Why would something have to be wrong for there to be no mana, spirits or daemons? For all we know, mana, if it's exactly what it sounds, chaos never existed in large quantities outside of magical girls. It's sort of even in their name, magical girls, girls with the only large source of mana, and the daemons and spirits that Dusk refers to could be the enemies the MGs fight off to protect humanity.
Possible, depends how far Dusk's sensing reaches, is it just nearby, or city/country/world reach. Could also be that whatever supernatural there is is hiding their presence one reason or another.
[X] Give Dusk a pep talk
-[X] "If there are no spirits, we're in a new place (maybe a new world?). I know the thought terrifies you--it does me as well. But because this new place can be anything, I need your head in the game. One step at a time, okay?"
-[X] "We'll do some casual exploration, then ask passerby where to find knowledge about current events. I might need your Fatigue abilities if things go sour."
-[X] Provide other simple tasks and goals to distract him--and, honestly, yourself.
If he's on an unknown planet the prime meridian is whatever he decides it to be and he can figure out his latitude and, with enough time, the planet's axial tilt without too much difficulty.
If he's on an unknown planet the prime meridian is whatever he decides it to be and he can figure out his latitude and, with enough time, the planet's axial tilt without too much difficulty.
Well, first things first, try to figure out where you are, and go from there.
Argus: 4,3,2,2,1 = critical fail
You pull out a map, locate Orostone Woods and trace a path to Eckpool Harbor. You can confirm you are in neither of those places so you must be...
Aldermire!
The silence from Dusk must mean he is awed by your brilliance.
"Aldermire?"
Yep.
"As in the ghost town, Aldermire?"
Seems so.
"The ghost town that has been abandoned for decades, Aldermire?"
You indicate the lack of people in your immediate surrounds.
"The ghost town, that hasn't had any maintenance, and thus the buildings would be falling apart, Aldermire?"
They apparently built it to last.
"We are not in Aldermire."
But...
"No, Argus."
Dusk: 9,9,9,10 = 5 successes
Dusk does eventually manage to convince you that you are not actually in Aldermire, no matter how much your gut tells you otherwise. By the time they do so, it's well into the middle of the night, so the both of you decide to just bunk down for the night and try again in the morning.
Not trusting you sense of direction (for some reason) Dusk tasks themselves with the job of finding a resting place.
Dusk: 1,5,9,10 = 2 successes
You end up at the edge of the town (which you still believe might be Aldermire) and set up your camp.
Thankfully nothing happens during the rest of the night, and so you rise with the sun, ready to start the day.
What do? [ ] Try to figure out where you are? Nope, you are definitely in Aldermire, no matter what Dusk says.
[ ] Try to figure out how you got here?
[ ] Try to find out why aren't there any other spirits?
[ ] Might as well continue to Eckpool Harbor...
[ ] Something else?
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A/N: Seriously, those middling d100 rolls made me sad.