Nahe's Links
Aislind's insistence for Nahe to do something for themself baffled Nahe at first. Wasn't there anything they could do for Aislind that wan't this? And, even if they did do this for Aislind, what would they do? They didn't need anything, only the satisfaction that came from helping others.
As they traveled, however, it became clear that there was one thing Nahe wanted more than anything -- to continue travelling on their own to learn about the new world. In addition, their change from viewing Aislind as someone they should work for, to that of a friend, allowed them to realize that the things they wanted to do was not out of obligation anymore -- but they wanted to do for someone that they cared about. Thanks to Aislind, Nahe was not only spurred to follow their dreams, but also, came to admire Aislind for their ambitions and kind heart. Before going their own ways, Nahe promised Aislind one thing -- that, long into the future, they would meet at the first village they met at to travel together again.
Nahe’s patience with others, despite being frequently misunderstood due to being a “demon”, is admirable. Aislind feels bad for not having trusted Nahe at the outset of their journey, and having believed the propaganda Driscoll spread. They are grateful (and honestly shocked) that Nahe considers them as good a friend as they do, and they vow to work together with Nahe to end the misinformation that is so widely believed about Nahe’s kind.
Aislind also respects Nahe greatly as a peer, and encourages them to be independent; after all, Nahe is quite smart and talented in many regards. They also take comfort in knowing that Nahe will likely be around for Aislind’s whole life—that when all else passes, they will still have each other.
Nahe feels conflicted about Driscoll, as they don't have the same memories that Ardor had. Overall, they keep things professional - just, often at a distance.
Driscoll notices Nahe's generally wariness and respects that. He's not too sure how to interact with them anyway, given how much of them reminds them of the times prior to the events of the game.