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Heartwarming / The Elder Scrolls V: Skyrim

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If you look hard enough, Skyrim contains enough goodness and warmth to make even the most stone-hearted adventurer go FUS RO D'AWWW!

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    Main Game Tenderness 
  • You can play tag with some kids in Solitude and Whiterun. If you have your own adopted children, you can play tag or hide-and-seek with them no matter where you live. If you live in a city with other children and have adopted children of your own, if one or the other asks you to play tag, either your kids or the city kids will join in. There's no point to it at all - it's just fun. All together now: Awwwww...
    • Really, the Dovahkiin's interactions with children in general are this. You can play tag, as mentioned above, you can rid Aventus and the orphanage of Grelod the "Kind", you can convince Braith to stop bullying Lars, and there's even a depressed girl in Solitude you can cheer up by telling her about the dragon encounter in Helgen. And while Bethesda prevents you from killing children, another possible interpretation is that the Dovahkiin just can't bear to go through with it.
  • If you use your Dragon Shout inside of a village, a few of the guards will come up to you and ask you to stop. A few days later a courier will deliver a letter to you from "a friend:"
    "(Name), You caused quite a bit of stir in (place) when you demonstrated the power of your Thu'um. Not everyone is anxious for the return of the Dragonborn. I for one desire to see you grow and develop your talents. Skyrim needs a true hero these days."
  • Clavicus Vile accepting his dog back to his side and sheepishly thanking you. And this is after he ordered you to kill the dog.
    • Barbas is essentially his conscience, after all, and the aforementioned order came before they were back together.
    • In the beginning of the quest, Barbas promised that you would be rewarded. In the end, it's implied that Barbas egged Clavicus into giving you the Masque, Clavicus' true Daedric artifact, for all your troubles. It just goes to show how loyal Barbas is.
  • If you defy Hircine's orders to kill Sinding and instead help him escape, the Lord of the Hunt is a surprisingly good sport about it, congratulating you on overcoming so many worthy hunters and allowing you to keep his stolen ring with his blessing.
  • Jarl Ulfric's speech to Galmar when you first enter the Palace of the Kings.
    Ulfric Stormcloak: I fight for the men I've held in my arms, dying on foreign soil. I fight for their wives and children, whose names I heard whispered in their last breaths. I fight for we few who did come home, only to find our country full of strangers wearing familiar faces. I fight for my people impoverished to pay the debts of an Empire too weak to rule them, yet brands them criminals for wanting to rule themselves! I fight so that all the fighting I've already done hasn't been for nothing. I fight... because I must.
    Galmar Stone-Fist: Your words give voice to what we all feel, Ulfric. And that's why you will be High King. But the day words are enough will be the day when soldiers like us are no longer needed.
    Ulfric: I would gladly retire from the world were such a day to dawn.
    • Towards the end of the Stormcloak questline, Ulfric names the Dragonborn "Stormblade," stating that after all they've done, he considers them one of his own kin. Ulfric naming you his battle brother/sister, regardless of race, is a truly heartwarming moment.
    • When you return from your initiation, Galmar will be mildly surprised and muse that he owes Ulfric a drink. No matter your starting race, Ulfric thought from the start you were Stormcloak material and vouched that you'd suceed.
  • Freeing Kodlak Whitemane from his curse and allowing him to go to Sovngarde. He swears to gather the heroes of Shor's Hall and lead them in raiding Hircine's realm to free the other Harbingers. He also says that he would love for you to join them on that day. Manly Tears, people. Manly Tears.
    • Best part? When you actually go to Sovngarde, he's there. It worked.
      • Double in that if he wandered far enough to meet you and Alduin, he will join in the fray as if to repay you for your kindness, and prove why Hircine is gonna have a lot of trouble if he wants to keep any more Harbingers from Sovngarde in the near future.
      • Both Tsunnote  and Ysgramor, the first Harbinger of the Companions himself, will reference Kodlak by name. Ysgramor tells you outright not to fail Kodlak, as he has earned his right to enter the Hall of Valor and does not deserve to be hunted by Alduin. It says something about Kodlak that both a god and a legendary hero respect him greatly.
    • After his funeral, you get a chance to read Kodlak's journal. The old man apparently felt for you an admiration and a trust that are nothing short of touching.
      • It goes further. The journal's first entry is Kodlak chronicling a dream in which you fought at his side to cure his lycanthropy. When he first saw you in person, he recognized you from the dream, and intended all along to see you rise within the Companions, and eventually take over the post of Harbinger from him. The What Could Have Been of Kodlak living longer, and actually grooming you to lead the Companions is equal parts Heartwarming and Tear Jerker.
  • Listen to that incredibly awesome intro involving Nord warriors singing about the Dovahkiin, a hero battling evil who is going to save Skyrim from Alduin. Now realize they are specifically singing about you. The warriors of the harshest land in Tamriel are singing praises and prayers of hope regarding you. Feel those Manly Tears, Dovahkiin.
    • Cranked Up To Eleven by this singer, coupled with "The Dragonborn Comes."
    • Related ending spoilers: the heroes of Sovngarde all sing your praises when you literally slay Alduin's physical form, and Tsun, the shield-brother of Shor, says that for your deeds, your place in Sovngarde is ensured upon your death.
      • Bonus points if you told Tsun earlier that you're a Nightingale to Nocturnal or even the Listener of the Dark Brotherhood. Tsun will still tell you that you can have Sovngarde as your afterlife regardless of your race, which suggests that not even a Daedric Prince or the Dark Brotherhood's esteemed dark patron can stop the Dragonborn from going to Sovngarde in death. It's yet another mix between Awesome and Heartwarming.
      • For magic-type players who completed the College of Winterhold questline, hearing Tsun welcome a mage with praise and respect is a very heartwarming moment after dealing with hours of taunts from Nords.
        Tsun: The Nords may have forgotten their forefathers' respect for the Clever Craft, but your comrades throng this hall. Here in Shor's house we honor it still.
    • "One They Fear" is badass enough, but one interpretation of the song is that it is being sung by the Greybeards as they cheer you on as you fight a dragon.
    • If you complete Dragonborn and are forced into being Hermaeous Mora's champion, Tsun will also still tell you your place is assured in Sovngarde if you choose it. Not even the Daedric Prince of knowledge and fate will keep you from your rightful place.
  • When you first sign on with the Companions as a "whelp," nobody except for Kodlak and Farkas are particularly nice to you... but the two of them are so nice that it very nearly makes up for it. Farkas (who is treated as a bit of a Chew Toy himself from time to time) is the one who escorts you to the communal sleeping area, and as he bids you good night, he notes that being a Companion can be a little difficult sometimes.
    Farkas: I hope we keep you. This can be a rough life.
    • Bonus points go to Farkas once you really figure out what's going on in the Companions. The Circle, the best and wisest warriors, are all werewolves, and there's a schism within them. Kodlak and Vilkas want to lose their beast-blood and go to Sovngarde when they die, while Aela and Skjor like being werewolves and wouldn't mind spending their afterlife with Hircine. Farkas is rather undecided. Even though Kodlak believes he's come around to his and Vilkas' way of thinking and given up his transformations, Farkas changes in order to take on the Silver Hand in your first quest with him. Farkas may have wanted someone else to talk to about the matter of Beast Blood, or he may have broken his promise to Kodlak and his brother to save his life, and by extension, yours. Farkas really takes the "Shield-Sibling" thing seriously. And what's the first thing he says after it's all done?
      Farkas: I hope I didn't scare you.
    • Later, when you're being fully accepted into the Companions, Farkas advocates your valor and states that he'd guard your back, fight your battles, and sing bar songs in your honour. Kodlak then proclaims that when fighting alongside fellow Companions, your courageous and furious heart would make mountains echo and foes tremble.
      Kodlak: Would you raise your shield in his/her defense?
    • Hearing the other Companions call you "brother" or "sister" in passing. Even if you never return to Jorvaskr after finishing up their questline, the sentiment will likely stick with you for the rest of the game.
  • Jarl Elisif, Torygg's widow, once you do the first part of the Potema questline, asks you a personal favor since she knows she can trust you. She needs you to take a warhorn, which Torygg's father passed down to him, and take it to a Shrine of Talos to pay tribute to him for Torygg's burial, as he's the only god to whom she didn't pay homage. If you ask her, she tells you she doesn't worship Talos; she just wants Torygg to have a proper Nord burial, and this is their custom. She is going against her personal religious beliefs and an international peace treaty to honor her husband's memory and culture properly.
  • In the quest "Missing in Action," you are directed to break into the house of the Battle-Born clan in order to learn the whereabouts of a missing member of the Gray-Mane clan. The brother of the missing man suspects that he was sold out to the Imperial Army by their neighbors as part of the feud between the clans. When you find the missive, you learn that instead of selling him out, the Battle-Born clan was trying to use their rapport with the Empire to secure their rival's release.
  • Taleen-Jei and Keerava, the Argonian couple in Riften. Despite both of them having been obviously hardened by the frustratingly corrupt city they live in, they still take time to show love and affection to each other. You can even assist Taleen-Jei in crafting traditional Argonian wedding rings to represent their bond. D'awwww.
  • Aventus Aretino's actions, in their own twisted way, count as this. He manages to flee the iron grip of Grelod the Kind (a woman so cruel even adults won't cross her), but instead of simply escaping and trying to find somebody to take him in, he goes the extra mile to have Grelod eliminated and free the rest of the children from her tyranny. As payment for the deed, he offers up perhaps the only thing left from his mother: an antique and very valuable family heirloom plate. He even goes back to the orphanage of his own accord to be adopted properly.
  • If you destroy the Dark Brotherhood, guards across Skyrim will openly tell you of their awe and appreciation, and offer to buy you drinks for ridding the world of one of the greatest nightmares they might ever have to face.
  • Getting married. Have a look around the temple before the ceremony - recognise anyone? Didn't you do a few quests for that lady over there? Aren't those a couple of your guildmates? The game keeps track of your friends, and they're here for you on your special day!
    • Few things could be more touching for a Stormcloak than seeing Ulfric show up at your wedding after the Civil War is over. The same thing goes for Legionnaires should Elisif or Tullius decide to show up.
  • In the forests near Riften, you can find a wolf caught in a cage trap. Releasing it causes two trappers to spawn and attack the wolf and you, and the wolf will defend itself. And when the trappers are dead, you can add the encounter to one of a very small handful of times that the normally hostile creature you rescue from a cage or prison doesn't turn on you - the wolf will remain friendly to you and will just watch you as you continue on your way.
  • Another imprisoned creature scenario occurs in Snapleg Cave, where you can find a Spriggan caged by Hagravens. Once you unlock the cage, the Spriggan will help you fight the Hagravens, and after they're dead, she will simply leave the cave peacefully instead of turning on you. But that's not all: if you head over to the Eldergleam Sanctuary, you can find that same Spriggan outside, and she will still be friendly towards you. It's oddly sweet and satisfying that you can basically become friends with a Spriggan, of all things.
  • Some marriage options lead to unintentionally heartwarming stories when you look at them.
    • Take Shahvee, who lives in a province filled with people who don't really care for Argonians. She lives on the docks of a city she's not even allowed to enter because of her species, and she's paid pittance to do back breaking labor (and when her boss isn't happy with the work she and the others do, he cuts their food rations). But she keeps being happy and cheerful, and maintains her hopes that the future will be better, even while the town she's in has a serial killer on the loose and she's a potential victim. And then a legendary (and rich) hero like the Dragonborn arrives and marries her, allowing her to be the first Argonian (second if the Dragonborn is also an Argonian) to move into Windhelm (where her people are not allowed) since they own a house there, or even to move into the much more tolerant and cosmopolitan town of Solitude to live in a manor. Or with Hearthfire, move her into a palatial estate larger than the longhouse of the Jarl of that region with two loving adopted children.
      • Considering the quest you must complete to marry Shahvee gets a CmoH for Zenithar. Shahvee states she prayed to him for a little bit of luck, after which point she lost the amulet... leading the Dragonborn to help her retrieve it and eventually marry her, resulting in the CmoH above.
    • How about Scouts-Many-Marshes? He lives on the same docks as Shahvee, and has ever since he was a hatchling. When the Dragonborn comes to town, he's attracted to them, sure enough...but it's not until they make arrangements to have the Argonian laborers' wages raised that he'll agree to get married. The quality he first praises in his new partner? Kindness.
    • Any of the housecarls. They are sworn to your service, fight alongside you, and some seem a little resigned to their station. Repaying their loyalty with your own goes off the end of the Video Game Caring Potential scale.
    • There's something oddly sweet about being married to Farkas, too. He's a Gentle Giant bruiser who will cheerfully follow you into battle (unless it's with spiders...), but if you marry him, you can have him leave the Companions' guildhall - the only home he has ever known - and settle into one of your houses. Watch him wander around the house; despite him and everyone else in the Companions having told you that he's not very intelligent, you can find him at different moments reading, smithing, or working in the alchemy lab, and (like most of the game's spouses) he becomes a merchant to keep himself occupied when you're not there. One gets the impression that as much as he loved being a Companion, being married to you allows Farkas to finally be himself and not just some dumb muscle.
      • Also, if you marry either Farkas or his brother Vilkas, the twin you don't marry comes to the wedding and effusively wishes you both joy. It's precious and just a tiny bit sad, since your marriage means that the twins are about to be separated for the first time in their lives - but that doesn't stop them from wanting each other to be happy. Except if you marry Farkas... you don't have to split them up. Move into a Hearthfire house, and you can choose the brother you didn't marry (i.e. Vilkas) as your steward, ensuring that the brothers have each other, and your children have a badass uncle who will make Rochelle the Red think twice before trying to break into your home.
    • Marrying Ysolda as a Khajiit. The Dragonborn becomes more than just a regular customer to the caravans, while Ysolda becomes more than just a business partner to the Khajiit. Cherry on the cake? Ysolda is the only potential spouse who can result in Khajiit from the caravans showing up at the wedding as their guests.
    • As much as this is a Funny Moment, the time where a (peaceful) Frost Dragon showed up to a player's wedding.
      Dragon: Congratulations on your wedding. I'm so happy for both of you.
  • General Tullius' speech at the end of the Civil War storyline should you choose to side with the Empire, which also counts as his Moment of Awesome. Also, talking to the man himself can build him up quite warmly. Generally speaking, he's pretty ignorant of Nord culture (despite being, you know, the Imperial governor of Skyrim) and Legate Rikke often ends up a Sarcastic Devotee in correcting his errors and ironing out his frustrations. However, he also reveals that while he doesn't particularly understand the Nords or their customs, he continues to admire them as strongly as he can in the face of all the trouble going on.
    • He adds that he intends to remain in Skyrim despite his job being finished, because he's come to love this land.
    • And before that, when Ulfric and his second-in-command are slain, Legate Rikke prays for them with a quiet "Talos guide you" that Tullius pretends not to have heard.
    • Provided you also reformed the Blades and destroyed the Dark Brotherhood, you've put the Septim Empire in its best shape for centuries.
    • If you've been on the Imperial Legion questline a while before infiltrating the Thalmor base, you might find Tullius there too, and from what can be gathered of your interactions with him there, he's at least glad to see a familiar face; you're his only real friend at a party full of people he can't stand and he happily shit talks the hostess with you for it.
  • Ever had a fox scamper up to you and look up at you with his sweet, glassy brown eyes? You'll have to fight your every gaming urge to avoid cleaving his head in with that big mace of yours, like you've been doing with every other living creature for the past few hours... but if you leave him alone and let him scamper away again, you'll be glad you did.
    • If you adopt a child, you may see that fox again at your home, and have the option of making it your beloved housepet.
  • It's a slightly odd one, but you can get an honest case of warm fuzzies when speaking to Ravyn Imyan about his bad relationship with the Dark Brotherhood. He's sure that there would be a contract on him the instant they knew who he was, but the Dragonborn assures him that they will keep his identity a secret... even if they are the Listener.
  • Giving the Elder Scroll to the librarian at the college. He's shocked that you would give up something so powerful for nothing. He does pay you, but you don't know that until you hand it to him.
  • If the Dragonborn sides with the Imperials and Ulfric is slain, then at the end of the main quest his soul can be found in Sovngarde - and after Alduin is defeated, he will greet you with a wide smile and praise you as a hero, even if you aren't human. No greater honor can be offered to any warrior than to receive such praise from his or her enemy.
    • Likewise, Galmar, who was originally dismayed by your presence when you first talk to him, immediately lightens up on you when Alduin dies, claiming that "eternity is too long to hold a grudge".
  • One for players of Oblivion: Encountering Sheogorath (who used to be the Champion of Cyrodiil) in Pelagius the Mad's deceased brain may seem like him just wanting to take a vacation in a madman's head for some "shared crazy." But his last lines about Pelagius after the player has cured him implies he was there for another reason.
    Sheogorath: Once the Mad Emperor of Tamriel, now so boringly sane! I always knew he had it in him!
    • Better yet, Sheogorath will state that Martin was the best Septim the Empire ever had. In other words, the Champion really did care about him. But wait, there's more! He alludes to Martin becoming a dragon-god, implying that they still know each other; and since the Champion is a god too, they might occasionally visit each other. Two old friends and comrades, turned gods, finally reunited forever.
    • If you defeat Pelagius's night terrors and self loathing first, then tell Sheogorath about it, he'll think you're referring to your own night terrors and self loathing, and will genuinely congratulate you on conquering your demons.
    Dragonborn: The night terrors and self loathing are gone.
    Sheogorath: Oh, I am so happy for you! My, what a burden to have carried. But you've done it! You've conquered your own inner demons! Bravo! Um... You... didn't mean... yourself. You meant... Pelagius... Well! Same congratulations apply! Just, you know, for what you did for the insane emperor. Conquering paranoia should be a snap after that ordeal, hmm?
  • If you go to Solitude Lighthouse at night and enter the lighthouse keeper's home, you will meet a Khajiit named Ma'zaka. He'll instantly get up from his chair and will get excited that someone is visiting him. He'll then ask why you are there and very poetically describe his days on the high seas with his saber, lamenting that he's too old to continue doing it. He's completely irrelevant to any of the quests, including the one that takes you there, but just entering his front door makes this elderly Khajiit very happy. note 
  • One for the devs themselves: Erik the Slayer was named for an Oblivion fan who died during the development of Skyrim.
    • The quest to get him as a follower has three choices: either sweet talk his father into sparing the coins to buy Erik the armor, threatening the man to do so... or paying out of your own pocket. (This, incidentally, is considered a bribe choice due to game mechanics, which means that it counts toward the achievement for Bribe, Persuade, and Intimidate.) Erik's father will note how such generosity is unheard of and he will make sure to get Erik his armor as soon as possible. It's heartwarming because his father is barely making ends meet, so he on some level does want Erik to leave the farm - he just literally cannot afford it.
  • A somewhat minor, and odd, one from a random encounter: being able to give the Old Orc his honorable death.
  • The end of the Thieves' Guild quest line. What was once shoddy and mean becomes grand and noble. A spirit is laid to rest. Justice is given. Love is confirmed. Plus, everyone goes home rich.
  • This fan trailer, made up of a combination of the live action trailer and Malukah's cover of "The Dragonborn Comes" does an incredible job emphasizing what the Dragonborn should be to the people of Skyrim: a hero and a protector against things that mere mortals cannot face. Just watching this video and listening to the music is enough to move one to tears.
  • The entire side quest "The Book of Love" is this. You are tasked by a priestess of Mara to spread the goddess's love throughout Skyrim:
    • The first task is to solve a love triangle in Ivarstead. Fastred wants to run away to Riften with Bassianus, but her father doesn't approve of her leaving home. However, he knows that Klimmek, a local fisherman, has had feelings for her for some time, but believes that she has no interest in him. Fastred's father believes that he would make a better match for her. You can resolve the issue in favor of either suitor, but if you talk to Klimmek and give him the courage to speak to Fastred, it results in this adorable little exchange when he finds her.
      Klimmek: Fastred, I have something to say to you.
      Fastred: Klimmek? What is it?
      Klimmek: I don't want you to leave Ivarstead.
      Fastred: Why not?
      Klimmek: Because... I would miss you.
      Fastred: But I thought you only cared about your fishing!
      Klimmek: What good are fish if you have to eat them alone?
      Fastred: Oh, Klimmek...
    • The second part sends you to Markarth, where you need to help Calcelmo and Faleen get together. After Calcelmo gets Faleen's message and runs off to see her, you can follow him. Watching the normally brainy and nerdy wizard fumble his words and the usually gruff housecarl coo and speak very tenderly to him in response is enough to melt anyone's heart. Bonus points in that this all happens in front of the Jarl and his steward, who just sit back and watch the spectacle without interrupting, as if to show their wholehearted approval of their relationship.
      • If the Jarl and Faleen have relocated because of the civil war, this becomes a Triple Crowner (Funny, Heartwarming, and Awesome) on Calcelmo's part, because he will run all the way from Markarth to Solitude to proclaim his feelings for his true love. Not bad for an academic with a few centuries under his belt!
    • The third and final part has you tasked to help a long-dead woman find her beloved husband. These two spirits have been lost to each other for centuries, and you enable them to reunite and ascend to Sovngarde where, as the husband says, they can be together forever and that's all that matters.
  • The aforementioned priestess is a Dunmer woman who had been wandering the wastes of Morrowind just two years prior. She is now Happily Married with the Redguard priest Maramal, and is expecting their first child.
  • While the ghost at Old Hroldan Inn's quest is a little sad (and sorted as "Misc."), the fact that he's been waiting hundreds or perhaps even thousands of years for "Hjalti" to make him his brother (by giving him a sword) really tugs at the heartstrings. He's been dead and waiting for eons, and you get to end it for him.
    • Then you realize who Hjalti really is.
      • The thing is, the reason Old Hroldan's ghost recognizes you as "Hjalti" instead of a random wanderer, is probably because you both had the souls of dragon. He's a soul, and may only be able to see other souls.
      • Then there's the bit of Wild Mass Guessing on this topic: That the Dovahkiin is Talos (aka Tiber Septim, aka HJALTI EARLY-BEARD), reborn to fight the Thalmor and prevent the end of the world by taking mortal form once more. The theory is that Hroldan calls you Hjalti because he recognizes you for who your soul really is.
  • Riften contains the largest amount of Misc Traders (two in town and one Fence in the Thieves' Guild) all centered in one area, and all of them have personal quests that you can do for them. These range from simple things such as gathering materials (Madesi) to finding out about their pasts (Brand-Shei). Since Riften contains the other easy-to-obtain house, most players will likely complete these quests for a non-dragon run. It's very easy to forget that the city has a serious corruption problem when very nearly everyone greets you warmly every time you enter, especially if you finish the Thieves' Guild questline.
  • Doing the Bards' College quests so that the Burning of King Olaf festival can start again. These people are suffering through a civil war turning them against their neighbors, they've lost family members to the conflict, they know that their city is the rebels' final target, and now there's dragons swooping around. But, for one night (or even a week, if you pass some Speech checks) they can try to forget all that and focus on having fun, eating sweets, sipping spiced wine, and torching the effigy of a hated monarch. Plus, consider the poem that brings it about: seeing that technically the Player Character is exactly that as well, who's to say that Olaf wasn't a dragon who took human form?
    • The lights and feasting and merrymaking, coupled with how excited the people of Solitude get for it, make it seem very much like Christmas. And the game came out in November, so in a very real way, it feels like you're saving Skyrim Christmas.
  • A small one, but one preset line you hear in Whiterun:
    Amren: Sometimes I miss the soldier's life, but when I hold my daughter in my arms, I know I've made the right choice.
    • Amren in general, actually. You first meet him arguing with his wife, Saffir. He wants to retrieve his father's sword, stolen by bandits, she's worried he'll beggar the family for it. You can offer to retrieve the sword and bring it back. As reward, Amren teaches you a sword and shield technique (raising Block and One-Handed by one each), but not just any technique... his father's favorite. He may not be a Companion, but Amren truly becomes your Shield-Brother.
  • The end of the White Phial questline. Quintus Navale, the assistant to Windhelm's cantankerous alchemist Nurelion, enlists the Dragonborn's aid to repair the White Phial. Nurelion has spent his life searching for this artifact, and it's found broken, and Quintus wants to repair it before Nurelion passes on so his lifelong dream won't have been for nothing. With your help, Quintus succeeds, and he presents the repaired White Phial to Nurelion just before his master dies. Nurelion's last words let you know he died content.
    Nurelion: Marvelous...
    • And afterward, Quintus gives you the White Phial to keep, as thanks for helping him complete Nurelion's life's work. He's so grateful to you that he even becomes a candidate for marriage.
  • While Forbidden Legend doesn't have any NPCs directly involved in it, the end of the questline where Gauldur's spirit appears and banishes his three sons before they can attack you is one. After he does, he casts a spell to reforge his amulet and leaves it for you to take. It's as if he's wordlessly thanking you for restoring his legacy and helping him get his revenge on the three sons who betrayed him in life.
    • Moreover, the amulet itself corrupted the Gauldursons and they were able to bring Skyrim to chaos with just a third of its power each. The fact that he restores it to its full power and entrusts it to you implies that he believes that you're worthy of its power and will use it for good.
  • Helping Brunwulf Free-Winter become Jarl of Windhelm. He's definitely a contender for being the least horrible person in Skyrim, and he's actually actively working toward making Windhelm better for the dark elves, and only won't let the Argonians in because he fears for their safety.
    • He also allows Stormcloak Jarls from other holds take refuge in his palace.
  • When speaking with Paarthurnax about the time break atop the Throat of the World, he will mention that once you receive the vision, you will see the old Nord heroes - except he calls them wuth fahdonne, his "old friends". Think about his use of that specific word. A dragon, an ancient dovah, had mortal friends. They were not simply pupils or allies; Gormlaith, Hakon, and Felldir were Paarthurnax's friends. Something about that is so incredibly moving. And not only that, Paarthurnax has not seen them in thousands of years, but they live on in Sovngarde.
    • His friends were the first to use Dragonrend, a Thu'um created entirely by humans using the dragon's tongue. Paarthurnax is the leader of the Greybeards, and possibly the source of the words needed to create Dragonrend. Paarthurnax gave these three mortals a means with which to kill him, trusting them to never use it against him. It's little wonder why Paarthurnax considers them friends.
    • This can easily cross over into Tear Jerker territory, though, when you consider the implications of Paarthurnax being a dragon. He hasn't seen Hakon, Felldir, or Gormlaith in many years, and he never will again. At all. Period. Full stop. There is no chance whatsoever of him ever being reunited with them. Then again, considering that the Dragonborn has the soul of a Dragon and can go to Sovngarde upon his or her death, maybe there is hope.
      • The only thing keeping other dragons out of Sovngarde was Alduin. Paarthurnax is now more than capable to stopping by to pay a visit, assuming Shor doesn't object. He can see Jurgen Windcaller, too!
  • Really, lots of stuff that Paarthurnax says. When you first meet him, it's not obvious, but he is extremely happy to meet one of his own, even if you are Dovahkiin. He demands that you observe the formalities of the first meeting between two dovah, and is overjoyed when you strike him with your Thu'um, saying that it has been far too long since he has spoken with one of his kin. You just spat fire in his face, likely spattering him with blood because of the way the game handles damage, but he doesn't care because he's just happy to be speaking to someone who can answer back as a true dragon.
  • On another Paarthurnax-related note, there's Sissel in Rorikstead, who has one line that makes you want to take her for an excursion up to the summit of Monahven to show her how right she is:
    Sissel: I had a dream that there was a good dragon. He was old and gray, but he wasn't scary.
  • There's a sneaky one for players of Bloodmoon. One quest in that game involved an immortal warrior named Ulfgar the Unending, who was traveling the world to find the way to get to Sovngarde. Of course, that turns out to be having to kill him. So, what happens when you go to Sovngarde? He's there. And so are his teammates, who were turned to stone. Yep, he finally found what he'd been seeking for 500 years. (Regrettably, the effect is slightly diminished by the fact that he looks absolutely nothing like he did in Bloodmoon.)
  • After helping out various elderly ladies in Skyrim, it's hard not to experience warm fuzzies and happy tears when they greet you by saying, "I hope your parents are proud of you. They have a lot of reason to be."
    • Similarly, the elderly men you can help will sometimes give you their own greeting that evokes much the same reaction. "Good to see Skyrim still has such fine people! You give an old man hope."
  • In Solitude, when first encountering the child Svari, she is naturally devastated that her beloved uncle has just been executed as a traitor, and she's considering not talking to anyone anymore. The Dragonborn replies that it would be a shame if she does, since she won't get to hear about the dragon. Curious, Svari asks what you mean, leading you to explain how you were at Helgen when the dragon attacked. Her eyes light up with wonder and she excitedly runs off to tell her friends that dragons are real. The Dragonborn may fight monsters for a living, but taking a few minutes to stop and cheer up a crying child, that makes them a damn hero!
    • Furthermore, in the mind of a child, dragons are merely monsters that the heroes fight in a story. By telling her that dragons are real and that you survived Helgen, you've also confirmed that heroes are real too.
    • After you've done Svari a favor by talking to her mother, next time you bump into her, she may greet you by saying:
      Svari: You're the best! Can you be my mother/father?
  • Cicero's absolute loyalty to the Night Mother is acknowledged by her as the very first thing she says to the Dragonborn. He may not be worthy of the role of Listener, but she damn well appreciates everything he's done for her.
  • The entire Thieves' Guild questline, particularly your interaction with Karliah. Not only do you vindicate her by finding the proof that she was framed for Gallus' murder by Mercer Frey, but when you return to the Ragged Flagon with her, you stand steadfast by her side even while your fellow guild members are drawing weapons against both of you. You then restore the Nightingales, complete the impossible heist that Gallus had planned all those years earlier, and avenge his murder, before reopening the Ebonmere and returning luck to the Guild. Finally, your actions allow Karliah to have a proper and heartfelt farewell with Gallus, before his spirit passes on to The Evergloam, becoming one with the shadows. Her voice is noticeably choked up when she admits she cannot express how much she appreciates all you've done for her, and it's clear from her tone that beyond being members of the same Guild and Nightingales, she does consider you a true brother/sister.
  • During the Dragonborn's time in Cidhna Mine, one of the NPCs may ask them if they have family; one of the available responses is this:
    • Earlier during the same quest line, you can stop Margaret's death by killing her assailant if you’re quick enough. It's difficult, but not impossible, and if you do she's effusively grateful for her life.
  • It's small, and somewhat lessened by the fact that he's rotting in Blackreach, but seeing that Sinderion's research is slowly bringing Nirnroot back from the brink of extinction is quite heartwarming, especially when you consider that the player character in the previous TES game was instrumental in bringing this about.
  • When you enter the Hall of Valor in Sovngarde, there are several unnamed heroes who use the same dialogue. However, one of them, and only one, will have this to say:
    • "Hail dragonborn, that honor is also mine - to our shared birthright, you'll bring new glory."
  • For reasons obvious to those who have completed the game, no follower can accompany you to the final dungeon and last battle with Alduin. But after being deposited atop the Throat of the World at the end of the main quest, you might feel like eschewing fast travel to take a thoughtful walk back down to High Hrothgar. In a happy coincidence, you'll usually reach it just about the same time that your follower makes it up the mountain, so that he or she ends up charging full speed into you. If said follower is one of your favorites, and especially if they're your spouse, it's hard not to feel like you're getting Glomped by someone relieved that you've returned safely.
  • Esbern is a seventy-year-old man who's spent most of the past thirty years running from Thalmor assassins, losing nearly all of his friends along the way and even his faith in the Gods when his "crackpot theory" about the Dragons returning was proven correct, yet no sign of the Dragonborn was found. He's naturally rather dejected by the time you meet him in "A Cornered Rat" and dismisses Delphine's call for aid as a hopeless gesture in the face of the imminent apocalypse. Revealing to him that you are the Dragonborn, however, causes his bleak mood to instantly evaporate, leading him to start running around his lab to prepare to join your quest, downright giddy with excitement. Talking to him again has him even admit that he'll need time to process this revelation, since he's still too speechless to explain anything in a coherent manner. Once again, this proves that the Dragonborn's true power is their ability to restore hope in the hearts of those around them.
  • In the main story, there's conflict between the Blades and the Greybeards, especially when Delphine orders you to kill Paarthurnax, just because he used to help his brother Alduin centuries ago. If Arngeir confronts you about the Blades, and finds that they wanted you to kill their master, you can assure him that you aren't going to do it. Arngeir will express relief and praise you for your wisdom and maturity. If having a dragon on your side isn't enough to make you feel good, what he says will.
  • If you do the last request option for the Dark Brotherhood questline, one of the things you can say when telling your new target that you have unfinished business is that it's "a favor for an honorable man." Coming from an assassin who can kill without remorse, that's saying something.
  • If you complete the Dark Brotherhood questline before joining the Imperial Army, it's quite easy to see this as the Dovahkiin working to redeem themselves for the crimes they have committed.
  • Grelod the Kind tortured and beat the orphans, and everyone knew it, but no one was brave enough to do anything. The orphans couldn't escape, and weren't even allowed to be adopted. As violent as killing her is, the fact that you give a bunch of kids new hope towards a beautiful future really is a Heartwarming Moment.
    • You don't have to lob to Windhelm for this, but it's better if you do: Aventus had been praying for the Dark Brotherhood to send assassins for him, and when you appear, he's in awe that the Dragonborn, any combination of barbarian Proud Warrior Race Guy orc reptilian Amazonian Beauty cat person orc mercenary bandit vampire werewolf slayer, is his champion. It's even better if you already let the Mama Bear/Papa Wolf out and killed the sadistic bitch.
  • In Riften, you can sometimes overhear Mjoll and Aerin talking to each other. On occasion, Aerin will comment that he worries Mjoll will leave the city one day. Mjoll will assure him that she needs to stay to protect Riften, and Aerin will then state that he is relieved, because if Mjoll left, he'd miss her.
  • Erandur is a popular choice of follower, assuming you don't kill him for Vaermina's Daedric artifact, and some of the things he says when travelling with you will give you the fuzzies.
    "I've been enjoying this journey with you. Not for the wealth we've accumulated along the way, but just being able to spread Mara's will through every corner of Skyrim."
    • Further, if you take him to the Temple of Mara, he has this to say:
    ""I've always wanted to make a pilgrimage here to the Temple of Mara. Thank you for bringing me here... you've made me quite happy."
  • Uthgerd the Unbroken is a Nord warrior who seems like an alcoholic Desperately Looking for a Purpose in Life. Fighting is the only thing that makes her happy at all. So if you recruit her into the Blades, she can have a new life as an honourable dragonslayer. Speaking to her afterward has her expressing a joy you might never have thought her capable of feeling.
  • By reading the diaries found in Frostflow Lighthouse, you can find out that the innocent family that moved into it was butchered by the Falmer and Chaurus that turned out to be living below the lighthouse. You, in turn, can tear the vile creatures apart to avenge them, but that's not all you can do. When you kill the Chaurus broodmother living deep within the nest, you can recover partially-digested remains of the father, Habd. Reading the mother's diary will let you know that he wished for his body to be burned within the beacon fire of the lighthouse, and you can do exactly that for him. When you do it, you gain a permanent slight increase to your Restoration spells called "Sailor's Repose," letting you know that Habd is finally at peace.
  • In Riverwood, it's possible to walk up on Alvor having a conversation with his daughter and apprentice, Dorthe. She wonders at her own potential as a blacksmith.
    Dorthe: Do you think I'll be as good as Eorlund Gray-Mane? Or even you, Papa?
    • Eorlund Gray-Mane, keeper of the Skyforge, most legendary blacksmith in all of Skyrim? That bar's too low for Dorthe. Being her daddy's equal? Now there's a goal worth working toward.
  • While most of the mage instructors in the College of Winderhold are friendly and reasonable once the Dragonborn joins the College, Faralda in particular seems to develop a fondness toward them the moment they prove worthy to enter. This is best demonstrated should they ask Faralda about the Thalmor Mage Ancano, where Faralda's immediate reaction is to warn the Dragonborn to keep their guard up around Ancano, as if her Big Sister Instinct spikes up at the slightest thought of Dovahkiin being threatened.
  • If you hang around Highmoon Hall in Morthal, you might hear Idgrod the Younger ask her mother if she's had any visions as to whether or not she'll do a good job as Jarl when the time comes. Jarl Idgrod admits "all things are possible" (suggesting she hasn't had any such visions one way or the other), but she believes her daughter will succeed nonetheless.
  • During Brand-Shei's quest to discover his origins, Lymdrenn Telvanni's journal provides a bit of Fridge Heartwarming. According to the journal, Lymdrenn named his son presumably mere moments before a horde of angry Argonians found their hiding spot; that, and the fact that Brand-Shei's Argonian name is so similar to the name Lymdrenn gave him, strongly suggests that the kindly Argonian who took him in was in fact one of the people in that same angry horde. Even in the grips of their righteous vengeance, when it would have been very easy to destroy all of House Telvanni, there was at least one Argonian who understood that, whatever crimes the father may have committed, the child was innocent.
  • While the guards might be annoying at times, some of the things they say can make you feel amazing about what you've accomplished.
    "You're the one all the guards are talking about. You went into that Sanctuary... wiped out the Dark Brotherhood! Friend, I owe you a drink."
    "Word is spreading like magefire! The great evil has been vanquished! You have truly saved us all!"
    "You have vanquished a great evil from Skyrim. You have saved this land... and our very souls."

    DLC Fuzzies 


  • The DLC partners you with the very personable vampire Serana. You can't marry her, due to well-explained reasons. However, everyone to whom she was ever close (which was chiefly her mother, although her father was rather good to her still before diving off the deep end) used her for their own ends. If you let her be your follower during the whole questline, take your time to talk to her and be supportive and nice to her, she genuinely seems to care for you greatly. Bonus points? You can get her mother to admit she was wrong. Once Harkon is dead, you can bring the news to Valerica, who happily returns to Tamriel and resumes living in the family castle, where it's easier for Serana to visit. Meanwhile, it feels great to have Serana defend you, a 'pathetic' mortal, when you and she confront her father.
    • If you're far along enough with your relationship, she will even cry out a very emotional "No!" whenever you die while she's your partner.
    • During said confrontations with both of her parents, you get some heartwarming moments:
      • Valerica will scold Serana for not seeing all she's done for her, to which Serana will snap back that "this stranger" (the player) has done more for her in the short time she's known them than Valerica has in a very long time.
      • Just before the fight with Harkon begins and he threatens the player, Serana will shout resolutely that "he will not touch her/him!".
  • Encouraging Serana to cure herself of her vampirism.
    Serana: It's like the world is alive again. Just like me.
  • Serana asks you about your parents, and how you feel about them. One of the possible options is to say, "We're very close. I can't wait to see them again." Serena then tells you that you're a good son/daughter.
    • Depending on how you respond to the question about your parents, Serana can also ask you if there is anyone who is special to you. If your character is married, you have the option to reply, "Well, there's my husband/wife," and tell her how important that person is to you.
    • Alternatively, your character can say that they never knew their parents, and that they grew up alone. Serana sympathises with them, even though it isn't quite the same loneliness she experienced while growing up.
    Player: Do you still feel lonely?
    Serana: Not as much.
  • If you side with the vampires, you have the option to turn your spouse into a vampire. They are thankful that you can now be together for eternity.
  • The quest "Unseen Visions." After a few hours' worth of zombie-stabbing, soul-stealing, neck-biting, and general violence, Serana and the Dragonborn go to a beautiful secluded forest, make lighthearted comments, exchange fond conversation, and play with moths. Serana's dialogue in particular is really very happy and heartwarming, especially after seeing the emotional distress she shows in the previous quest. Of course, vampires/Dawnguard show up in the end and you have to stab/shoot/incinerate them, but it's nice while it lasts.
  • While in the Soul Cairn for the first time, Serana will express how glad she is that you're there with her, as she couldn't imagine doing it alone.
    • And just before going in, the player can ask her how she feels about everything. Serana is surprised about the question, but answers honestly, admitting that she really hadn't expected anyone to care about how she feels on the matter. Considering how her parents have treated her in recent times, it's no wonder...
  • In the Forgotten Vale, there's a certain waterfall you can approach and Serana will warn you to keep away from it, as she doesn't want to have to pull you out of wherever it leads. If you jump down it (and manage to survive), you'll end up in a small grotto underground, and Serana has more radiant dialogue where she complains about you not heeding her warning. It's heartwarming because she's directly acknowledging the fact that she, in-universe and completely divorced from the quirks of the companion AI, did actually jump down the waterfall after you even though it was pretty dangerous and pointless.
  • Durnehviir, the Dracolich, teaches you how to summon him, telling you he'd like to return to Tamriel and fly her skies again, but he's been trapped in the Soul Cairn for so long he cannot leave it permanently, so you can call his name to summon him for aid temporarily. Instead, try summoning him when there's no hostiles around — he lifts off and flies through the air roaring, happy to be home if just for a little while. And every time you summon him, even in the heat of battle, the first thing he says when he appears is to express gratitude at being called so he can see Tamriel again.
  • The player's journal entry after defeating the Ebony Warrior:
    I have defeated the Ebony Warrior. May he find rest in Sovngarde.
  • In the Soul Cairn, there's a trapped soul desperately calling for his horse, Arvak, and he pleads with you to help find him. The concern and fondness this one NPC has for his horse is nothing short of heartwarming.
    • And when you bring back the horse's skull, Arvak's owner is thrilled and teaches you how to summon Arvak so that the creature can once again run the lands of Mundus. "Such a good horse."
  • Also in the Soul Cairn is Jiub, a Dunmer candidate for sainthood who is despondent over the loss of the pages of his autobiography. The Dragonborn can find these pages scattered throughout the Cairn and return them, eliciting his joy and gratitude. Any Skyrim players who are also writers can particularly relate to Jiub's predicament.
    • Extra fuzzies for any Morrowind veterans out there as well, as Jiub is first character you see in that game. Nine real-world years later, you can finally repay Jiub for the kindness he showed you on that prison ship.
  • While the Soul Cairn is generally pure misery and despair, you can meet one soul who says that those who have suffered the longest can find light in the shadows. Despite their terrible fates, all of the tormented souls you encounter can find some measure of peace and happiness one day.


  • Hearthfire allows you to adopt orphans roaming around the major cities, adopt children orphaned by dragon attacks or other unfortunate events, or even grab a couple from Honorhall Orphanage right under Grelod the Kind's nose (assuming you haven't already killed her). The absolute joy in your new children's voices when you tell them they now have a home is incredible. Heck, you can even give them allowances and gifts and play games with them - it's like the creators are daring you not to feel warm and fuzzy!
    • Even better, your children might adopt your canine companions as pets. Hated always having to send Meeko back to that shack? Not anymore. Now he can live with you and protect your children.
    • Go out questing for a bit, then come home and find your adopted child. How they will respond at the sight of you varies a bit, but hearing them cry out "Mama!" or "Papa!" in utter delight can't help but make you feel at least a little gooey.
    • There is an option to ask them what they would like as a gift. Just try not to put the fate of the world on hold to go running about trying to find a doll or clothes for your kid (especially if the local town's misc merchant doesn't have one).
    • What's even better is going into their room to see your little kid enthusiastically practicing with the glass dagger you just gave them. Aww, just like Mama/Papa...
    • One that's both humorous and heartwarming: if the family is living at Lakeview Manor, your spouse apparently takes the kids fishing in the lake sometimes. Depending on whom you married, you may hear a variant of this from your child:
      "Papa said we'll go fishing. With my help, he's sure to catch something this time."
  • An additional moment for Lydia: She still starts off with the usual snarkiness about bearing your burdens, but as time passes she'll drop it and become more enthusiastic and less sarcastic.
  • If the Dovahkiin purchases a homestead and has their family move there, Rochelle the Red might kidnap your spouse for ransom. However, due to a bug, you might not actually be able to pay the ransom because Rochelle and her bandits will attack you on sight. Cue a Big Damn Heroes moment as the Dragonborn cuts down everyone between them and their spouse. Do not fuck with the Dragonborn's family.
    • Even better, it's possible to arrive home before Rochelle gets to kidnap them, allowing you to team up with your spouse, steward, and housecarl.
      • And what does the housecarl guarding the manor tell her? Something along the lines of "You shall not enter unless I'm dead."
    • Double points if you have kids. There's something awesomely heartwarming about the game giving you a reason to go Papa Wolf or Mama Bear to protect the kids.


  • Being called "outlander" while hearing the old Morrowind music will make a Morrowind player feel like the exact opposite of an outlander.
  • Hearing the Skaal talk about the way of the All-Father - especially their attitude towards hunting. It feels good knowing there is at least one group of people in the whole game of Skyrim that can be considered unequivocally innocent, with no baggage.
  • When delivering Glover's letter to his daughter, Sapphire, her gratitude is so great that she gives you her good luck charm, an exquisite sapphire worth ten times the value of a flawless gem, and says that you deserve it far more than she does.
  • There is an elderly scholar visiting and chronicling the Skaal, one Tharstan. He is basically the most adorable old man ever, and traversing a dungeon with him in his quest is both warm-n-fuzzy and surprisingly low-stress, as he's essential and you will never have to worry about him dying!
    • On one occasion in said dungeon, Tharstan runs ahead, turns a corner, then runs back with a horde of draugr in close pursuit.
      Tharstan: (to you, still running) Time to earn your pay!
    • And afterward, he decides he's going to remain with the Skaal, because he's grown to love them and they've grown to love him as one of their own.
  • Bringing Raven Rock back from the brink of economic collapse by reopening the ebony mine. All of the residents, from the drunken laid-off miner to the leader of the settlement, thank you profusely for saving their home.
    • Saving Raven Rock from economic collapse deserves elaboration. When you first show up, the town is incredibly low on funds, to the point where they can just barely afford basic supplies, and even that doesn't last long once the supply company suddenly doubles their prices. However, if you happen to wander into the long-since-closed Ebony Mine, you can pick up a quest to delve to the bottom of the mine. If you do so, you'll find not only a colossal Nordic ruin, but also more ebony. Once you finish the quest, the mine will be reopened, and Raven Rock will finally start making money again. The local beggar even gets himself a job! But wait, it gets better! You can also head outside town to an abandoned farm, where you can save the local guard captain's life, and find out that Raven Rock has been suffering attacks from Ash Spawn (zombie-like creatures made of ash). You can discover where they're coming from and go stop them, thus saving Raven Rock once again. Once both of these have been done, almost everyone in Raven Rock will tell you of their eternal gratitude as you walk by, up to and including Councilor Morvayn himself. And after this, you can also save Councilor Morvayn's life from a group of House Hlaalu assassins plotting to kill him, which makes him praise and appreciate you even more. You go from another dirty outlander to the savior of Raven Rock!
  • The Dunmer Revus Sarvani living out in the middle of nowhere with his now-elderly Silt Strider Dusty, whom he raised from a larva. Since she's no longer fit for travel, he's attempted to just set her free, but she insists on staying. So he decides to just hang around with her and see that she passes away peacefully, eking out a living trading odds and ends with passersby. "It's the least I can do for her."
  • The Mayfly–December Romance between Crescius Caerellius and Aphia Velothi. Aphia genuinely cares for her husband's safety and forbids him from entering Raven Rock Mine out of fear that he might get himself killed. (Turns out she had good reason as there are giant spiders, draugr, a Dragon Priest, and a Black Book down there.) Afterwards, Crescius will tell you how he lived alone and angry for years until he met Aphia. He finishes it off by saying, "I suppose you could have called me a bitter old hermit. Now I'm just old."
    • Crescius Caerellius is a cranky old man who seems to be paranoid over a conspiracy theory about his great-grandfather's death and the closure of the mine. You later learn that the closure of the mine due to existing ebony veins drying up completely destroyed him, and the Councillor had to physically break down his door to prevent Crescius from starving to death. Even when you first meet him, he greets you with nothing but contempt, despite doing nothing to earn his ire. This makes it all the more heartwarming when you do restore the mine and vindicate his great-grandfather, proving that there was indeed a conspiracy and he wasn't crazy. Better yet, Crescius is made foreman of the mine, letting him do the one thing he loves so much for the rest of his days. He even notes that you alone are allowed to take anything from the mine, since both he and the council have agreed that it's the least they can do to thank you.
  • Geldis Sadri refuses to let Bralsa Drel back into The Retching Netch due to her excessive drinking. From what Bralsa will tell you, you'd think he's just a heartless man not wanting her there because she's a depressing sight for the other customers. Once you actually talk to Geldis, however, you learn that Bralas has sunk every single penny into the mug and is pretty much destitute; Geldis banned her from the Netch not because she's bad for business (she's just one of the many problems he has), but because he didn't want her to blow all her money drowning her sorrows. He even admits that the thought of all the money did cross his mind, but he still feels wrong taking the money. Unfortunately, the only way to complete the quest is to agree with Bralsa, but you can later help her in other ways by opening up the Ebony Mine.
  • The main questline of Dragonborn ends on a rather dark note, with Hermaeus Mora declaring you his new Champion, whether you like it or not, and Miraak using his last words to say you will end up betrayed just like him eventually. With such a fate, the Dragonborn most likely is depressed, or at least worried about their future. Then, as they go to the Skaal to announce to Frea that her father's death was not in vain, she thanks you for your help, and gives a last piece of advice that can actually cheer you up:
    Frea: As shaman of the Skaal, I am charged with the spiritual well-being of my people. While you are not of the Skaal, you are Skaal-friend, and so I give you this warning. Herma-Mora forced you to serve him in order to defeat Miraak. Do not let him lure you further down that path. The All-Maker made you Dragonborn for a higher purpose. Do not forget that. Walk with the All-Maker, Skaal-friend.
  • If your enchanting skill is high enough, you can gain one of the rarest things in Tamriel: a bit of grudging praise from Neloth.
    (asking to be trained in Enchanting) "I could, but I won't. It wouldn't do to have you become better than me, after all."
  • Solstheim in general can be one by the end of the DLC. You've earned a 100% Adoration Rating in Raven Rock by solving all their problems, become a friend to the Skaal up north, and even earned the begrudging respect of Neloth himself. By that point, Solstheim may very well have become a place where you always feel at home. And if you're a long-time Elder Scrolls player, who first entered Solstheim in Bloodmoon? The nostalgia trip might just make it even sweeter.

And for the entire game overall...

  • The Dragonborn's entire adventure is really a gigantic Heartwarming Moment in its own way. Think about it from the Dragonborn's perspective. You have no home, no family, and only a few septims to your name. The only shelter you get is bedrolls you find in the wild or maybe a cheap room at the inn for one night. Nevertheless, your actions slowly start getting noticed and your fame starts to grow. One day, you get an invitation from a Jarl, giving you an opportunity to buy a home of your own. It turns out that all you ended up buying was a bare patch of land. But do you get upset? Do you spit in the Jarl's face for ripping you off? Nope! You pull up your sleeves and start building your own house! At first it's nothing impressive, just four walls and a roof. But as the days go by and you go on various adventures, making new friends, you slowly start making new additions to your home. Finally, everything's over. You have the most beautiful house in all of Skyrim that you built with your own two hands. You've saved the world more times than you can count and ended a war. There are no more adventures to take. You've defeated Miraak, dealt with the Vampire Lords, and spit in the faces of the Daedric Princes. Then a tall man in black armor confronts you and says you are the only challenge left for him. You face him and kill him, only to realize you are following the same path as he is. But you have something he doesn't: a family. You don't have to follow in the footsteps of the other Dragonborn and become a warlord or an emperor or even a god. You return home to your spouse, your two beautiful children, your best friend-turned-steward, your loyal housecarl, your faithful dog, and your bard. You put away your armor and your weapons, and live the rest of your life in peace. The only action you ever see is the occasional bandit or dragon, and you raise your sword again to defend your children and your spouse. Amren said it best.
    "Sometimes I miss the soldier's life, but when I hold my daughter in my arms, I know I made the right choice".
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  • This message made by a fan celebrating the ten-year anniversary of Skyrim. In said message, the guard you speak to when you first enter Whiterun tells you (among other things) that he hopes Skyrim helped you (the viewer) in some way through your life and that he never forgot you.