Fiends are higher order entities of darkness, decadence, depravity, venal, chaos, and evil. These entities are of a complex Order of Being and have the property of Quintessence. Often called “The Corruptions of Chaos”, and manifest in horrific and variable forms – expressing the high ideals of chaos, freedom, selfishness, and power.
Once imbued in an item, they are mutable and bound more by familiarity of the summoning entity or ritual than the Compact of Context. Specifically, they reflect the creeds of: Maliciousness, Chaos, and almost always Evil. It can be considered a type of Magitek.
These entities merge with an affixed aptitude and Essence in an Imbued Item as a “Terror of Chaos“. Their nature is tied directly to the Fiend Spark.
Dark Pact-Makers: Fiends are the most well known and liberal in those seeking to bargain with them… as Patrons and pacts and bargains they are more than willing to give out generous amounts of power in return for oaths of service. The power that they grant always returns when those that made bargains with them die – there is no institutional or permanence associated with them; Even “orders” arising around this only facilitate – the pact is binding between the fiend and a single entity and well defined in scope/limits.
Power Scale: Some of the greater Fiends, as with creatures of Higher Order, greater power, and/or Stature/Size can develop a (through Meditation with other capabilities) the ability to scale the Dimensional Facets of Mystic Formulae to match their scale.
The Blood Magic tradition provides for a means to enable a Blood Oath between a Fiendish entity and Divine Principle to support a Compact of Dark Shelter. The cementing of the compact is always done through a offering of Blood and Souls. The breaking of the compact triggers a violent and harsh Transgression.
Animating Force: This type of creature can supply an force imbued in Technological items to operate them. Energy/power is either through a discipline of Technomancy or often from a mystic living source; Animation using an Elemental, Fiend, or Celestial bound to an item to motivate it, or simply as a fuel source. The former gives more flexibility, limited by the ability to command it. The later is typically canned reactions and output which can be manipulated by anyone with the knowledge of the item. Constructs and Golems can also be powered through approaches of Technomancy.