The Great Encyclopedia of the Beandom · Heroes & Teams
The Rod Squad
A knight, a goatherder, the greatest goat of all time, two mismatched officers, a Dragonborn fugitive, and a living statue rush headlong into battle.

At a Glance
- Founder: Sir Roderick
- Name chosen by: Roddy Squires
- Mission: Rescue the palace and defeat the Needler
- Primary opponent: A towering glass golem
- Battle cry: “Rod Squad, accumulate!” followed by “Charge!”
- Core strength: Complementary abilities and mutual confidence
Formation
Sir Roderick forms the Rod Squad after discovering that the Needler has trapped the palace behind a glass golem and spread despair across the Beandom. Many established heroes are already incapacitated, leaving Roderick to recruit whoever remains willing and able to act.
Roddy Squires agrees to join on one condition: the party must be called the Rod Squad. Roderick points out that future members may not be named Rod, but Squires insists that the two Rods will remain in charge and the name will still work.
Members
Sir Roderick
The squad’s founder, field commander, and source of magical confidence. His Wunderwell blessing allows him to strengthen others with words, while its curse gradually covers him in protective scales.
Roddy Squires
The accidental hero of Book One returns to goat herding but joins when Roderick needs his unpredictable luck. He supplies the team name, morale, and the most powerful goat in the realm.
Goat-Goat
The G.O.A.T. goat is taller, broader, and more golden than the rest of Squires’s herd. Its charge shatters boulders and ultimately smashes through the glass golem’s body.
Officer Grimblewaith
The former Whatsit joins the Beandom Highway Patrol and becomes the squad’s durable lawkeeper. He strikes the golem with his club, shields his partner, and remains committed to serving and protecting “stuff.”
Officer Glocke
The only pixie on the force possesses overwhelming zeal, a crystal-ball siren, and a preferred attack strategy of flying into an enemy’s ear. Her small size makes her difficult to target but does not protect her from flying glass.
Priscilla / Rezella
The Dragonborn fugitive joins while protecting her egg. She melts the golem’s weapons, transforms into a red dragon, and sacrifices her life to give the squad its opening for victory.
Michelle / Miss Marble
A Wunderwell wish turns Michelle and her family into living stone. Her nearly indestructible body draws the golem’s attacks, protects her allies, and makes “rock beats glass” a viable strategy.
General Otto
The strategy sprite is not physically present but produces the official battle plan. His safest plan requires forty-two hours; the rushed eight-hour version is essentially to charge while believing “You’ve got this.”
Alabaster
Sir Roderick’s aging white steed carries him across the realm, survives multiple escapes, and continues despite reduced steedspeed and a history of midnight oat-and-hay benders.
Recruitment Through Confidence
Roderick’s new magic encourages potential recruits before he fully understands when the power activates. His praise strengthens Roddy, persuades Glocke that her zeal matters, and helps Priscilla accept her Dragonborn identity.
Before the battle, Roderick admits that his words carry magical influence and gives everyone a chance to leave. No one does. Instead, each member returns the encouragement to him, proving that the squad’s loyalty is not merely an enchantment.
The Glass Golem Battle
The squad’s abilities fit together even when the plan does not. Michelle runs in front and absorbs the first volleys. Priscilla attacks from behind her shield and melts the golem’s limbs. Glocke damages its head, Grimblewaith breaks its support, and Michelle protects him from the falling spikes.
Priscilla appears mortally wounded, then provokes her own Dragonborn transformation by demanding that Roderick call her Rezella. In dragon form, she burns away the golem’s remaining weapons. Goat-Goat charges through the weakened core and reduces the monster to scattered shards.
Cost of Victory
Priscilla dies after the battle, leaving Sir Roderick responsible for her egg. Michelle, Grimblewaith, and Glocke are damaged or wounded. The squad pauses to honor its fallen member before continuing into the palace.
The loss defines the difference between heroic confidence and careless optimism. Roderick cannot promise that everyone will survive, but the team chooses to act because waiting would leave the palace helpless.
Storming the Palace
Inside the palace, Roderick revives victims with the phrase “You’ve got this.” Michelle and Squires guide recovering werefolk to a safer wing before the full moon. Grimblewaith tends to Glocke’s injuries and continues supporting the rescue.
Although Roderick faces the final confrontation alone, the squad makes that confrontation possible. Their victory over the golem reopens the palace and proves that an improvised team can succeed where famous heroes, official agencies, and forty-two-hour strategies cannot.
Team Principles
- Use the person available, not the imaginary perfect hero.
- Explain magical influence before asking allies to risk their lives.
- Pair abilities instead of expecting one champion to solve everything.
- Accept that diplomacy is worth considering, even when tea time is not practical.
- Do not underestimate goats.
- Remember the fallen and finish the rescue they made possible.
The Rod Squad was named before most of its members joined, planned after the deadline had passed, and successful despite both facts.
—The Chronicler