What began as a technothriller
continues as high adventure
in the newly savage ruins of civilization.
In late 2024, Daybreak, a movement of post-apocalyptic eco-saboteurs, smashed modern civilization to its knees. In the losing, hopeless struggle against Daybreak, Heather O'Grainne, a one-time minor bureaucrat and former Federal agent, rose to become a vital leader in the struggle to restore civilization. That story was told in Directive 51.
Now Heather's story continues in Daybreak Zero. In the summer of 2025, she leads a tiny organization of scientists, spies, scouts, entrepreneurs, engineers, dreamers, and daredevils based in Pueblo, Colorado. Both of the almost-warring governments of the United States have charged them with an all but impossible mission: find a way to put the world back together.
But Daybreak's triumph has flung the world back centuries in technology, politics, and culture.
Confined to her base in Pueblo to give birth to her first child, Heather recruits and monitors a coterie of tech wizards, tough guys, and modern-day frontier scouts: a handful of heroes to patrol a continent. All the news is bad:
Heather's agents may be brave, smart, and daring, but can they be enough? For the sake of everything from her newborn son to her dying nation, can she forge them into a the weapon that can at last win the world back from the overwhelming, malevolent force of Daybreak?
Her success or failure may change everything for the next thousand years, beginning from Daybreak Zero.