Try giving Morrigan the mirror available from that lyrium-addled dwarven merchant in Orzammar. It's identical to the mirror that Morrigan had stolen as a child, and which Flemeth had smashed to teach her a lesson. You can give Morrigan gifts of jewelry throughout the game, but she will be really caught off guard by the mirror. She confesses that no one has ever given her a gift like this without expecting something in return and asks how she should repay you. Stress that it's a gift; her voice actually wavers as she thanks you, as though she were choking back tears.
Morrigan: [goes very deredere] I... you should not be so... you have no idea what might happen in the days to come, to make such promises...
If the Warden is male and not already Morrigan's love interest, post-personal quest, she will ask if there is any possibility of being more than friends with her. If your character is already in love with Zevran or Leliana, and you answer that you've thought about it, or that there was a possibility, she'll respond with great dignity and surprising warmth. "Except...there is another." There's something very touching about the supposedly spiteful and selfish Morrigan quietly accepting that she can't have what she wants, and not even attempting to take the PC from his existing partner.
Also, when Morrigan admits that she considers the Warden a friend after doing her personal quest.
Morrigan: I want you to know that while I may not always prove... worthy... of your friendship, I will always value it.
If the Warden is female and have a high approval with Morrigan, she will, in one conversation, refer to her not only as a friend but as a sister, and may start calling the Warden that at the beginning of each conversation with her.
Morrigan: (warmly) What comes, my friend?
If the Warden is male, she comments that she didn't even think it was possible to be friends with a man, that they could only be lovers. She still values the friendship, and it's still very heartwarming.
If you romance someone else besides her, she may make a comment to you about you and your partner, which you can respond to as being in love. But unlike other conversations, she is not being snarky or commenting that falling in love is a weakness. She just makes a friendly comment and even says she trusts you know what you are doing. If anything, it almost sounds like she is worried for you. This, coming from Morrigan, is very heartwarming. If the Warden is female and romancing Alistair, this is especially heartwarming, since Morrigan and Alistair genuinely loathe one another - but Morrigan is willing to concede that he must be providing something that her friend evidently needs.
Some of the conversations during her romance can be a mix of this and Funny, as the pair can become Sickeningly Sweethearts entirely too well.
Getting her approval rating while in a relationship with her makes her reluctant to have sex with the Warden - both because of What Is This Thing You Call "Love"? and her ulterior motives coming into conflict with how she now feels.
If you're a female with a high approval rating and went along with her plan by getting Alistair or Loghain to sleep with her, then it's just as heartwarming and heartrending to see her call you the only friend she's ever had, and tell you goodbye while she's very obviously holding back rivers of tears over having to leave you.
Not to mention that, if a female PC asks her why she wants to do the ritual, she admits that she just doesn't want to see you die. Especially heartwarming coming from a non-romanced character, and really underscores how much she values the friendship.
Also Morrigan's goodbye when you split your party when defending Denerim (presumably only if you went with her plan, have enough approval but aren't romancing her). Made all the more heartbreaking by the knowledge that this is likely the last time you will ever see her.
Morrigan: I knew nothing of friendship before we met, and I will always consider you such. Live well, my friend. Live gloriously.
The end of the sympathetic version.
And there came a night when he was sure that she was thinking of him... somewhere. She felt regret and sorrow. But the ring told no more.
In Witch Hunt, if you kept the ring, she mentions it.
And lastly, when you are asked what you are going to do during the post-Final Battle scene, one of the options (right next to "help rule Ferelden", "rebuild The Order", and "save the world again") is that you'll find Morrigan.
And in the Witch HuntDLC, you do. Which becomes another Heartwarming Moment:
Morrigan: Goodbye, my friend.
Of course, if you were more than friends, you have another option and the conversation itself is a bit deeper. Morrigan explains that while she regrets how she had to leave, it needed to be done. If you tell her you want to go with her into the mirror, she warns you that you have no idea what lays on the other side but you can tell her you don't care - you just want to be with her "no matter what." She relents and calls you "My love", having finally given up on her "love is a weakness/a complication/not for us" mentality she's stuck to throughout your whole romance path. You then embrace with a Big Damn Kiss and enter the mirror side by side, and she will not stop smiling during the rest of the cinematic.
Morrigan: You cannot know what you ask. T'would be better if you stayed. For you. For us both.
Warden: I want to be with you. No matter what.
Morrigan: [smiling] Then come, my love, and we will face the future together.
Morrigan's reunion with Dog in Witch Hunt. She spent the entirety of the first game snapping at and griping about Dog, and Dog had mostly avoided her. And at the end of the DLC, Dog is leaping around and yipping happily at Morrigan, and she's smiling at the antics.
In Witch Hunt, Ariane reveals that a male Warden who romanced Morrigan often absent-mindedly plays with the ring that she gave him when he thinks no one is looking. Despite his claims that this does not mean they are married, it's clear that absolutely no one is buying it!
Later, Morrigan admits that she lingered at the Eluvian because she sensed the Warden was coming via the ring, sounding very close to tears with the realisation that even after two and a half years apart, the Warden is still wearing it.
Morrigan could end up saying you will never understand each other in exasperation. Rather than saying she should help you understand or that you never will, you can respond by pointing out how you helped each other anyway. Morrigan is touched by this.
Alistair giving the female PC a rose he picked in Lothering.
Alistair: I thought, how can something so beautiful exist in a world of such darkness? (...) I thought I might... give it to you, actually. In a lot of ways, I think the same thing when I look at you...
Just before approaching Redcliffe for the first time, after Alistair has spilled the beans about his father being King Maric:
Alistair: Good; and I'll just pretend you still think I'm just some nobody who was too lucky to die with the rest of the Grey Wardens.
Warden: Is that really what you think?
Alistair: No ... what I really think is that I was lucky enough to have survived with you.
Or the other option:
Alistair: Good; and I'll just pretend you still think I'm just some nobody who was too lucky to die with the rest of the Grey Wardens.
Warden: So what does that make me then?
Alistair: The reason I say I was lucky.
Alternate for a male Warden or non-romanced female considered a friend.
Warden: So what does that make me?
Alistair: The reason I think we have a chance to make things right.
If the Warden convinces Alistair to sleep with her before he proposes it, he eventually tells her he loves her, and that "you're the first woman I've spent the night with, and if I have it my way, you'll be the last."
Giving Alistair his mother's amulet. He never knew her, and was instead raised by his father's brother-in-law Arl Eamon Guerrin. All that he had of hers was a small, cheap Chantry amulet, but the young boy cherished it. When Eamon was coerced into sending the adolescent Alistair away to be trained by the Chantry and made a templar, Alistair was so furious that he threw the amulet against a wall, shattering it. Years later, the player can find the same amulet, meticulously glued back together by Eamon, and give it to Alistair. With the right dialogue options chosen, the ensuing conversation is one of the most touching to be shared with him, male or female Warden.
Giving Alistair Duncan's shield is a great moment for both of you. Not only is it a practical gift, but Alistair finally has something to remember Duncan by.
During the finale, you're forced to split up the party, taking three members to fight the Archdemon and leaving the rest behind to guard the gates of Denerim. Your party members' dialogue will differ, depending on whether or not you choose to take them with you, though their heartfelt goodbyes always swing between Tear Jerker and heartwarming. If you take a romanced Alistair with you:
Alistair: So this could be it. Soon this will be finished, one way or another.
Warden: I love you, Alistair.
Alistair: And I love you. Always.
The Epilogue reveals that if the Female Human Noble becomes Queen and rules alongside Alistair, during their official tour of Ferelden, the people quickly come to adore their new royal couple, partly because everyone can see how much Alistair is completely besotted by his new bride.
Leliana's story about the literal Star-Crossed Lovers and her subsequent confession of love, after which the Warden can say that s/he already knew and felt the same:
Leliana: Oh, chivalry is so dead, making the lady spill her guts like that.
Another example comes if you complete Leliana's personal quest (preferably by killing Marjolaine). In your first conversation, Leliana will confess that she feels herself "slipping." This is your opportunity to harden her personality or to convince her that she's a good person. If you choose the latter, she will later thank you. During a third conversation about Marjolaine, you can comment to Leliana that you hope to be as special to her as Marjolaine was.
Leliana: My dearest one, I think that day has already come and gone. I have never regretted leaving Orlais. I do not regret any of the pain, the anger, the loneliness... because it brought me to you. And I... love you.
The song Leliana sings after the completion of the "Nature of the Beast" quest (In Uthenara, an elven song traditionally sung at funerals) and her explanation of why it means so much to her. She explains that an elven woman taught the song to her as a child after her mother died to comfort her and taught her that death was not something to be hated or feared, merely a transition from one life to another. Double the feels if you're playing as a Human Noble Warden.
Leliana: I'm reminded of a song I once heard. It was when my mother died, and this wise elven woman comforted me, and told me that we shouldn't fear death, or hate it. "Death is just another beginning. One day, we must all shed our earthly bodies to allow our spirits to fly free" [...] It's a beautiful sentiment, I think, one that brings peace and hope to the grieving.
If Leliana isn't your Love Interest, but your friend, the wording is different but still very moving, as Leliana clearly regards you as the reason she has found the strength to keep going.
Both of Leliana's speeches before the final battle for a romantic partner are shining examples of this trope.
Leliana (taken with you): "I am not afraid. We go to fight for a good cause and there is nowhere I would rather be. You are my dearest friend and my love; you lit my path through darkness and I will stand with you, to whatever end. This day, we will forge a legend of our own."
Leliana (if left to defend the gate): "Whatever happens I... I will always treasure the time we shared. No darkspawn, no archdemon will ever take that from me. You are my Grey Warden, and our savior. Win this war for us, my love, and... come home."
If you pursued a romance with Leliana, the epilogue of Awakening says that the Warden has reunited with a certain "red-haired bard" and is still out there with her, looking for adventure, having never returned to the duties of Warden-Commander. If this kind of happiness is not the greatest reward for the Hero of Ferelden, I don't know what is.
In Dragon Age II, it is revealed that the Warden effectively dumped her (possibly not quite our of his/her own volition, as the matter of his/her disappearance is left intentionally vague). However, being, well, herself, Leliana manages to turn even that into a CMOH: as of the Dragon Age II ending, she is still searching for him/her across all of Thedas (regardless of whether you pursued romance with her or not). In fact, it's her official job now, it seems.
In her other cameo, she implies that she knows where the Warden is if you romanced her, so it is up in the air. However, that cameo takes place at a time different from the end of the game, so she may have known at that point, but later lost track of him/her.
Becomes even more heartwarming in Inquisition. The only reason the Warden left in the first place was to cure the Calling so they can grow old together with Leliana.
The entire Zevran romance is much deeper and more heartwarming than one would think upon meeting him. Zevran might flirt with everyone he encounters, but once things start progressing between him and the PC, he asks for their clear consent at every stage of the relationship and backs down without any hesitation in case they don't want to take things any further. If you're romancing anyone else at the same time, he urges you to consider their feelings when asking you to choose between them and appears to expect to be the one being turned down in the end. Should you actually progress to the Love stage of the romance, he does require some time and soul-searching to get through the confusion, but manages to do so and ultimately proposes to the PC in a fashion. Even Wynne ultimately admits that the elf seems different while near his lover and that the relationship is a positive influence on both of them. Like Leliana says, there is more to Zevran than meets the eye, and finding out a lot of it requires attention and patience.
Telling Zevran that you want him to choose his own path after killing Taliesin.
Zevran: But that is what I am asking you. Do you want me to leave? Do you need me here?
Warden: I want you to do what's best for you.
Zevran: I... am not sure how to respond to that. Nobody has ever... I mean, normally these things are decided by others. Er... I suppose I shall... stay? Is... is that... good?
He actually turns down the PC's offer of sex afterwards, because he finally realizes he's in love with him/her and he's confused by it not being just another fling. (Though if you talk him through his feelings, he'll resume visiting you in your tent.) The rest of the romance is made of this trope.
Zevran: If this should be the last we speak, I want you to know... assassinating you was the luckiest thing that could have happened to me.
Warden: I love you, Zevran. I hope you know that.
Zevran: Yes. Yes, I know that. (amused — he can't say it himself — prelude to a kiss)
If Zevran is in love with you, and you choose not to bring him with you to slay the Archdemon, it goes into serious Tear Jerker territory, especially if you choose Ultimate Sacrifice. When you tell him you love him, his face breaks down and he sighs sadly, "... cruel to the end."
If the Warden dies, Zevran is still in mourning years later in Dragon Age II.
If Zevran is in love with you, and you survive, you get the option to take him with you on your travels.
You get that option regardless of whether or not you romanced him. Still, there's something heartwarming about him and the Warden being Platonic Life Partners.
If Zevran is romanced, he's the only Originslove interest who isn't separated from his Warden at the time of Inquisition - they're traveling together.
Anytime Sten actually cracks a smile. It's a small one, but considering how stoic he is even when joking...
Sten gets one as well, when the stiff, carefully spoken giant breaks his own strong social taboos to compliment the Warden. "I will not look for you on the battlefield," which is all the more heartwarming (from two angles!) when one thinks about it.
When you get his sword back, and tell him you still need him in the party, he suddenly cracks a warm smile and simply says, "Then lead the way." Like any praise from Sten, this moment is amazing.
Sten: And I could deliver a much more satisfying answer to the Arishok's question if the Blight were ended, don't you agree?
Sten: Then lead the way.
Also, just one word: Kadan. Every time he uses that word as a greeting, you will feel a little warm. Kadan, in the Qunari tongue, literally means "where the heart lies." It adds an impressive amount of weight to this; in one word, Sten is telling you that he values you as a friend and leader and one he holds close to his heart.
When Leliana sings the elven song "In Uthenara" at the conclusion of the Dalish quest, when the camera pans to Sten, the qunari solemnly looks down at his chest, completely caught up in the song. This troper almost expected to see a tear roll down his cheek.
A later party banter between him and Leliana indicates that he does seem to have a respect for her singing talents; he questions her about a song she was singing on the road. When she asks if he wants her to stop, he replies that he never said that, he was only curious what the song was about.
If the Warden dies in the final battle, Sten returns to his homeland and is asked by his leader if he found any worthy beings in his travels. He replies, "Only one."
A marvelously understated one occurs in an early conversation with Sten about why he came to Ferelden. When he tells the Warden that he cannot go home, the Warden can respond, "Well, you can stay here with us." His response is a simple "...thank you." The actual weight of his response, however, comes immediately afterward: "Sten Approves (+15)." note This is one of the biggest approval bonuses you can get in the entire game from a single conversation, which should say everything that needs to be said about how much that one statement means to Sten.
Another understated one, if you choose Sten to lead the party holding the gates at Denerim. He smiles, and says something like, "As it should be." It's basically the big Qunari's way of saying, "Don't worry. I've got your back."
Should the Warden make the ultimate sacrifice, Sten is the one to adopt the Dog. He really has been in Ferelden for too long.
In one conversation, Wynne says that she's a very old woman and she's feeling tired. The Warden can say that she looks like she's got a lot of years in her yet and her response is "You are very kind to say so."
Wynne: And if we should prevail, even if you die, you will live on in the memories of those you sacrificed everything for.
Warden: That's all I could ask for.
Wynne: And perhaps one day, they will forget, but it will not erase what you did. Every new day they see will be because of you. And nothing in this world will ever make that untrue.
One is only heartwarming if you're playing a second time, and know Wynne has a spirit of the Fade keeping her alive. She openly ponders what makes an abomination and probes you for your opinion. If you're playing again, you now realize if you tell her that abominations are how one acts, and not how one is, you're making her feel good again because you're basically telling her without knowing it that she's not an abomination just because she has a Fade spirit in her.
During the conversation with Wynne when she reveals the Spirit of Faith is the only thing keeping her alive at this point - before she reveals her regret, she mentions that if she goes down, she'll just get right back up again, which leads into this conversation.
Wynne: So you had better listen to me, because I swear, if I should fall before the end and you don't seem to be doing things properly, I'll get up again to give you a good finger-wagging.
Warden: I'll hold you to that promise.
Wynne: You know, I think you'll be all right, even without my help.
Shale gives you one if you side with Caridin, do Shale's sidequest, and get a high approval rating with the golem. The golem, for the only time in the game, refers to the Warden as something other than "it".
Shale: I realize that it has been - you have been good to me, when you did not have to be. I... thank you.
Giving Shale a pet rock from the Feastday DLC.
After constantly referring to Wynne as "The Elder Mage" in conversations (much to her annoyance), Shale ends one conversation with:
Shale: I understand. Thank you for the answer... wise one.
Shale can decide to become mortal again, after spending the entire game bemoaning them as useless, fleshy, squishy things, due to the Warden showing her that mortals can prove to be just as tough as a Golem if they want to be. What really make that conversation so heartwarming is her small admission that if the Warden should ever see a small Dwarven woman in the crowd, nervous about being squished, that will be her. Shale's openly admitting her own fear and trepidation at becoming mortal again, but still wants to try because of your example.
And in one epilogue, she succeeds.
One example that might be unintentional, but still feels sweet regardless. When Shale starts liking the Warden, she will have a dialogue with him/her where she tries to reconcile this new liking with her misanthropy by asking if the Warden was born from some "superior genetic material". If the Warden is an Elf, her answer, while probably not intended to be so, comes up as a sweet Take That! to humans' racism toward elves:
Shale: That must be it. Humans have always seen elves as inferior, but this must be their own stupidity talking.
One that's only seen if you read the tie-in novel Asunder, which takes place after the events of the second game. Shale is seen, with Leliana, mourning the death of Wynne. Considering her early disdain for 'fleshy beings', it's truly touching to see that she has grown fond, not only of the Warden, but some of the other companions as well, fond enough to experience sorrow at the loss.
Everything about the Dog. This is especially true for the Human Noble (Dog is the only other survivor of Castle Cousland and all that followed), but he's a big ball of heartwarming for every origin. From the way he rolls in the grass when you pet him to his bonding with Sten. Especially at the end, if you decide to not take him with you -the way he whines, and you can just hear it in his voice that he knows you'll get in trouble without him, but he'll stay here to make sure nothing will get past him.
In the scene before the final battle, if you don't take him with you, the Dog's concern is expressed thusly:
Oghren, if you choose to leave him in defense of the gate at the final battle. Especially if you have maxed out approval. He realizes how far he's fallen from the great warrior he used to be to the raving drunk he was when you met him, and he shows that your friendship helped pull him out of that ditch.
Oghren: Let the stone turn red from the blood of heroes. Today, I will be the warrior you taught me to be.
His line when you do take him with you is also a Badass Boast and CMOH combined.
Oghren: This is it, Warden. "When from the blood of battle the Stone has fed, let the heroes prevail and the blighters lie dead." As one of the blighters, I sodding salute you. Let us show them our hearts, and then show them theirs.
Even before this, if you've talked to him a great deal and encouraged him, bolstering your approval rating with him and earning his trust, there comes a point where he converses with you with his helmet on. He tells you, from behind the helmet, that he thinks of you like family. He can't face you without his helmet because he's overcome by his emotions. Oghren, despite the arguably limited screentime he gets as compared to the other companions, can genuinely grow to love the Warden.
Sten and Shale hit it off remarkably well, especially considering the borderline antagonistic conversations they have with everyone else. Sten expresses impressive respect for Shale's abilities, and Shale responds in kind, admitting that she admires Sten's combat prowess (as well as his musculature...) - something she does for no one else in the party save, potentially, the Warden. And for Sten's part, he actually refers to Shale as kadan - just like he does the Warden.
If you have Loghain as a party member, you can ask him about his daughter. See the way he beams with pride in her, as any father would, even if she was chiefly responsible for his defeat at the Landsmeet.
In fact, in your first conversation with him, you can get a massive +40 Approval from him - the biggest jump in any game - and part of it is by asking him what he wants. He's shocked that you'd ask him, but gives a long speech about driving the darkspawn and enemies out of Ferelden forever, while mourning the fact his war room is empty. Both a Badass Boast and a Tear Jerker at the same time.
It's even more powerful when you've read the prequel novels and understand that, until then, no one has ever really asked him that question, nor has he ever been able to really choose what he wants. Loghain was born and raised under the occupation, forced to work for the Orlesians who didn't care about him or any other Fereldan, then thrust into a rebellion when he and his father were forced to flee. And even when Maric made him a teyrn, he was forced to let go of the woman he loved for the greater good. And the game is a whole different chapter on its own.
If you've befriended him, and you don't take him with you to face the Archdemon, he'll puzzle as to why he's not being sacrificed. One of the possible dialogue options:
When you ask Loghain about Maric, he says one thing that captures their friendship perfectly:
He was my friend. If he'd wanted to conquer the Fade, I would have led the charge.
Should the Warden be captured after rescuing Anora, your companions will make various remarks about how upset they are. They are only that upset because they have grown to see the Warden as friend, and in some cases more than that.
Oddly, the end of the Mage's harrowing during his origin story comes off as heartwarming, when the Pride demon congratulates you on figuring out its plan. Is it possible the demon is showing pride in the Mage's forbearance?
Pride Demon: Simple killing is a warrior's job. The real dangers of the Fade are preconceptions... careless trust... pride. Keep your wits about you, mage. True tests... never end.
Given Solas's explanation about the nature of spirits and demons, that Pride Demon probably was a Spirit of Wisdom, who congratulates you for being wise enough for noting the delusion and give you a final advice before left away.
In general, being a good-aligned character can have quite a few of these, if only because of the Black and Gray Morality of the setting. Ferelden is a dark setting, but through your actions, you can save the world and do good, just things for the people and the realm. Light shines brightest in the dark, and Dragon Ageproves this. Good Feels Good.
There's something to be said about listening to stories about the heroism of the Grey Wardens. Talking to people in the streets who revere them, hearing legends about them, and listening to Wynne's stories of them and what they stand for. Especially Wynne's story about how the Wardens stood between the Blight and the kings of old, giving their blood to protect the people. And then you take up that mantle and do the same, not just by defeating the Blight but by spreading justice, righting wrongs, and generally kicking the crap out of the darkness to bring light back to the world.
A City Elf Warden gets a few of these towards the end.
First rescuing his/her father from the Tevinter slavers and later receiving a dagger which belonged to his/her mother.
Later on during the final battle wherein Shianni refuses to flee instead staying to defend their homes along side the Warden (which doubles as a Moment of Awesome for her.)
There's a small one at the end of this origin as well, though it can go overlooked considering all the horrible things that have happened so far. After killing Vaughn for raping Shianni, the Warden and Soris escape with the girls back to the alienage. When the guards show up looking for the ones responsible, the Warden has the option to step forward and take all the blame, even though they'll probably be tortured to death by the Arl of Denerim for it, saving Soris from the same fate. The gratitude that Soris shows you after Duncan recruits you into the Grey Wardens really drives the point home.
Soris: "You've been my hero since we were kids, it's just official now."
This one is easy to miss, but in the beginning of the game there are two kids running around behind Alarith's shop. If you stop to talk to them they explain they're playing a game where they pretend to be human heroes and fight each other. When asked why they don't play as elven heroes they say its because they've never heard of an elven hero. So you can tell them the story of Talthas, a crafty and beautiful rogue who stole from the rich to give to the poor and hide treasure all over Thedas when she retired. The kids start to argue over which one of them gets to be Talthas before starting to play again.
When you go (back) to the Alienage late in the game you find a mentally broken Elf woman outside the orphanage, muttering to herself about her grandmother and some bad things happening in the past. After the HONF orphanage quest, you can find a memento for the Elf. When you give it to her, she seems to find some solace from the gift and leaves, apparently calmer and more at peace. Coming on the heels of aforementioned quest and given the Alienage's condition at this point, it's especially heartwarming.
The Human Noble gets a fair bit too. The individual conversations you can have with Bryce and Eleanor as you make your way through the castle during the origin story are adorable, with each of them telling you how much they love you, how they trust you to take care of things while Bryce and Fergus are in Ostagar, and Bryce is even willing to entertain the notion of his younger child - even a daughter - joining the Grey Wardens when he comes home. Many players who favor the Human Noble origin over the others cite the beautiful relationships between the Cousland family members as a large part of the reason.
When you get to the ghost of your father during the Gauntlet, and he tells you how very proud of you he is, how he doesn't blame you for having to run away, leaving him and your mother to die, it's hard not to feel those Manly Tears.
They come again when the game ends, and you find out Fergus is alive after all this time, and the Couslands aren't all gone. It could only have been more heartwarming if the devs had allowed us to see the actual reunion between big brother and little brother/sister.
A good-aligned character will probably do more harm than good in Orzammar, but there is one example where that doesn't prove to be the case. In Dust Town, you can meet with a dwarven woman, Zerlinda, whose son is casteless. Because of this, she was told by her father to abandon the child in the Deep Roads to either starve or be eaten by darkspawn. She refused and is now reduced to begging. You can offer to convince her father to take Zerlinda back home. Upon returning to her with the good news, she can scarcely believe it.
Zerlinda: If this were a story, my son would grow to manhood and pledge himself as a knight in your service! I will send him to you when he comes of age; I promise!
There's also her father's reaction. At first he's dismissive of "the casteless whore claiming to have been his daughter," but after a rather easy Persuasion check, he breaks down and almost begs the Warden to tell Zerlinda to come home, and that her parents are waiting for her.
Another option is to tell her to go to the Surface. She brightens at the thought that there are no casteless in the Surface World. When warned it'll be difficult, she brushes that aside because the only thing that matters is her son.
It overlaps with being a Tear Jerker, but Niall's final farewell in the Fade is a heartwarming moment. After being trapped in the Fade and failing to save the Circle, Niall is understandably feeling a bit depressed about the prospect he's going to die alone. You can try to reassure him that he isn't alone, but he'll throw it back in your face. "Right, some complete stranger is going to be my sole companion for the rest of my short, pathetic life." By acquiring new forms and killing the demons imprisoning you, however, you can give him some hope. And when you defeat the Sloth Demon, he will tell you that he cannot leave the Fade as his body is dying. However, he does not fear death, and he can rest easy knowing that you will save the Circle. You can tell him that he did all he could and respond positively when he wonders if his mother would be proud of him. And in the end, his final words are quite touching:
'''Thank you, and goodbye...friend.
A quiet, subtle one happens in the Deep Roads. You can find Ruck, a dwarf who has gone quite insane. When you track him to his home/lair, he gibbers at you frantically about how he had to resort to eating darkspawn corpses to survive. It's why he is the way he is. He then says you know what he's talking about, as he can sense the darkspawn corruption in you. One of your optional responses is "I'm a Grey Warden, it's not quite the same." He tilts his head, then replies in a reverent tone, "Grey, like the Stone. Guardian against the darkness." Dwarves revere the Stone around them, and they reserve their highest compliments to be comparisons to it. He basically calls you a savior sent by the Ancestors to protect everyone, even if you've been a bastard the entire game up to that point.
Also, if your Warden is female, he will call her "pretty lady" and compare her to the streams of lyrium found in the Deep Roads: a substance most races consider more valuable than gold.
He doesn't want to go back to Orzammar because he's ashamed about what he's become and can't bear to face his mother. If you told his mother about this, she drops everything and decides to go find him anyway, because he's still her son no matter what he's become.
Alistair arguing with the Warden to allow him to be the one to sacrifice himself to kill the Archdemon. One of the options you can follow essentially has your character say "I can't let you do that," followed by the Warden selflessly sacrificing him or herself to end the Blight... and saving Alistair from having to do the same.
Upon starting a romance (it doesn't matter which), Wynne will comment on how she's unsure if becoming romantically involved with someone is the best thing to do considering your duties as a Warden. However, if you treat your love interest right and maintain a good approval with them, Wynne will eventually recant and admit that you two are good for each other.
She'll even defend your relationship with Morrigan to the rest of the party should romance become love.
Likewise, when Alistair believes Morrigan will be a bad influence on the Warden, Wynne replies that there's also the chance that the Warden will prove to be a good influence on her.
If you remain faithful to Jowan, and do everything you can to help him, he will still be returned to the Circle of Mages to be Tranquilized. He will have fully atoned at that point, and as he's led off to the Tower, he says warmly, "Goodbye... friend." Keep in mind that he knows the next time you meet, he'll never be able to express any sort of emotion to you.
It's possible to make him run away and elude capture, in which case the heartwarming moment comes later, when in a (currently bugged) quest, you can find him defending a group of travelers and has already repelled at least three other attacks. He might be a Blood Mage, but not someone who has lost his humanity.
The Warden gets a line in "Jowan's Intention" which makes it even heartwarming if it comes from the Mage Warden. Finally their old friend has succeeded in doing something right and can make up for his past mistakes.
A simple one comes as the chosen party races from Denerim's gates to find and kill the Archdemon. The only path you can take leads you past dozens of Arl Eamon's troops, and as one they raise their fists and roar their support for you, some even calling out awesome lines. It's especially touching when you consider how far the Grey Wardens have fallen in Ferelden, and that they've been slandered as traitors and regicides by Teyrn Loghain for months. These men and women know that you're their hero, and damned if they'll let you face near-certain death without letting you know it. "Maker bless you, Warden!"
And before that, every single companion, one after another, gives you a little farewell speech, together with heartwarming music. This is already almost unbearably sweet. And then you storm past the rows of cheering soldiers with the game's heroic leitmotif in full force...
Alistair's speech wraps up simply and poignantly. It's especially heartwarming if you romance him or take his friendship track to the full. Given he's been with you since nearly the beginning of the game, it's particularly touching.
Alistair *while grinning* Now, let's find the Archdemon and kick its ass.
During the Urn Of Sacred Ashes quest, bringing the right party combination to the Gauntlet and admitting that you do feel guilt over what happened in your character's origin in response to the Guardian's question can result in your companions all telling you that what happened is not your fault and not to blame yourself. It's sweet enough having just one of them do that, but having all your party members rounding up to comfort you one after another is both unexpected and incredibly touching. Even Oghren of all people does it, in his own way.
Much is already said about the Warden's meeting with the Gauntlet spirit, but the amulet you receive, Reflection, offers a Moment of Heartwarming of its own. No matter whose spirit you met or whatever became of them, your memory of them lives on and gently pushes you forward in your moments of doubt:
A simple amulet with a mirrored back and an archaic symbol of the Chantry on the front. Sometimes, when gazing into the silvered backing, there are fleeting glimpses of someone else: the face is familiar, and the smile encouraging.
The quest "A Topsider's Honor" tells of Willem Trialmont, an elf that came down to the Deep Roads to fight along the dwarves against the darkswawn. The dwarves were distrustful at first, but came to respect him in time and, when he finally fell in battle, considered him one of their own and gave him a full burial with honors. Here's the epitaph they've written for him:
The Stone take this topsider as she would welcome her own. He was born to air and sky, but has served the Deep Roads better than a native son. Many will see another day because he fought at their side and fell in their stead. We don't know his rites, and I fear the loss of his family blade may cause unrest on whatever journey he faces, but we know him as brother in blood and extend that which is sacred to us. Willem Trialmont, if the path home is dark, the Stone is honored to have you in the foundation.
A Dalish Elf Warden that survived the fight with the Archdemon can ask for, and be granted, a homeland for the Dalish Elves. Ashalle, the Warden's Parental Substitute who's there to congratulate you, is almost in tears that she'll be able to do something so simple as to build a house on land that's her own, forever.
During the Dalish Elf origin, speaking with Ashalle at various points in the plot will reveal how much she cared for the character and underscores how close the clan really is. She'll even go so far as to say how she's So Proud of You.
During the siege of Redcliffe line, there are a few of said moments built in, particularly once you hear crying of the children in the Chantry and the story laid out by various residents of the village. A few choice ones include gaining free ale for the militia, finding extra bodies to defend the village, re-uniting Bevin and Kaitlyn, and promising Owain you will find his daughter. During the ensuing battle, the Warden and his posse are able to tear into the flank of the undead assaulting the Chantry building (doubles as a Moment of Awesome), and killing a vast portion of the undead before they break into the second ranks. If you manage to save everyone, it's especially gratifying. Hope Bringer indeed.
Bann Teagan: Dawn arrives, friends, and all of us remain! We are victorious!
If you get the cowardly barkeep to participate in the fight and he survives, afterwards he thanks you for giving him the push he needed (it takes a high intimidation check) and gifts you a magic ring. You have to smile knowing you made this guy take a stand.
Going into the castle and rescuing the blacksmith's daughter is also pretty sweet. Once you calm her down and encourage her to return to the village, she flees to safety. You can go back to the blacksmith's shop afterward, and he is absolutely beside himself with joy because you saved his only child.