<b>What began as a technothriller <br>continues as high adventure<br>in the newly savage ruins of civilization.</b><br> <br>In late 2024, Daybreak, a movement of post-apocalyptic eco-saboteurs, smashed modern civilization to its knees. In the losing, hopeless struggle against Daybreak,<br>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 <i>Directive 51. </i><br> <br>Now Heather's story continues in <i>Daybreak Zero</i>. 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.<br> <br>But Daybreak's triumph has flung the world back centuries in technology, politics, and<br>culture. <br><i></i><i>Pro-Daybreak Tribals openly celebrate ending the world as we know it. </i><i>Army regiments have to fight their way in and out of Pennsylvania.</i><i>The Earth's environment is saturated with plastic-devouring biotes and electronics-corroding nanoswarm. </i><i>A leftover Daybreak device drops atom bombs from the moon on any outpost of the old civilization it can spot.</i> <br>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:<br><i></i><i>Tribals have overrun Indiana and Illinois</i><i>The last working aircraft carrier sits helplessly out in the Indian Ocean, not daring to come closer to land</i><i>The crash of one of the last working airplanes kills a vital industrialist</i><i>Tribals try to force appeasement on the Provi government while the Temper government faces a rebellion of religious fanatics</i><i>Seventeen states are lost to the Tribals as California drifts into secession and hereditary monarchy</i><i>Everywhere, Provis and Tempers lurch toward civil war. </i> <br>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? <br> <br>Her success or failure may change everything for the next thousand years, <br>beginning from <i><b>Daybreak Zero. </b></i>