Welcome to Imaginately Podcast, where we share stories, both old and new, to transport and inspire you. Our family friendly stories are great companions for bedtime, quiet time, road trips and more, each one specifically chosen to awaken your innate and vivid imagination.
There's trouble at Jurassic Park! Join Owen, Black Panther and a bus full of friendly strangers team together to bring order to the chaos with the dinosaurs.
After the Loch Ness Monster discovers her friend Uni the unicorn is missing, Lucky McGrath, a resourceful leprechaun, volunteers to track her down. Little did he know that his search would take him all over the world!
After reading about the great shark extinction of 1899, Ninja Nana and Banana-nana take it upon themselves to travel back in time on a quest to rewrite history.
A grumpy, crusty old duck finds his peaceful routine interrupted by a situation that goes from bad to worse!
While on their daily walk, SpongeBob and Patrick come across an unusual box. Curiosity begs that they inspect it, which only leads to an adventure with unexpected trouble.
It's the day of the biggest game of Messi's entire career — the Fantasy World Cup — and Messi can't find his lucky, game-winning socks. How can he play without his lucky socks? What would happen if he tried? There's only one way to find out. Listen to this delightful original story created by a team of fun kids.
“The accuser” — still catching up with the unexpected turn of events, Syme and his fellow policemen dress up in their costumes provided by Sunday. They attend a strange masquerade party seemingly populated by costumes of various creatures and objects from their anti-anarchist adventure, and also by one other unexpected guest.
“The six philosophers” — chasing the hot air balloon carrying the President, the six tired and tattered policemen argued over the true nature of their mysterious quarry. It was in the midst of their hunting and comparing first impressions that they came upon an unexpected stranger who drastically altered the goal of their adventure.
“The pursuit of the President” — rallied together as the band of undercover policemen, Syme and his allies determined to address the President directly and learn the meaning behind the entire charade. Little did they know, the President was more than determined to evade them using drastic measures.
“The earth in anarchy” — Syme and his companions race against the mob of anarchists to the police station in the hope of gathering reinforcements. As they make their way, the mob grows and the world turns on its head.
“The criminals chase the police” — after identifying the wicked half-smile of the Secretary among the masked mob, Syme and his companions decide the only option left is to make a run for it and hope they can find help nearby.
“The duel” — in the early morning, Syme faces off against his talented opponent, the Marquis. Determined to keep him from getting on the train to Paris, Syme fights hard to keep in step with his foe, and in a moment of great chance when he happens to land a blow, Syme discovers something more mysterious and shocking instead.
“The man in spectacles” — Syme and Professor de Worms make their way over to Dr Bull's home early in the morning to attempt to learn the destructive plans given to the Marquis.
“The professor explains” — finally sitting across from his pursuer, Syme uncovers a startling truth and learns how Professor de Worms came to be part of the anarchists council.
“The unaccountable conduct of Professor de Worms” — after the exposure of the spy among the council, Syme decides to take the first opportunity he can to find space to think about what he's gotten himself into, and more importantly, how he's going to proceed. It is during this much needed reflection that he notices something incredibly “off” about one of his fellow council members.
“The exposure” — surrounded by the powerful men of the corrupt council of anarchists, Syme sits in to hear of their upcoming plans for chaos. President Sunday astonishes the group with an impromptu change of venue in order to make a shocking discovery.
“The feast of fear” — Syme is met by his guide to the anarchists council and is caught by surprise at the unique oddity of each member of the Sunday's council.
“The tale of a detective” — As Syme travels by tug boat towards his unknown destination, we learn of how he came to be an undercover detective in the first place.
“The man who was Thursday” — with secrets shared between Gregory and Syme, there is but a moment before they are joined by the other anarchists to elect one of their own to the post of “Thursday.” Tensions rise for fear of what would happen should anyone else learn Syme's true identity.
“The secret of Gabriel Syme” —having arrived at a dark and tiny pub, Gregory proceeds to share his big secret with Syme in the hopes of getting the upper hand. Little does he know that Syme has a secret all his own.
“The two poets of Saffron Park” — Mr. Lucian Gregory, a poet who spouts words of anarchy, is interrupted one evening by Gabriel Syme, a secret policeman who spouts poetry and philosophy of his own. Insecurity rises in Gregory as he feels he is not being taken seriously, and leads him to extend a mysterious offer to Syme just to prove how very serious about his values he is.
“The end” — the final chapter of the king's reign and a look into the final days of the kingdom.
“Judgement” — having won the battle, the King returned to his city and his people to pass judgement on the traitors.
“The battle” — ready to meet enemy forces, the king, Curdie and their makeshift army sound the trumpet of war. They are quickly outnumbered by the traitors and foes — thankfully unexpected help comes.
“The king's army” — Curdie awoke refreshed to see the king was himself once more, just in time, too, as their enemy was upon them.
“The sacrifice” — as the palace stayed closed off, and the city spread rumours about their king, the army from Borsagrass approached. Curdie was running out of options. He needed to feed and care for the king and recovering colonel, but what was to be done with the even bigger trouble brewing around them?
“Peter” — Curdie's parents checked the emerald ring from the old Princess each day to know that Curdie was safe. Each day they felt reassured he was alright, until at last one day the colour had almost gone out.
“Barbara” — the king still had much to recover from, especially when it came to the wicked nightmares caused by the treasonous medicine. Curdie, working hard to care for everyone, found himself needing to watch over the little Barbara and the king during the night. Meanwhile, the Lord Chancellor escapes to stir up trouble in other ways.
“The preacher” — while the palace remained shut up, speculation rose in the city as to what was going on and who was left in charge.
“More vengeance” — Curdie and his creatures set about making things right in the palace. From cleaning up the neglected places to kicking out the corrupt nobles and leaders who slept with their treasonous plots.
“The vengeance” — the housemaid delivered her last message of repentance before the avengers were sent about their task to rid the palace of all the wicked servants.
“The avengers” — Curdie sets out to find Lina, and learns what she'd been up to throughout the day.
“The prophecy” — while Curdie and Irene watched over the king, the faithful housemaid delivered the message Curdie asked her to share with the house staff.
“Dr. Kelman” — Curdie and Line make a new friend while on their way to the king and to take on Dr. Kelman.
“The lord chamberlain” — as the king shows signs of recovery, the lord chamberlain shows signs of deceit; while elsewhere, Curdie sees even more devastating behaviour among the servants, and makes an important discovery.
“The loaf” — Curdie had to venture back into the city to find bread for His Majesty.
“Counterplotting” — Curdie, having pieced together enough of the plot against the king, tells all to Princess Irene in the hopes that they can create a plan of their own.
“The king's chambers” — at last in the same room as the king he was sent to help, Curdie begins to piece together clues he's unknowingly gathered since his journey began.
“The king's kitchen” — after waiting for the house to quiet down for the night, Curdie and Lina set off exploring and were surprised with the state in which they found things.
“The wine cellar” — Curdie and Lina, after a small struggle to open the door, found themselves in the cellar of the King's palace. Now the question was, how to carry on with their mission unnoticed?
“The mattock” — while trapped in the dungeon, Curdie passed the hours with thoughts of home, when suddenly there came the loud noise of an intruder.
“Derba and Barbara” — the old lady and her granddaughter showed Curdie and Lina kindness, which was greatly contrasted by what met them in the morning.
“The dogs of Gwentystorm” — as Curdie and Lina made their way deeper into the city, they attracted the attention of a group of angry dogs, but nothing prepared them for what came after the dogs.
“The baker's wife” — Curdie and Lina finish their last stretch of the journey before making it to the great city of Gwentystorm. Met by many unfriendly faces, they find kindness at the hand of the baker's wife.
“More creatures” — As Curdie and Lina made their way through a thick forest, they encountered some of the most wild and uncommon creatures to be imagined.
“Lina” — the creature that lay at Curdie's feet was none other than the ugly thing he had met with the old Princess. He remembered, however, that the true hands of this creature were those of a child, and so he let her stay as they faced the strange night ahead of them.
“The Heath” — Curdie's journey takes him through hills, villages and deep into barren lands where he met something terrible and unexpected.
“Hands” — Curdie tells his mother and father about his mission from the old princess, but will they believe his newly gifted ability?
“Curdie's mission” — Curdie makes his way to the dove tower to see the old Princess and hear the special task she has for him.
“What is in a name?” — Peter and Curdie were left alone in the dark cave waiting to see if the old Princess would return. But will she come back before their lamps go out?
“The emerald” — Curdie and his father follow a strange green light deeper into the mine.