Remember, for every child, one parent doesn't need to be stored since it's always the same.
For most of them it's the mother, so only the father is stored.
For Lucina and Morgan♀, the father is known, so it stores the mother.
So here, Lucina has a parent pointer to Olivia, and Inigo has one for Chrom.
As for what the data means, pointers just list another section in memory.
In this case, it's likely listing a spot in the static character data.
To find the offset it's pointing to so you can go look at it in your dump,
flip it from little-endian (the byte order in the dump) to big-endian (ie. human order).
Then add 0x14000000 (because FCRAM dump starts at 0x14000000, so offsets in the dump are off by that much).
That said, what you've listed don't make much sense.
Even assuming those are already in big-endian, that'd be addresses of 0x149B46B0 and 0x1624BC88,
which are much too far apart.
Are you sure you're pulling from the right spot?
For reference (since I'm getting tired of the screenshot offset lists):
[spoiler=roster block offsets]
0x00::0x16 (17 bytes) unknown
0x17::0x23 (15 bytes) learned skills
0x5C (4 bytes) character
0x60 (4 bytes) class
0x64 (4 bytes) team
0x6C (4 bytes) logbook
0x70 (4 bytes) parent
0x74 (4 bytes) enemy portrait?
0x78 (4 bytes) unknown
0x7C::0x83 (8 bytes) stats
0x84 (1 byte) roster position
0x85 (1 byte) level
0x86 (1 byte) xp
0x87 (1 byte) hp
0x88::0x97 (12 bytes) unknown
0x98::0xAB (20 bytes) inventory
0xAC::0xB5 (10 bytes) equipped skills
0xB6::0xBB (6 bytes) weapon ranks
0xBC::0xFB (64 bytes) support levels
0xFC hair color
0x100::0x10F (16 bytes) unknown
These are offsets from the start of each roster block.
So, parent pointer should be the 4 bytes at 0x70.