Storyteller

**Storyteller** (who is referred to as such in the game's credits, though they were also called "Narrator" on Beacon Pines' Kickstarter page) is the in universe narrator and writer of Beacon Pines, communicating with the player within The Book's pages as well as interjecting before, during and/or after conversations. While initially voiceless in the game's first demo, they were given one when the $50,000 "Narrator" stretch goal was reached on the Beacon Pines Kickstarter. They are voiced by Kirsten Mize.

## Profile

### Personality

Storyteller is, above all, deeply passionate for the story of Beacon Pines, showing immense frustration when the story is consistently brought to an end via The Source freezing the entire town in ice, and shedding tears when the player finally manages to find a happy ending (a goal they encourage the "Reader" to strive for several times). While they often act as an impartial spectator, they also frequently voice their thoughts on the characters and situations (especially when the player reaches an ending), and is not above making snarky comments or delivering lines with a mocking tone.

They also seem to care about their reputation, as they despise the idea of being attached to a series with a "parade of sequels". This could also suggest a contempt for art made solely for monetary reasons, or a dislike towards stories without endings.

### Background

Not much is known about Storyteller, largely due to them not being physically present in Beacon Pines. The only background information disclosed is that they are the author of the book containing the story of Beacon Pines, and that they require the player's help to complete the story. They also mention waiting years for somebody to help finish the book, meaning that they must've created it quite a while ago.

## Story

### Introduction

At the beginning of the game, the book opens and the Storyteller talks to the player. They explain what makes the book special, and go on to narrate the introduction of Beacon Pines.

Throughout the rest of the game, they disclose pertinent information to the player regarding game mechanics and characters (such as character actions, inner thoughts and backstory). They also occasionally voice some characters before/after Turning Points, the start/end of chapters and the end of a branch. As a lot of their narration is inconsequential, most of what is documented here are from the game's various endings.

### If “Chill” Was Chosen at “Rendezvous with Roxy”

The branch ends with Luka getting kidnapped by a man in a hazmat suit and, regretting not informing the player of the earlier, Storyteller explains that most of the endings will end in tragedy, but encourages the player to press on despite this.

### If “Fight” Was Chosen at “M.C.D.C”

Storyteller comments on how quickly the situation with William Kerr and The Clipboards escalated, and advises that "Maybe discretion was the better part of valor, here".

### If "Shame” Was Chosen at “Windows to The Soul”

While sure there is more to this branch, the Storyteller encourages the player to try something else.

### If "Chill" Was Chosen at "Beginner's Guide to Hostile Interrogation"

Storyteller, concluding that having the main characters locked in a basement won't bring them closer to their ideal ending, pushes the player to try a different approach.

### If “Rumble” Was Chosen at “Whether Weather”

In disbelief over the fate of Luka and Rolo as well as the sudden appearance of ice, they refuse to accept this as the story's ending and tells the player that there has to be more endings to uncover.

### If “Accept” Was Chosen at “It's a Hole Thing”

Audibly confused while reading out the name of the book's apparent sequel (Beacon PIInes: Pines Harder), the narrator laments how the scene that just transpired was by a "crummy cliffhanger", and how they were starting to like Iggy. Not wishing to be part of a "never ending parade of sequels", they wish to find a more concrete resolution.

### If “Refuse” Was Chosen at “It's a Hole Thing”

After Luka's refusal to sacrifice Iggy results in the two getting captured, Storyteller states that in this situation, "the right thing was the wrong thing" to do.

### If “Hard” Was Chosen at “A Beginner’s Guide to Hostile Interrogation”

Frustrated that the town has once again been encased in ice, they initially suggest that both them and the player should just give up, though soon collect their thoughts and bring up how they seem to have gotten closer to a better ending this time. They, once again, recommend trying a new approach, adding a "Please" at the end of their dialogue.

### If “Weep” Was Chosen at “Fire and Ice”

While put off by how dire the ending was, they are thankful to have learned where the ice from the other endings were coming from, and notes that they now only need to figure out a way to prevent it.

### If “Hum” Was Chosen at “Fire and Ice”

Despite noting that this ending isn't what they were looking for, Storyteller starts to see the story more clearly now, and knows that they're close to what they're looking for. Declaring that they can't lose to Sharper, they also hint towards him being the key for their ideal ending.

### If “Junk” Was Chosen at “The Vile Vial”

Storyteller admits that Sharper's fate was satisfying to behold, and that if the player likes the note the story ends on, they won't object.

### If “Malice” Was Chosen at “The Vile Vial”

Shocked by what happens to Sharper, they say that they find the conclusion too absurd, but that it's up to the player to decide if the ending is satisfying.

### If “Change” Was Chosen at “The Vile Vial”

As Luka, Rolo, Beck and Gran stand by Walter's grave, Storyteller can be heard sobbing as they realise this was the ending they were longing for. Sharing that they were starting to lose hope of ever finding it before the player entered their life, they are unsure how to properly thank the player. Eventually, they decide to remain silent and watch the ending together with the player.

## Trivia

* When adjusting the voice-over volume, Storyteller says "mum" every time the slider changes.
* As the player can switch branches after getting the Charm they need to progress in the game, it is possible for Storyteller to refer to events that the player never saw (for example, when Beacon Pines gets frozen during Chapter 9: A Speech to End All Speeches, their reaction to seeing it "again" remains the same).

## References

2. ↑ 2.0 2.1 https://www.kickstarter.com/projects/2103234672/beacon-pines
3. ↑ "I'm only writing the damn thing." Storyteller, Chapter 8: Comeuppance
4. ↑ https://www.youtube.com/watch?v=3h2h5dUO59k
5. ↑ "I refuse to be associated with some never-ending of sequels." - Storyteller, Chapter 6: The Source
6. ↑ "I am now certain that you are the one I have been waiting for all these years!" - Storyteller, Chapter 1: Normal Isn't What it Used To Be