You won't see them coming.

When fighting odds over a million to one, they don't enter 'stand up fights'.

They only come at night.

In broad daylight and midday, the sun will suddenly disappear and the sky will be empty of all the stars.

The Hand of Darkness is what survivors call it. The sound of everything suddenly stops, even the sound of your own heart and the brush of your teeth and every motion.

The pressure changes. It rains indoors. And the room breathes.... as if a bomb were slowly going off and then an implosion, the breathing of the Beast - arming its fields that actually pres the atmosphere away for miles and back again. It is adjusting its output, tuning it so as not to shatter the planet when it moves for the first time. You don't hear the air move. Just the pressure on your skin.

The darkness is like someone switched off your brain. There is no light coming through your eyelids. No warmth. Everything is cold. Even your breath beads in the air.

Walls shatter, buildings fall, the earth beneath your feet shakes and throws you - and there is no sound and no light. Electronic instruments and machines are blind. Avionics and communication dead. The airwaves of every frequency outside the immediate darkness fill with screaming of million of people who died at its hand.

Then it ends. The lights are on as if you had only blinked. The broadcast gone. The sun shining.

And if you are alive in the bones and broken bodies and ruins - you are its message.

This is what it is like to fight the Sanguine.

The technologies of Beyond War are built to raise awareness of the cultural and individual injury of genocide and policies themed complicity with genocide under color of law, for audience ages 24 and up.

As a work of fiction, Beyond War uses several terms to explain to modern culture how their use of defensive claims to normalize genocide are accessory to the actual crime and aggravate such injury. "Beyond War" and "Sanguine" are trademarks of SHADOWDANCERS L.L.C., so registered.