Jay Posey

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About Jay Posey
Jay Posey is the author of six science-fiction novels, including his most recent space epic EVERY SKY A GRAVE.
His other works include the high-tech, post-apocalyptic Legends of the Duskwalker trilogy (THREE, MORNINGSIDE FALL, and DAWNBREAKER), and the military sci-fi Outriders series (OUTRIDERS, SUNGRAZER).
By day, he's a game developer at Ubisoft/Red Storm Entertainment, where he's spent over 15 years contributing as a writer and game designer to some of Ubisoft’s biggest brands, including Tom Clancy's Ghost Recon and Rainbow Six franchises. He's also worked on a bunch of secret projects he’s not allowed to talk about.
Jay lives in Durham, NC.
Website: jayposey.com
Twitter: @HiJayPosey
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Titles By Jay Posey
Far in the future, human beings have seeded themselves amongst the stars. Since decoding the language of the universe 8,000 years ago, they have reached the very edges of their known galaxy and built a near-utopia across thousands of worlds, united and ruled by a powerful organization known as the Ascendance. The peaceful stability of their society relies solely on their use of this Deep Language of the cosmos.
Elyth—a former agent of the religious arm of the Ascendance, The First House—is on the run after the events of Every Sky a Grave, when she and the fugitive Varen Fedic exposed the darker side of Ascendance hegemony on a planet called Qel. Though she just wishes to put the past (and Varen) behind her, she is soon tracked and cornered by the Ascendance agents. Surprisingly, they aren’t there for punishment. Instead, they offer her a deal in exchange for her help in exploring a new planet that seems to have appeared out of nowhere. If she agrees, her sins against the Ascendance and the First House will be forgiven.
Elyth reluctantly agrees to join the team of elite agents (including some former allies-turned-enemies) but almost as soon as they touch down on the planet’s surface, things start to go awry. Strange sounds are heard in the wilderness, horrifying creatures are seen stalking the forests, and even the landscape itself seems to change during the night.
But as expedition members start dying, two things become clear: the planet is conscious, and it’s trying to kill them.
Far in the future, human beings have seeded themselves amongst the stars. Since decoding the language of the universe 8,000 years ago, they have reached the very edges of their known galaxy and built a near-utopia across thousands of worlds, united and ruled by a powerful organization known as the Ascendance. The peaceful stability of their society relies solely on their use of this Deep Language of the cosmos.
But this knowledge is a valuable secret, and a holy order of monastics known as the First House are tasked with monitoring its use and “correcting” humanity’s further development. Elyth is one such mendicant, trained as a planetary assassin, capable of infiltrating and ultimately destroying worlds that have been corrupted, using nothing more than her words.
To this end, Elyth is sent to the world Qel in response to the appearance of a forbidden strain of the Deep Language that was supposed to have died out with its founder over seven hundred years prior. What she finds on the backwater planetoid will put her abilities to the test and challenge what she knows of the Deep Language, the First House, and the very nature of the universe.
But when a lone gunman reluctantly accepts the mantle of protector to a young boy and his dying mother against the forces that pursue them, a hero may yet arise.
File Under: Science Fiction [ Three For All | Apocalyptic Wasteland | A Journey Home | Fear the Weir ]
Captain Lincoln Suh died on a Wednesday. And things only got harder from there.
Snatched out of special operations and thrown headfirst into a secretive new unit, Lincoln finds himself as the team leader for the 519th Applied Intelligence Group, better known as the Outriders. And his first day on the job brings a mission with the highest possible stakes.
A dangerously cunning woman who most assuredly should be dead has seemingly returned. And her plans aren’t just devastating, they might be unstoppable.
How do you defeat a hidden enemy when you can’t let them know they’ve been discovered?
You send in the Outriders.
The lone gunman Three is gone.
Wren is the new governor of the devastated settlement of Morningside, but there is turmoil in the city. When his life is put in danger, Wren is forced to flee Morningside until he and his retinue can determine who can be trusted.
They arrive at a border outpost to find it has been infested with Weir in greater numbers than anyone has ever seen. These lost, dangerous creatures are harboring a terrible secret—one that will have consequences not just for Wren and his comrades, but for the future of what remains of the world.
New threats need new heroes . . .
Wren is living in Greenstone under the temporary care of Charles and Mol, and the protection of Chapel. Unable to determine the fate of his mother and those he left behind in Morningside, Wren believes there is nothing left to do but wait for Asher’s final blow . . . until a man named Haiku walks into the Samurai McGann, looking for Three.
After learning of Three’s fate, Asher’s ascension, and Wren’s gift, Haiku offers his help. Together, they set out to find the remnants of House Eight and convince them to help.
As Cass and the few who survived the fall of Morningside face overwhelming odds to escape Asher and the Weir, they realize it is impossible . . . until their daring and probably suicidal plan to strike turns out to have surprising results and unexpected discoveries.
In a new Cold War between Earth and the colonies on Mars, when devastating weapons go missing, there’s only one team you can call: the Outriders. A crack force of highly specialized super-soldiers, their clone bodies are near-immortal.
When a fully autonomous vessel with orbital strike capabilities goes missing, it’s up to the Outriders to track the untrackable. But when the trail leads them to the influential Martian People’s Collective Republic, the operation gets a lot more complicated . . .
Collects Three, Morningside Fall and Dawnbreaker.
The world has collapsed, and there are no heroes any more. The cyber-dead Weir have overwhelmed civilisation, and its survivors cling to fragile oases. A traveling gun for hire, named Three, agrees to protect a sick woman on the run with her young son. When they set out to discover a mythical safe zone, they must survive the forces that pursue them, and the creatures of the dark, and uncover something truly remarkable…
In the devastated settlement of Morningside, its governor, Wren, is forced to flee the turmoil engulfing the city. He and his retinue seek refuge at a border outpost, only to find that it has been infested with a vast number of Weir. But these creatures harbour a terrible secret, one that has consequences – not just for Wren – but for the future of the world.
The remainder of humanity believe they can do nothing but wait to be overwhelmed by the Weir and their mysterious leader, Asher. And yet, the arrival of a man named Haiku, seeking the mercenary Three, heralds the return of hope, and that a new hero will rise.
File Under: Science Fiction
War is everywhere. Not only among the firefights, in the sweat dripping from heavy armor and the clenching grip on your weapon, but also wedging itself deep into families, infiltrating our love letters, hovering in the air above our heads. It's in our dreams and our text messages. At times it roars with adrenaline, while at others it slips in silently so it can sit beside you until you forget it's there.
Join Joe Haldeman, Linda Nagata, Karin Lowachee, Ken Liu, Jay Posey, and more as they take you on a tour of the battlefields, from those hurtling through space in spaceships and winding along trails deep in the jungle with bullets whizzing overhead, to the ones hiding behind calm smiles, waiting patiently to reveal itself in those quiet moments when we feel safest. War Stories brings us 23 stories of the impacts of war, showcasing the systems, combat, armor, and aftermath without condemnation or glorification.
Instead, War Stories reveals the truth.
War is what we are.
Table of Contents:
Foreword -- Gregory Drobny
Graves -- Joe Haldeman
Part 1: Wartime Systems
In the Loop -- Ken Liu
Ghost Girl -- Rich Larson
The Radio -- Susan Jane Bigelow
Contractual Obligation -- James L. Cambias
The Wasp Keepers -- Mark Jacobsen
Non-Standard Deviation -- Richard Dansky
Part 2: Combat
All You Need -- Mike Sizemore
The Valkyrie -- Maurice Broaddus
One Million Lira -- Thoraiya Dyer
Invincible -- Jay Posey
Light and Shadow -- Linda Nagata
Part 3: Armored Force
Warhosts -- Yoon Ha Lee
Suits -- James Sutter
Mission. Suit. Self. -- Jake Kerr
In Loco -- Carlos Orsi
Part 4: Aftermath
War Dog -- Mike Barretta
Coming Home -- Janine Spendlove
Where We Would End a War -- F. Brett Cox
Black Butterfly -- T.C. McCarthy
Always the Stars and the Void Between -- Nerine Dorman
Enemy States -- Karin Lowachee
War 3.01 -- Keith Brooke
Cover art by Galen Dara.