Something like this doesn't exists in game, as a matter of fact the player doesn't sais a single word during the entire game.
But the idea is quite simple:
1) You create a unique actor with 'No Voice Type' that you will place in the same cell out of visual reach, we will call him 'Story Teller', this actor can be miles away from the player, but in the same cell, and he will be saying the stories for both male and female voices.
2) You create a quest to hold your 'Story Teller' story lines.
3) Now you will have to learn how to create a simple 'Quest Scene' for starters, this scene requires only 1 actor, your unique actor in it.
Or you can skeep the 'Quest Scene' entirely by creating individual 'Dialogue Topics' for each book's stories.
4) Then when the 'Read Story' is supposed to start you add a fragment at the end of the corresponding line between the actor/child and the player to start the 'Quest Scene' or to say the 'Dialogue Topic' of your unique actor / 'Story Teller'.
If you are a bit familiar with dialogue, quest scenes and fragments this would seem to you like a piece of cake, and the only thing that would concern you would be the amount of stories and each stories parts, since this will become quickly a monotonous, boring and time consuming proccess to set up them all.
But if you are not familiar with the above, this can become overwhelming.
As for the camera, this is the easiest part of them all. But you can skip this too, it was just an image that came to my head when I imagined this scene.
If for example this will be triggered when the player reads the first story in the fragment that starts this line you just add the line:
Game.ForceThirdPerson()