co-operating fiefdoms, loosely led by Hallas, Cardolan seeks to be a reunited and restored nation once again. The armies of Cardolan are adequate, but lacking in discipline, and consist of large numbers of mercenaries hired to provide quantity if not quality. The numerous towns and settlements of Cardolan help establish their influence over the strategic region of Eriador and much of their strength lies in the considerable resources available in Eriador for any expansion plans. A good navy is also anchored and ready to oversee the extensive coastline and numerous rivers within Cardolan.
Northern Gondor (#6) Although no longer the dominant force in western Middle-earth, the nation of Northern Gondor still controls a huge domain extending north from the White Mountains, east from the Gap of Isengard, west from the land of Mordor (with outposts still evident in Rhovanion), and south of Mirkwood.
The blood of the Dunedain runs richest there and the leaders of Northern Gondor are well-seasoned veterans of both foreign and internal conflicts. Led by King Tarondor, their armies are well-provisioned and supplied and have begun to reach their former proportions. Many strong cities and fortified towns are scattered across this vast realm and several navies help maintain Gondorian interests along the Anduin and a route to the sea.
The source of greatest concern for Northern Gondor is not their own might, but rather the extensive realm they must protect and the many enemies that reside on their borders.
Southern Gondor (#7) The numerous lands and fiefs of Southern Gondor are considered allied with their cousins to the north. However, the recent Kin-strife has strained relations and estranged some of the powers of Southern Gondor, and many powerful Men within the nation ponder their own right to rule all of Gondor. Their realm consists of the lands south of the White Mountains and north of Near Harad. Led by Prince Celdrahil, the forces of Southern Gondor are not to be taken lightly. Numerous well-fortified towns dot a countryside rich in natural resources. A formidable army, in terms of numbers, training, and provisions, and powerful navies that patrol the sea regions south of Gondor and up the Anduin delta, provide considerable deterrent to the other major powers in the region. The mages of Southern Gondor are very talented and exhibit the presence of Elvish blood mixed with that of their Dunadan ancestors.
Dwarves (#8) The descendants of the Seven Fathers, known among themselves as the "Khazad", are scattered from one end of Middle-earth to the other. The largest settlement of the Dwarven nation is centered at Moria, led by Bain I, but there are enclaves to be found in the Blue Mountains, the Grey Mountains, the Iron Hills, and the hills near the Sea of Rhun. The rise of the Dwarves as a power has been prevented primarily by the isolation of their forces and has been further hampered by the slow growth of their population. A stout and sturdy race, the Dwarves are blessed with some of the most formidable warriors, pound for pound, to be found in all of Middle-earth. The Dwarves were little affected by the Plague, and most of the Dwarven population are trained warriors. Thus, the Khazad are capable of presenting a large, well-provisioned, well-led army to their enemies. In matters other than military, however, the Dwarves are less-skilled. Although their settlements are usually strong and well-fortified, Dwarves have limited resources, other than metals, with which to barter for badly needed products.
Sinda Elves (#9) The nation of the Sindar consists mostly of Silvan Elves (Wood-elves) who are led by their Sindar brethren. The Sinda Lords Thranduil and Amroth effectively lead the dispersed forces of the Wood-elves resident in northern Mirkwood and in Lorien. The armies of the Sindar are not numerous but they are effective, possessing fine-quality weapons and superb leaders. The forces of the Sindar exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Skilled mages and numerous agents also keep them well-informed about their surroundings and their neighbour's activities. Although their settlements are few and far between (they possess harbours as far away as the Sea of Rhun and the Great Sea), the Sindar are well hidden and protected.
Noldo Elves (#10) Arguably, the Noldor are individually the most powerful of Eru's Children. However, there are now so few of them that their potential to control events is not what it once was, even though it is still significant. The Noldo Elf nation consists mostly of Wood-elves and a few Sinda Elves who are led by their Sinda and Noldo Lords, Cirdan and Elrond. Residing in the westernmost parts of Middle-earth, they survey and consider the changing world from the Grey Havens and Rivendell. By no means strong by military standards, the Noldor still can bring to bear a well-trained, well-armed, and well-led army to force their demands. Premier mages and ancient artefacts allow them considerable knowledge of their surroundings, including the affairs of other nations. Well-protected by magical and natural forces, the settlements of the Noldor are perfect havens to launch activities at almost any point in northwestern Middle-earth. Their ships are extremely swift and protect their coasts by means other than sheer numbers.