

When Merlin cast a positive spell to protect the knights of the Round Table, he used ancient magic drawing on the power of Stonehenge, and the knights were put into a sort of suspended animation. The evil Morgana and her son Mordred were banished into another world for 1500 years, but a 20th-century scientist finds a gateway, and the dark lord has a vicious scheme to enslave King Arthur's world.

After a mysterious chest opens a gateway through time, teen gamer Jack is transported to an ancient empire terrorized by a cruel barbarian king. Jack will need all of his gaming skills as he battles to defeat the barbarian, protect a beautiful princess, and somehow find his way back home.

During the times of King Arthur, Kayley is a brave girl who dreams of following her late father as a Knight of the Round Table. The evil Ruber wants to invade Camelot and take the throne of King Arthur, and Kayley has to stop him.

The Loud family travel to Scotland and discover they are descendants of Scottish royalty as they move into their giant ancestral castle.

A young boy's discovery of a colorful, wish-granting rock causes chaos in the suburban town of Black Falls when jealous kids and scheming adults alike set out to get their hands on it.

A young girl discovers a secret map to the dreamworld of Slumberland, and with the help of an eccentric outlaw, she traverses dreams and flees nightmares, with the hope that she will be able to see her late father again.

The Oggly family arrive at the municipal rubbish dump of Smelliville and must look for a new home, but they never feel really welcome anywhere. They stink and are for most humans just a tad too oggly. When Firebottom, the family dragon, crash-lands on the run-down rubbish tip of the small town of Smelliville, the Ogglies at once feel at home. And it's here they want to stay.

Max imagines running away from his mom and sailing to a far-off land where large talking beasts—Ira, Carol, Douglas, the Bull, Judith and Alexander—crown him as their king, play rumpus, build forts and discover secret hideaways.

In Victorian England, a bored young girl dreams that she has entered a fantasy world called Wonderland, populated by even more fantastic characters.

Young history buff Kevin can scarcely believe it when six dwarfs emerge from his closet one night. Former employees of the Supreme Being, they've purloined a map charting all of the holes in the fabric of time and are using it to steal treasures from different historical eras. Taking Kevin with them, they variously drop in on Napoleon, Robin Hood and King Agamemnon before the Supreme Being catches up with them.

At 12 years old, Kermit the Frog and best friends Goggles and Croaker travel outside their homes in the swamps of the Deep South to do something extraordinary with their lives.

Eleven-year-old Mildred’s life is turned upside down when her mother lands in hospital and estranged, American magician father, Strawn Wise, comes to look after her. Hoping to entertain the bookish tween, Strawn takes Mildred camping in the notoriously rugged New Zealand wilderness, and the pair embark on the ultimate test of family bonding – a quest to find the mythological beast known as the Canterbury Panther.

Two misfit castaways struggle to reunite an unorthodox family, out-run a volcano, and negotiate a peace deal on a creaking Ark.

Sinbad and his crew intercept a homunculus carrying a golden tablet. Koura, the creator of the homunculus and practitioner of evil magic, wants the tablet back and pursues Sinbad. Meanwhile, Sinbad meets the Vizier who has another part of the interlocking golden map, and they mount a quest across the seas to solve the riddle of the map.

A teenager must battle for a gold charm to keep his family from being controlled by an evil leprechaun.

When Hilda wakes up in the body of a troll, she must use her wits and courage to get back home, become human again — and save the city of Trolberg.

A stick-wielding monkey teams with a young girl on an epic quest for immortality, battling demons, dragons, gods — and his own ego — along the way.

The Care Bears team up with a troubled brother and sister who just moved to a new town to help a neglected young magician's apprentice whose evil spell book causes sinister things to happen.

Henry Hart meets a superfan—eager to fight crime with Kid Danger—who comes into possession of a device that can open up alternate realities. Facing a wild ride, Henry will need his best friend Jasper and his new superfan sidekick to find his way out or be stuck in another dimension forever.

After being punished for retreat from combat, Ranger David Martel is given command of the Liandra, a haunted 20-year old Minbari fighting ship. He's escorting ambassadors to a secret archaeological site, the oldest city on record and a clue to a dangerous ancient race.

Who or what exactly is a Heffalump? The lovable residents of the Hundred Acre Wood -- Winnie the Pooh, Rabbit, Tigger, Eeyore, Kanga and the rest of the pack -- embark on a journey of discovery in search of the elusive Heffalump. But as is always the case, this unusual road trip opens their eyes to so much more than just the creature they're seeking.