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 centers of population and hold several sites as holy. The Woodmen, loosely led by Beorn, possess skilled leaders with great insight and wisdom and deft agents with speed and cunning. The scattered population of the Woodmen presents difficulty in coordinating 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 neighbors. The Northmen possess adequate and well-provisioned armies, and also possess a navy at the Sea of Rhun. Led by Bard I, the Northmen represent a significant power waiting to be awakened.
Riders of Rohan (#3) The Riders of Rohan represent the descendants of the Eotheod, nomadic plains-riders who formally resided in the vast plains of Rhovanion and near the eaves of Mirkwood. A unified collection of semi-permanent clans, led by Theoden, the tribes of the Riders of Rohan control the considerable territory of Calenardhon. While they have chosen to establish few permanent settlements, they are capable of placing roots when need dictates. One-on- one, the Rohirrim 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 Riddermark consists of quality cavalry and competent leaders.
Dunadan Rangers (#4) The vestiges of the last independent kingdom of the former realm of Arnor, the Dunadan Rangers, still represents a significant force in the region. From the hills of northern Eriador and led by Lord Aragorn II, the rangers and mages of the Grey Company have withstood the evil forces around Eriador for many 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 Arnor. The blood of the Dunedain runs rich in the veins of the powerful within the Grey Company 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 the Dunadan Rangers are formidable. Lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.
Silvan Elves (#5) The nation of the Silvan Elves consists mostly of the Nandor (Wood-elves) who are led by their Sindar brethren. The Sinda Lord Thranduil effectively leads the dispersed forces of the Wood-elves resident in northern Mirkwood and in Taur Romen. The armies of the Silvan Elves are not numerous but they are effective, possessing fine-quality weapons and superb leaders. These forces exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Hidden holdings and numerous agents also keep them well-informed about their surroundings and their neighbor's activities. Although their settlements are few and far between (they possess harbors as far away as the Sea of Rhun), the Silvan Elves are well hidden and protected.
Northern Gondor (#6) Although no longer the dominant force in western Middle-earth, the nation of Northern Gondor still controls a large domain extending north from the White Mountains, east from Rohan, west from the land of Mordor, and south of the Falls of Rauros. The blood of the Dunedain runs rich here and the leaders of Northern Gondor are well-seasoned veterans of numerous foreign conflicts. Led by the Ruling Steward Ecthelion II, their armies are well-provisioned and supplied and have hope to reach their former proportions. Many strong cities and fortified towns are scattered across their 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 end of the Line of Kings 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 Imrahil, 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 the Iron Hills, but there are enclaves to be found in the Blue Mountains and the hills near the Sea of Rhun. Led by Thorin Oakenshield, 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 Fell Winters, 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 Sinda Elves and the Nandor (Wood-elves) who are led by their Sinda and Noldo brethren. The Lady of the Golden Wood, Galadriel, effectively leads the dispersed forces of they are effective, possessing fine-quality weapons and superb leaders. These forces exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Hidden holdings and numerous agents also keep them well-informed about their surroundings and their neighbor's activities. Although their settlements are few and far between (they possess harbors as far away as 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 the Half-Elven Lord, 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 artifacts 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.