Could you find a museum for a monster? Or a jazz bar for a jabberwock?
Zoe Norris writes travel guides for the undead. And she's good at it too—her new-found ability to talk to cities seems to help. After the success of The Sbambling Guide to New York City, Zoe and her team are sent to New Orleans to write the sequel.
Work isn't all that brings Zoe to the Big Easy. The only person who can save her boyfriend from zombism is rumored to live in the city's swamps, but Zoe's out of her element in the wilderness. With her supernatural colleagues waiting to see her fail, and rumors of a new threat hunting city talkers, can Zoe stay alive long enough to finish her next book?
NOTE- Goodreads mail is NOT a good way to get in touch with me. I don't get notifications of questions and I'm rarely here. Please contact me via my website, murverse.com.
Mur Lafferty is the author of Solo: A Star Wars Story and the Hugo and Nebula nominated novel Six Wakes, The Shambling Guides series, and several self pubbed novels and novellas, including the award winning Afterlife series. She is the host of the Hugo-winning podcast Ditch Diggers, and the long-running I Should Be Writing. She is the recipient of the John Campbell Award for best new writer, the Manly Wade Wellman Award, the Best Fancast Hugo Award, and joined the Podcast Hall of Fame in 2015, its inaugural year.
I had almost reached the halfway mark before I stopped in disgust. Although tempted to toss my reading material to the floor, my ingrained love for books is too strong, so I settled for setting it down firmly on the side table and taking a deep breath. What set me off was a scene where Zoe, the lead character, picks a confrontation with one of her closest friends, following the (female) UF trope of: 1) getting in a fight with supernatural beings because they "eat people" when the character already knows that supernatural beings eat people, 2) getting ridiculously drunk as a way of coping with said stupidity, and 3) doing something so ridiculously stupid but needful for the plot that being drunk is the only way to explain it.
So many in the UF genre (and don't get me started on paranormal) go straight to the trope-ridden character and use those weakness to propel the plot forward through the mid-twenties life-stage challenges. Maybe the key here is writing skill; a good writer will use language that interests, build a world that engages and a character that evokes a reaction beyond the urge to slap someone upside the head. It's my own fault, really: I've been reading Kraken and then this book arrived at the library. I thought it might be a quick diversionary read while I waited for a long enough time chunk to devote to Mieville. Instead, it highlighted the difference between a writer who is linguistically gifted and one who sorely needs more practice in language, plotting and characterization.
The premise of the Shambling Guide series is absolutely fabulous, and without doubt, it is the hook that keeps me reading. Like Seanan McGuire's October Daye and InCryptid series, Lafferty does a great job bringing interest and character to a variety of ancillary supernatural characters including a Welsh death goddess, a Valkyrie and an Irish ghost. The idea of Zoe being a human editor of a team of supernatural writers is genius. Lafferty leads chapters with entries from the Guide, which gives it a fun flavor and ties the premise in. One of the structural problems here, however, is that writing the guide takes backseat to various nefarious activities, as well as the drama and angst of Zoe's boyfriend Arthur. The rest of her coterie team continues to tell her how worthless she is as an editor, until she unleashes her 'authority' in a fit of micromanaging, dictates they do something entirely unrelated to their job to prove she is boss, and subsequently wonders why things aren't going well. I don't know why they don't eat her, if only to be rid of her annoying personality, except of the vague threat of the vampire publisher to eat anyone who harms her.
Come to think of it, what I really don't like is Zoe. She's rude to people who are being perfectly polite, she makes a million assumptions (I might be exaggerating), generally lacks compassion but is perfectly capable of feeling sorry for herself, has virtually no investigative skills or interest in exploring the city, and is frequently horrified by the coterie around her--in short, everything an editor/team leader shouldn't be if one is reaching out to the public to write a book. Imagine Sookie confronting werewolves in a bar, but with a leadership position. Oh wait--you probably read that one.
To make matters worse, Zoe's 'secret' skill--which everyone seems to know by the end of the book--becomes compounded with more skills. Oh, and we discover she is an orphan (ok, that might have been in the last book, but she was more obsessed with getting over her old romance and didn't talk about it very often) and had a distant relationship with her adoptive parents. That's right--the tropes of Speshul Snoflake and Orphan Discovering Her Past makes a fast and furious appearance, bustling in with new skills to save the day and a stack of excuses for irrational behavior. (Of course, no one tells her how to use these skills, so she whines a bit, stomps off and then complains she doesn't know what to do).
Sigh. So what I'm saying is, Zoe's kind of a jerk, and I really don't like spending much time with her--much like immature October Daye (review)--but since she seems to change according to authorial needs, I'm not sure if it is a characterization issue or a character one. On the positive side, the world-building is very clever and the New Orleans setting is well done. For those that enjoy a little romance, there's a distracted relationship with a tropey Grumpy Man from The Opposing Side that is unsatisfying and unbelievable on many levels.
Overall, a disappointing follow-up to the Shambling Guide to New York City, not even satisfying in the Cracker-Jacks category.
Two and a half shambling stars, with a bonus half a star for not having a woman with tattoos/bare midriff/shrouded in shadow on the front cover.
This is the second Zoe Norris novel, the story of a bright and plucky young woman who gets a job at a publishing company that involves preparing travel guides for paranormal beings, who are referred to as "the coterie". After her exploits in New York in the first volume, she sets off for New Orleans with her supernatural writing staff to codify The Big Easy. There are some clever and imaginative bits, but I did not like it as well as the first book. Zoe discovered in the New York adventure that she has powers of her own, and this seems to make her complain a lot, treat her friends and co-workers poorly, and behave in an altogether less pleasant and intelligent fashion. (This seems to me to be a trope of modern urban fantasy series; when the hero hangs out with monsters too much, they become one of them. Future parapsychologists may refer to this as the Anita Blake Syndrome.) Some of the humor seemed to play poorly against the Katrina references, just as I thought the first book had an awkward 9/11 backdrop. I did like the between-chapter excerpts from the book-within-the-book that was evidently eventually produced, and the titular ghost train concept was well done. It was an okay/fun read, but I'm not really sorry that no further books appeared.
After the success of her New York travel guide for the undead, Zoe Norris' boss asks her to pick some of the writing staff and work on a new travel guide to New Orleans. Zoe is excited by the challenge, but her excitement wanes when she finds out that her boyfriend Arthur was bitten by a zombie and his medicine is gone. With only days until he turns into a zombie, they need to find a cure fast. Someone in the Louisiana swamps is supposed to know a cure, so Arthur tags along on the trip to New Orleans. Meanwhile, Zoe is having problems with her Coterie staff and must use her new-found powers to fight a vengeful God.
The second book in the Shambling Guides series doesn't have the humor or the first. The story also seemed to drag on and on. The audiobook was narrated by the author. It was very much a straight read since she didn't use different voices for the characters. My rating: 2 Stars.
How would you like to attend a masked Carnival ball hosted by a shady dude called “The One Who Kills and Is Thanked For It” when you’ve packed only grubby clothes and you’re flanked by two omni-gorgeous goddesses? Zoë isn’t crazy about it, but it’s all part of her job editing travel guides for the undead and immortal. It’s a job she’s very good at and while, yes, it can be a little nerve-wracking overseeing writers who’d love to eat her brains, smite her dead, or drink her blood, times are tough and Zoë needs the steady income. Plus she now has a water sprite, a death goddess, and a Valkyrie as her best friends, which can sometimes be unsettling but is still pretty cool. At least that’s what Zoë thinks most of the time.
I can’t resist this witty urban fantasy series and one of the best things about it is Zoë, a non-paranormal human who recently discovered she isn’t quite as ordinary as she thought. It turns out she can talk to the souls of cities--a trick that may come in handy for a travel editor if she can figure out how to master it. In this book she and her team of writers take a high speed ghost train to New Orleans to gather material for their next city guide, but Zoë is also hoping to help her new boyfriend Arthur find a voodoo-like herbalist somewhere in the swamps who may have medicine to stave off Arthur’s zombie infection.
Right from the start there are difficulties. Zoë is relegated to coach while her writers ride first class because the paranormals in charge don’t consider humans quite equal, their train is robbed by a bunch of ghosts in badly fitting cowboy costumes, and Arthur is refusing Zoë’s help and has knocked himself out with Benadryl for the trip so they can’t talk about it. Once in New Orleans Zoë starts assigning stories, but the sultry, playful, paranormal-rich ambiance of the city is not helping anyone’s focus, though it is quite entertaining to read about.
Zoë has mostly embraced her unusual job and new experiences, plunging ahead with all the determination and common sense she can muster even when it’s hard to tell ally from foe. While she sometimes has an attitude, Zoë always (almost) tries to do the right thing, even wanting to console a deeply depressed vampire co-worker who’s tempted to use her for comfort food. With great characters, ongoing suspense, plenty of surprises, and lots of laughs I finished Ghost Train to New Orleans longing for Zoë’s next adventure.
Amusing Fantasy Romp through Non-Human New Orleans
I actually enjoyed this more than the first book in the Shambling Guide series, "The Shambling Guide to New York City".
In part, I don't think the first book captured New York City (where I live) that well.
It was fun to journey to New Orleans with Zoe and her crew.
I also found this book funnier than the first one.
The basic premise is similar. Zoe Norris is the human editor for a publisher of travel guides for "coterie" (the polite term for non-human monsters). There is a huge underground population of ghosts, sprites,incubi, fae, gods and goddesses, demons, dragons, zombies, vampires, etc. There are also humans who can create golems (zoetists), and other humans with special gifts. Zoe's magazine is a travel guide for coterie.
Sometimes there is tension between Zoe and some of her coterie coworkers (for example, she is sometimes afraid she will be eaten or bitten by them). Sometimes they don't respect her leadership. But for the most part they get along.
A government department "Public Works" keeps coterie in line (i.e., keeps them from killing and eating all the humans) so coterie and humans can live in balance.
Zoe is discovering that, although she is human, she has special powers. Those special powers come to light more in this book.
Zoe's vampire boss, Phil, sends her and a crew of writers (mostly coterie) to New Orleans to write a book on New Orleans travel for coterie. They include vampires Opal and Kevin, Death Goddess Gwen and Healing Goddess Ire, and Birdie (a sort of were-dragon who has both human and dragon forms).
Zoe's Public Works employee boyfriend, Arthur, is in serious trouble and has to come along on the trip to try to save his life.
Some reviewers have complained that Zoe spends a lot of time feeling sorry for herself, but to me, that just makes her more human (haha).
Lafferty has a lot of fun with this. There is a invitation-only party for coterie, fae-made evening dresses that change shape to fit their wearer and a climactic fight scene (of course). Zoe and her crew do lots of partying and drinking (alcohol for Zoe, blood for the vampires, ancient souls for the Death Goddess, aged river water for some of the other coterie, etc.)
Sometimes the whole premise seems a little silly or overdone, but Lafferty is a charming reader of her own stuff, and it's free (for now) on her podcast, "The Murverse Annex".
I thought this was an enjoyable read. Definitely not super difficult to read or understand. I think if you read the first one and liked it you will also enjoy this book. A lot of the main action is saved for the very end of the book much like the first one which I think is something that can be improved but I am looked forward to another sequel if there going to be one. I finished this book in 4 days so this is not a long read but this is a nice light read if you want to take a break and read something fun and easy. - Dany
I'd read a few of Mur Lafferty's early shorter stories, in her Afterlife series, where she juxtaposes fantasy stories with everyday, normal joe, characters. Fast forward eight years later and Lafferty's The Ghost Train to New Orleans is the second novel in her Shambling Guides series. A more traditional urban fantasy series, we follow normal everyday Zoë as she leads her assorted band of undead misfits to New Orleans to write the second travel guide for supernatural beings: gods, vampires, zombies, ghosts, etc. Unfortunately, for her, she seems to spend most of her time getting into scrapes and coming to terms with her own nascent powers as she does writing a travel guide and consequently the guide suffers.
Lafferty's writing has come on leaps and bounds in those eight years, with none of the stilted dialogue and characterisation that occasionally spoilt the flow in the Heaven story. Not having read The Shambling Guide to New York City I didn't have any of the background, but Lafferty didn't make me feel left out, I was picking up concepts like Zoetists and City Talkers in no time at all. The coincidence of the Zoetists and Zoë herself felt a bit forced, but it wasn't referred to at all – I assume it's either ridiculed to death in the first book or is some (not at all subtle) foreshadowing of a future story twist (or both). But, otherwise the remaining super-naturals all seem to fit the existing ideals. No sparkly vampires here thank goodness.
Each chapter is separated with an excerpt from the presumably eventually finished travel guide. And this was the weakest part of the novel to my mind. It was a good idea, but poorly executed. Like Zoë herself spending too much time surviving New Orleans and not enough time writing her guide; Lafferty has spent too much time writing a very enjoyable novel and leaving the travel guide sections as mere scraps in between. Instead of adding to the novel and developing the world-building they felt more like last minute additions. They're small though, and their weakness doesn't detract too much from what is a good ol' read. The first book has been added to my to-buy list and I'm looking forward to what promises to be an interesting series.
The Ghost Train to New Orleans picks up where The Shambling Guide to New York City left off, taking Zoe and her team (some of them new, some familiar) to New Orleans, and deepening the plot concerning Zoe’s abilities. It’s a little tropey — Zoe is an orphan, and the reason that her ability is rare is due to a purge in the coterie community where, for some reason, they felt a bit cross about people like her using their abilities to kill people. Zoe continues to be rather put off by some of the coterie around her, their abilities and tastes, and sometimes that just doesn’t make her look good.
But it’s still a really fun read, and I ate it up. I appreciated the way it dealt with Arthur and Zoe’s little budding romance (which dies on the branch before the end of this book, in case anyone was worried about urban fantasy tropes), and the way it was affected by Arthur’s problems. It becomes very clear that nothing comes for free in this world, which takes a particular character in an new direction — which could’ve been fascinating, if there were any more books to come.
I’m probably overlooking more faults, but honestly I wasn’t interested in picking nits. I really enjoyed the tone and some of the lore, and I wanted to know what happened. That was enough for me.
Instead, alas, I learn that Orbit only took on the two. Publishers, you’re mad. I’d grab the third book eagerly if it existed — I read the first two in two days.
I really enjoyed The Shambling Guide to New York City, which was a fun, light urban fantasy about a writer who gets involved with publishing travel guides for the supernatural. The second book in the series stays with the conceit but goes more serious than fun in a setting that might have called for more levity.
The good is that we get a broader explanation and exposition regarding Zoe's powers in this one, but we trade it off with what ultimately feels like more meandering as we move from a ghost train robbery to speaking with the city to riding dragons and so on. It might just be due to my reading a lot of Jim Butcher lately, but the fun and frolic that should have come about from this just felt flat and plodding this time around.
I'm not completely down and out on this series at this point, and will eagerly look for the third entry. As far as where my expectations were, though, I was hoping for something more.
Zoe, the editor of a series of travel guides for supernatural beings travels to New Orleans with her team to write the definitive book on the city for the undead, gods, goddesses and zombies. But trouble seems to follow Zoe and it isn't long before she finds herself the target of a vengeful god, while another god of unspecified powers has taken an interest in her and wants her help.
These books are a quite a hoot. The actual story isn't all that interesting. I've seen everything in this book many times before. But the premise (a team of writers writing a travel guide) works well and turns what might have been a little dull into an interesting page turner.
I enjoyed this book - thought it was a good sequel to the first book. Guessing there will not be more of the series though. I enjoyed the trip into New Orleans. I do think this is interesting urban fantasy covering some unique stuff that I haven't read much of in this genre.
Big spoiler alert! This book is the sequel to The Shambling Guide to New York City, and the tremendous revelation at the climax of the first book forms the core of this one, so even the blurbs for this one, let alone the reviews, spoil the main surprise of the first book. This book also tells who dies at the end of the first book and spoils another revelation.. I gave The Shambling Guide five stars at https://www.goodreads.com/review/show..., so if you haven't already read it, do so now, then come back and we'll talk. Okay?
Having put together the guide to New York for paranormal beings, who prefer to be called "coterie," Zoe Norris (human) is tasked by her vampire boss with producing a similar guide to New Orleans. So she assembles a team consisting of (1) her old friend Gwen, who is a Welsh psychopomp death goddess and entirely black (even her corneas); (2) young vampire Kevin, who is trying to get Zoe fired; (3) Kevin's sire Opal; (4) Bertie, who shifts into a baby dragon; and (5) Eir, a haughty Norse healing goddess who once served Freyja as a Valkyrie. Believe me, the dynamics within this group are thoroughly explored.
The action is divided into three parts. First, the idea is that a bullet train from Boston to New Orleans has opened the way for a ghost train to serve coterie on the same route. The ghost train is just that, but it has a singular property: aboard the train, ghosts and non-ghosts (human or coterie) are fully corporeal, and the ghost passengers revert to their ghostly essence as soon as they get off. On the train, which has a car for zoetists (humans who animate golems) and another for humans bound to vampires as a food source, Zoe meets Anna, a ghost who develops a very special and important relationship with her, and Reynard, an enigmatic human who figures strongly in the whole adventure; Zoe is traveling with her "sort-of boyfriend" Arthur from Public Works in New York (Public Works departments secretly police the coterie), who is on a different mission to find the Doyenne, because she can stop him from turning into a zombie. I hope this is clear so far.
The second part of the action takes place in New Orleans, of course, mainly but not entirely the "French Quarter," but, just as in the first book, the actual process of assembling and editing the guide tends to be overlooked in favor of those group dynamics I told you about. In particular, the team must deal with an important god who may only be called "The One Who Kills and Is Thanked for It," who runs a night club, and a minor deity calling himself "Freddie Who's Always Ready," who gives them lodging.
Many adventures ensue in the city, but then Arthur heads off into the swamps downriver from the city to find the Doyenne, and the third part of the novel plunges us into a very different environment. Along the way throughout the story, we meet a third category of humans and a different kind of being.
All in all, a thoroughly enjoyable story full of well-rounded characters, including some old friends; strongly recommended, even if it does go off in several directions (hence 4 stars).
I really enjoyed the first installment in this new urban fantasy series though perhaps calling it an urban fantasy (though that’s what it really is) series is wrong because it conjures up images of strong, ass kicking heroines who more often than not wear leather and have fatally sharp wit that allows for fun dialogue and riposte. Mur Lafferty’s series brings a new type of heroine to the fore, one who is an editor though she doesn’t seem to do too much of her job as more often than not she is riding dragons or battling badass supernatural creatures. Also, she is a bit nerdy.
Okay, she is a lot nerdy. But that’s okay. Zoe is not physically ripped and I doubt she knows how to handle a sword but she is brave and does not back down from a fight. She’s also more realistic and relatable than other protagonists who fight supernatural creatures on the side. Like before, I was impressed by how supernatural creatures were juxtaposed with mundane and prosaic items and situations. This works really well for me because it gives the narrative a different flavor. Zoe could be seen as underwhelming by readers but I think her charm is in her human-ness.
This installment has them going to New Orleans in a ghost train and being stopped by ghost train robbers. Zoe meets more city talkers and learns more about her powers and she even gets to “meet” New Orleans who won my love even when she was like a smothering mother. Lafferty expresses the spice and life flavor of New Orleans very well and even though I have never been there, I could easily picture the settings (though of course I’m not certain whether these settings are really or imagined).
It is the plot of the story that gave me some pause. Arthur turns out to be a dud and he’s pretty much lost all the charm that he had in the first novel. Obviously, one cannot blame the guy entirely as he is struggling to overcome a zombie bite but as a romantic interest, he is severely lacking. There is an odd moment at the climax where Zoe’s romantic future is concerned and I don’t think I want to go where Lafferty seems to want us to go. We’ll see how the story shapes up though. I could have misread the hint. The denouement of the novel, too, is a bit underwhelming as characters I didn’t think were important turned to have major roles to play in the narrative. Still, it was interesting seeing Zoe’s growth as a person and the gradual cohesion of a relationship between her and the two women she adopts as friends. What is also amazing is the world building Lafferty has done, the thought she has put into the different species of supernatural creatures.
So while this installment didn’t enchant me as much as the first one, I liked it a lot more than many other books I have read. If you are in the market for a new kind of heroine and a brand new world of monsters, this series should be a must-read for you.
Zoe is a human (mostly) editor of travel books for coterie which are the non-human like vampires, dragons, demons, gods and goddesses etc. For a mostly human woman working with staff who would consider her a meal she does a good job even without a plan. She is best in a crisis. She and her team have taken the Ghost Train to New Orleans to write their second travel book (the first was about New York). Trouble is immediate, but that is OK because as the god of disease has told Zoe, she is unusual. Always the likable hero in the crisis. It is not really my genre, but it was a fun book for the most part.
AudioBook Review: Stars: Overall 2 Narration 1 Story 2
The second in the series, I do think that, despite the info-dumping and frequent attempts to provide some backstory and history of the past events, it is best to have the experience of the first book. The concept is super clever: the protagonist Zoe is a human book editor, working for a Vampire Publisher that creates travel guides for paranormal beings, making sure that their own special needs and requirements are attended to. Now, Zoe is still recovering from a disastrous December, losing a friend, discovering a power of her own, and losing a mentor, boyfriend and some of her illusions. She’s now got a new ‘boyfriend’, some internal conflict with writers on the staff, a new ‘minor goddess’ staffer, more questions than answers and all of this while investigating New Orleans - a place she’d never been.
I wanted to like Zoe and the story, the premise is unlike anything I’ve seen: unfortunately neither reached the potential promised. Zoe was flat: self-absorbed and far too able to revel in knowing something no others do, in the rare occasions that happened. She was overly focused on whinging about what she couldn’t change, and completely using “they can eat me, but the boss will eat them if something happens to me’ moments. And, for an editor, one would think that she’d avoid repeating herself, her mantra or the obvious pitfalls where she blindly moves forward, against all sense. She didn’t learn much – even as things were thrown at her from all direction: most of these things were half, if at all, resolved or served a purpose that made the story better. Characters were flat, rambling and often derivative: a story that should and could have been rich with flavor, conflicts, growth and action was simply “we did this, we saw that” with no actual development or connection of person to action to engagement. What felt like a first draft made it to completion, and still desperately screamed out for a developmental edit, cutting some elements out, playing up others and giving characters some personality quirks and traits that aren’t simply what one might expect.
Adding to the all tell, little show overstuffed plot, was the narration. I’m not a fan of authors who narrate their own books: and my own preconceptions proved truth here. Mur Lafferty narrated this story –and I can only relate it to that kid, in class, who just read the words – pausing at every comma, at the end of each sentence, never once adjusting speed or tone. A fiction title should have distinct characters, some emotional inflections and adjustments in pace and volume. That didn’t happen here – not once. It felt as if Lafferty had never heard an audiobook, and certainly not one narrated successfully. Nine hours plus of listening time took me 3 days – with many breaks and a constant reminder to myself to “pay attention’. Even with breaks, pauses and the reminders, I often found my mind wandering, not a highlighting factor for a review. In short, I’d suggest that those who want something different and perhaps a bit juvenile in construct read, not listen, to the series.
I received an AudioBook copy of the title from Hachette Audio for purpose of honest review. I was not compensated for this review: all conclusions are my own responsibility.
Just looked at carol's review again, at https://www.goodreads.com/review/show..., which has garnered way more likes than anyone else's. I'm now knocking a star off from my full 5*, not because I agree with her but because she's made me realize a different flaw.
After Zoe's meltdown over Gwen consuming a girl's soul at Cafe Soulé, Gwen eventually tells Zoe that "The souls pass through us unharmed, they are not processed, or eradicated, or devoured." Now there are two possibilities. Either this is a barefaced lie, or Lafferty has made a truly massive world-building blunder. If something is consumed and nourishes an entity, but it is neither processed nor eradicated nor devoured, then what does happen? The Cafe's going to pick the soul up, dust it off, and resell it, a virtual experience like a symphony that unlimited numbers of consumers can derive spiritual nourishment from? It would be pretty to think so, but I don't think Lafferty has earned that save from this close reader. ------------------------------ * Not to mean "amazing", but rather fully hits target--see my profile.
I really enjoyed this sequel! Lots of fun, adventure and added lore made this a thoroughly entertaining read. What it did do was make me ravenous for another!
First up, I have to confess that I’ve pretty much forgotten everything that happened in The Shambling Guide to New York City, the first book in the series. I’ve forgotten who the characters were and the dynamics between them what they did and what happened to them at the end of The Shambling Guide to New York City. However, Mur Lafferty did a great job in recapping the important information from the previous information without making it seemed like an information dump. So generally, I knew the important things that happened in the first book like the disappearance of Morgen, the zombie bite of Arthur, Zoe’s boyfriend, the herbs that Ben, a Zoetist, gave Arthur to slow don the zombification process et cetera. Nevertheless, I had a feeling that I might not have understood or appreciated the implications of all the happenings in The Ghost Train to New Orleans.
Now, let’s get on to the meat of the review and let me tell you what I thought of the book!
The concept of this book was really unique. In the current over-saturated Urban Fantasy market of vampires, werewolves and witches, The Shambling Guides series introduced a new kind of magical people — the citytalkers. I also liked that the Shambling Guide series featured gods of the less commonly talked-about Pantheons. I mean, you can only read about Greek and Roman gods so many times before you get sick of it! I also liked that The Shambling Guides talked about a unique profession — the travel guide writer — that’s rarely talked about in books, if at all. The merger of travel guide books and urban fantasy was a breath of fresh air!
However, this book was lackluster and suffered from the second book syndrome. It appeared that the purpose of this book was for Zoe to find out her heritage and abilities. Reynard was the one who started the conversation to help Zoe discover her heritage and abilities. Then it was Gwen and Anna. Then it was the New Orleans city. Then it was the battle with the Doyenne. It was mentioned at the end of The Ghost Train to New Orleans that the third book would be set in London, where the Gray Cabal, the organisation that controls the coterie and most of the citytalkers, was located. It felt like The Ghost Train to New Orleans was just a bridge leading to the important event in Book Three in London.
The plotting and pacing was poor. There was little action; any action appeared towards the end of the book. There was no hint that The Doyenne would be the villain till like halfway through the book. The Doyenne didn’t even appear in person till the end of the book! It would have been better if there had been more mention of and appearances of her!
There was little character development of other characters. Personally, I find Zoe’s personality inconsistent because her reactions were just so unbelievable at times! Zoe would seem to tolerate the transgression of Kevin, her subordinate, well then she would suddenly explode and do something! Since this book is from Zoe’s point-of-view, her thoughts and feelings should be more transparent to the reader. Don’t even mention Arthur! He’s just a jerk right from the start! I’ve forgotten The Shambling Guide to New York City so I’ve no point of comparison but surely Arthur ain’t such a jerk?! All the while, he was so vehemently against associating with coterie. And suddenly, he wanted to become a vampire just to continue living?! I mean, I understand that in the face of death, one would strongly wish to live. But a 180-degrees turnabout?
There was quite a bit of game-related jokes and analogy in The Ghost Train to New Orleans because Zoe was a game geek. I guess this was an attempt in injecting personality into Zoe. I’m sorry but it didn’t work for me because I didn’t get the jokes at all! I felt like one of the coterie that was unable to understand her game references. This irritated me quite a bit.
In conclusion, The Ghost Train to New Orleans exhibited the second book syndrome. Although it had an interesting concept, it suffered from poor execution with little character development and rather poor plotting. I liked it which should have given it a three starred review but the poor execution and many flaws forced me to drop the rating down by a star so this would be a two-starred book. I would still recommend The Ghost Train to New Orleans and The Shambling Guides series to any urban fantasy fan looking for an original read. But if you want a book with good pacing and plotting and character development, then this is not the book for you.
I greatly enjoyed The Shambling Guide to New York City, and Ghost Train to New Orleans is its sequel. I looked forward to this with anticipation and bought copies of both books.
What did I like? The worldbuilding, the concept of the "coterie" and "Public Works" and so on, was great. I have little experience with the genre, so what other people might have found to be done-to-death didn't bother me. I also love the framework of this series - that the main character, Zoe Norris, works in a coterie (supernatural) publishing company, writing travel guides to cities for supernatural folk with special interests and special accommodation needs. Each book in the series then becomes an installment in the fictional set of guides; there are excerpts from the finished guides in both books.
In Ghost Train, Zoe Norris has discovered (spoilers for the first book) that she's a citytalkere. She's survived the battle in the previous book, lost her best friend at work, and now has to deal with her motley team of supernatural writers when they take a research trip to New Orleans. Opal and Kevin are vampires, Gwen is a death goddess, Eir is a Norse healing goddess, Bertie is a baby dragon...and if I forgot anyone else, then they were really forgettable. Oh, and her sort-of boyfriend who sort-of is a zombie-in-the-making tags along to try to find a cure to his almost-zombiness. Things go wrong. People get attacked. Ghosts try to rob a ghost train.
The plot was fun, but I started to have real problems with the main character about 2/3 of the way through the book. I don't want to be too harsh because I think the problem was me being overly critical. But a certain detail about the history and nature of citytalkers was revealed, and I set the book down and said to my dog, "I cannot believe this. That is just so ridiculous. Why did it have to be that?"
I could not figure out how the main character could believably be given that "destiny". She's barely hung on through run-of-the-mill supernatural adventures! She doesn't seem to have the strength of character, or will, or personality to accept this as being part of her heritage, nor to emphatically reject it and go do her own thing. (I'd prefer to read about the latter.) She doesn't even have enough back bone to verbally dress-down her vampire employee! So mostly she's going to worry, make snarky comments to herself, and be a doormat for coterie. Yay for our heroine.
I loved the first book in this series and gave it 4 out of 5 stars on Goodreads. I only gave Ghost Train three stars. While it was funny and entertaining and like popcorn, the total mental whiplash I got 2/3 of the way through made it very difficult to keep enjoying it. I do want a third book in the series. But if it happens, I really, really, really hope that Zoe undergoes more character development and deals better with the violence that inevitably follows her around.
Our intrepid human travel guide Zoe quickly discovers there is something rotten in the state of New Orleans. Zoe and her band of coterie get drawn into another mess involving zealots, zoetists and zombies. In order to stay alive, Zoe must get to know the spirit of New Orleans and try not to avoid all the good advice coterie give her.
I had hoped that Zoe would hone her skills and develop more as a character and was partially rewarded. Zoe finds out more about her citytalker background and how to build connections with cities. I appreciated how different New Orleans' personality was to New York's. Zoe's personal life is still a mess though as she constantly runs towards danger with little to no backup, reveals her citytalker past to all and sundry (even though her kind were hunted almost out of existence) and has a couple of meltdowns. Her romance with Arthur was one of the weaker aspects of the story and I was pleased to see that resolved.
The plot bounces around a little and at times I thought Lafferty was trying to spread herself too thin with multiple threads heading off in different directions. Zoe doesn't really investigate anything but lurches from one near disaster to another. New coterie were introduced which kept things fresh and but I would have liked more time getting to know their attributes. The novel is rife with humour and although most of it sticks, a few jokes invariably fall flat.
The strength of the novel lies in the novelty of the coterie and the rich description of New Orleans. I enjoyed this outing but wish the plot could have been streamlined a little more.
Mur Lafferty has followed up The Shambling Guide to New York City with a book that is, of anything, even better. Zoë is now off the New Orleans with her team, to research the second in the series of travel guides for monsters (or ("coterie") as they prefer to be described. Where can a visiting zombie be assured of decent brains? Where does a vampire sleep? And what are the dos and don'ts for the visiting minor god or goddess? All vital information, needing practical experience, so she's supported by representatives of all three as well as a dragon).
Of course, Zoë's personal problems haven't gone away: her sort-of boyfriend may turn into a zombie at any time, the vampire Kevin despises here and she still knows a lot less than she would like about the world of the coterie. And even the journey South on the eponymous Ghost Train is pretty eventful (we learn a lot about ghosts, which feature strongly in this book). But she's the kind of editor who pretty much takes problems in her stride. She doesn't have a plan (to the annoyance of said dragon) but nor will she nonsense from monsters, zoëtists, ghosts or City Works, the organisation charged with policing coterie.
It's a fairly breathless adventure, full of zany invention and grisly humour, in the course of which we (and Zoë) learn a lot more about what's been happening in the world of the coterie and about her own origins and talents. Sequels often sag, but this doesn't - in fact if anything I found the plot tauter and the characters more distinct and involving than in the first one. Role on book number three!
Zoe is an editor of the Shambling travel guide series. However, this is not your Eyewitness or Berlitz guide, the Shambling guide have a particular clientele, no not backpackers but the coterie. These are the vampires, goddesses, the sprites and the succubi, the dragons and need I say more.
On her second outing as editor in chief, she and her team visit New Orleans, travelling on the ghost train (how else), and on the way she finds herself sharing a carriage with thralls and zoetists and in danger of being taken hostage by ghost cowboys.
Not as funny as the first book but still very entertaining. Phil (the publisher) hot off the success of the New York travel guide sends his team of writers to New Orleans. They travel via a "Ghost Train" and right from the beginning Zoe finds herself in the middle of trouble. Zoe learns a lot about Citytalkers and by the end of the book is on quite equal terms with her coterie writers who view her as a valuable member of the team (and not food).
I really enjoyed the first installment in the Shambling Guide series, but now having read the second, I'm thinking maybe the initial offering should have been a stand-alone. This was decent mindless, undemanding fun, but mostly it just felt like more of the same. I like Zoe a lot though, as well as the supporting cast, except for Arthur, who is absolutely one of the most poorly-written, unlikeable love interests I've encountered in a story.
This felt a bit more serious than the first book. Zoe and her team of writers, now including a death god, go to New Orleans to write a travel guide for supernatural beings. Her boyfriend comes too, hoping to replenish magical supplies that stop him from turning into a zombie. There is lots more about Zoe being a citytalker and at times the background seems to overwhelm the plot, which seems to go from one incident to the next. Still, a quick fun read. Excellent urban fantasy.