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The Tarnished OC: painting your own Elden Ring character

Hector G. · Design Vortex founder11 min read

Helene's brief began with the line I now think every Elden Ring OC commission should open with. She wrote: "Please don't paint my Tarnished as Generic Souls Knight. I have spent two hundred and forty hours on this character and I would like her to look like a person, not a class screen." That was the whole tonal direction I needed. She had played a Prisoner build from launch, gone deep into Glintstone sorceries and a thrusting sword, and somewhere around the fifty-hour mark she had stopped thinking of her Tarnished as a class and started thinking of her as a character.

That shift is the central commissioning challenge for any Elden Ring OC piece. The Tarnished is, by design, a customizable cipher; an empty silhouette the player fills with two hundred hours of choices. The painting has to honour those choices without sliding into the default-knight register that the early-game starting kits create. This piece is about how we paint a Tarnished OC in the studio, what each of the ten starting classes actually paints like, how the great rune affinity and weapon class change the read, and the brief patterns that produce a portrait of your character rather than a generic Souls warrior.

I am Hector. I run Design Vortex. Tarnished OCs sit in a useful corner of the studio's fan-art work, because the character is yours; the visual identity is a sandbox build the rights holder doesn't own. The commission is closer to a fully original character piece than to a strict fan-art portrait, and the brief should reflect that.

Table of contents

What makes a Tarnished portrait hard

Other Souls and From Software commissions arrive with the design already locked. A Malenia brief argues about which two signatures to foreground; the silhouette is settled. A Tarnished brief has the opposite problem. There is no canonical silhouette. Every player builds a different figure, and the figure they end up with at hour two hundred is rarely the one the early-game default kit suggested.

The portrait has to solve three things at once. It has to read as a Tarnished, which means the broader Lands-Between visual language is in the painting. It has to read as this player's specific build, which means the armour, weapon, and faction choices have to be foregrounded. And it has to avoid the default-knight register that has eaten half the Elden Ring fan-art on the internet, where every Tarnished ends up in raw armour with a longsword, lit from above-and-behind in the same colour palette.

The Tarnished is not a class. It is two hundred hours of decisions wearing armour.

That is the brief the painting has to honour. The default-knight problem is a brief problem first and a painting problem second. If the client writes "Tarnished knight, longsword, full armour" without specifying which armour set, which weapon, which great rune they used most, which colour they associate with the character, the painting will average toward the most common reference image, and the most common reference image is the launch trailer's grey-armoured longsword wielder. You will get Generic Souls Knight because the brief asked for one.

The ten starting classes and how each one paints

The starting class is not a paint-binding choice; players respec, mix builds, and end up far from where they started. But the starting class is a useful tonal anchor, because most players carry the class's visual register forward even when they have moved past its stats. Here is how I think about each one at the brief stage.

  • Vagabond. The default knight. Plate, sword, shield. The hardest class to paint without sliding into Generic Souls Knight, because every visual cue is the cue people already recognise. Vagabond briefs need the most pushback. The portrait works when the player has customised the kit heavily; otherwise it works when we abstract the armour and lean into the face.
  • Warrior. Light armour, dual blades, more agile. Paints leaner, more dancer-like in posture. Good register for a player who plays aggressive.
  • Hero. Heavy armour, axe, brute strength. The Norse-coded Tarnished. Paints with weight and weather; broad shoulders, hands enlarged from grip, a slightly bowed stance.
  • Bandit. Light leather, short bow or curved sword. Reads roguish. Paints with asymmetry; one hand always at the hip or the holster.
  • Astrologer. Robes, staff, glintstone caster. The most distinctive starting silhouette, because the kit is genuinely different from the other classes. Paints with cool palette, vertical composition, the staff doing structural work.
  • Prophet. Robes, finger seal, faith caster. Reads ascetic. Paints in cream and gold; the kit's bandages and rough cloth are useful tonal hooks.
  • Confessor. Half-plate, half-robe, hybrid faith-melee. The most flexible starting class visually. Paints with a divided palette; warm armour, cool robes, or vice versa.
  • Samurai. Distinctive katana-and-bow, Eastern-coded armour. The kit is iconic enough that the painting register is set on arrival. Reads ronin; paints with a faded-red tonal accent and a more flowing silhouette than the European-coded classes.
  • Prisoner. Mask, robes, thrusting sword, intelligence build. The most narratively interesting starting class. The mask is the central design hook. Paints with a desaturated palette and a sense of restraint; the figure is hiding something.
  • Wretch. Nothing. The build-your-own starting class. The hardest brief, because the player has chosen to define their character from a blank slate. Paints with whatever the player has ended up wearing at hour two hundred, and that ending is what the brief has to specify.

The class is not the costume. The class is the tonal register the player has carried forward. When a brief says "Confessor" I read it as "the player likes the hybrid palette and wants a divided composition," which is useful long after the actual half-plate-half-robe kit has been swapped out for something else.

Great rune affinity and palette decisions

The shardbearers' great runes are useful palette anchors for any Tarnished portrait, because most players form an attachment to one or two and use those as the dominant active rune across the game. The rune the player wore most is the rune the painting should lean into for colour direction.

  • Godrick's Rune. Adds attributes. Reads "all-around competent." Palette is neutral, slightly gold-warmed. The default-rune register.
  • Radahn's Rune. HP, stamina, FP. Reads "warrior-coded." Palette pushes warmer; bronze, copper, deep red.
  • Morgott's Rune. HP. Reads "grim survivor." Palette goes darker; deep purples, weathered black, occasional gold.
  • Rykard's Rune. HP from kills. Reads "vampiric, hungry." Palette pushes magenta and bone-white; an unsettling temperature.
  • Malenia's Rune. Heals on attack. Reads "rotted but persistent." Palette borrows the pink-orange rot tone we cover in the Malenia portrait piece; used sparingly.
  • Mohg's Rune. Bloodflame buffs in some builds. Reads "cursed, bloodbound." Palette goes red and black; dramatic.
  • Radagon's Rune. (Elden Stars) Late-game caster signature. Palette goes gold-and-white; the "anointed" register.

A brief that names the active rune the player wore most often gives me a palette anchor that no amount of armour description can replace. "She wore Malenia's Rune from the moment she got it" is one sentence that tells me where the painting's tonal centre is.

Weapon class and the portrait energy it carries

The weapon is the second-strongest portrait signal after the face. The weapon class, more than any specific weapon model, sets the painting's posture. Six weapon class registers worth knowing:

  • Greatsword (two-handed, swung). The classic Souls energy. Reads "patient warrior." Paints with the blade at rest, often sheathed or planted, the figure standing with weight on the back foot. Stillness rather than motion.
  • Colossal weapon (giant club, giant sword). The Hero-coded register. Paints with the weapon as a composition pillar; the figure's body is built around the weight of it.
  • Dual-wield (curved swords, twinblade). Aggressive, agile. Paints with motion implied; one weapon at high guard, the other low. Hands closer together than the body's natural shoulder span suggests.
  • Thrusting sword (rapier, estoc). Intelligence builds, Prisoner-coded. Paints with the figure at a fencer's posture; weapon held at a precise angle, body turned slightly side-on.
  • Bow / great bow. The Samurai or Bandit register. Paints with the figure standing or kneeling, weapon drawn or at rest. The arrow is its own design element.
  • Staff or seal (caster). Astrologer or Prophet register. Paints with the weapon as a vertical line in the composition; the figure's body is secondary to the staff's gesture.

The weapon's specific model matters too. A Blasphemous Blade reads differently from a Sword of Night and Flame; the brief should specify which one if the player has formed an attachment. But the class of weapon is the upstream decision. A Tarnished with a colossal sword paints differently from a Tarnished with a thrusting sword no matter how their armour matches.

The armour mix-and-match problem

This is where most Tarnished briefs reveal the most about the character. Players almost never finish the game in a complete armour set. They end up with a chest piece from one faction, a helm from another, gauntlets from a third, leg armour from a fourth. The mix is the build. The brief should describe it.

What I look for in the armour breakdown:

  • The helm. The single most identifying piece. Players often carry their starting helm long after they have changed the rest of the kit. If the player has been wearing the Lionel's Helm since hour twenty, that is what the painting should show.
  • The chest piece. The volume of the silhouette. Heavy, light, robed; the brief should name the set or describe the volume.
  • The faction-coded pieces. A White Mask, a Carian Knight pauldron, a Black Knife mask, an Omen Brace. These are tonal hooks that change the read of the whole figure.
  • The cape, cloak, or skirt. The single best painting opportunity. A cloak is the place the painter can establish the dominant secondary colour, the texture, the wind, the weight.

A brief that says "she wears the Carian Knight set, the Lionel's Helm, and her own cloak that I imagine as dark green with a faded silver lining" gives me everything I need to start the colour comp. A brief that says "knight armour" gives me Generic Souls Knight.

Hair, face, and the customization-screen trap

The face is where most Tarnished briefs are weakest, because the player spent four hours in the character creator at the start of the game and has not thought about it since. They send me the customization-screen screenshot and assume that is enough. It almost never is.

The customization screen is lit flat. The face is rendered without expression. The age slider produces a generic mid-range that few players actively chose. In paint, the face needs to be one specific person, and that means asking the client a small set of follow-ups:

  • How old is your Tarnished, really? Not the slider number, the feeling. Mid-thirties, late forties, sixty.
  • What is the dominant expression at rest? Tired, focused, amused, unreadable.
  • Is there a scar, a piercing, a tattoo, a faded mark? The customization screen offers a few of these. Most players pick something and forget it. The painting can lean on it.
  • What does the hair do in the wind, or under the helm, or pulled back?
  • Are there visible signs of the player's chosen path? A rune mark on the cheek, frost in the breath, faint scarlet at the corner of an eye.

The face is the portrait. The armour is the costume. A Tarnished portrait that gets the face right and the armour wrong is still a portrait. The inverse is a screenshot.

How to brief a Tarnished without ending up with Generic Souls Knight

Helene's brief, by the time we had finished the kickoff call, looked nothing like the brief most Tarnished clients arrive with. Six items, locked before I sketched.

  • Starting class: Prisoner. The mask was non-negotiable.
  • Active great rune: Malenia's, since hour seventy.
  • Weapon class: Thrusting sword. Specifically the Antspur Rapier, late-game.
  • Armour mix: Prisoner's robes (top), Carian Knight legs, Hands of Malenia... no, scrap that. Black Knife gauntlets. A faded blue cloak she imagined as dyed.
  • Face notes: Late thirties. A small frost-mark across the bridge of the nose from a Glintstone build phase. Hair short, dark, growing out. Tired but not defeated.
  • The moment: Standing on the Erdtree-light side of the Roundtable Hold's central chamber, post-Mohg, pre-Haligtree. Knowing what is coming.

That brief took us forty minutes. The painting took five weeks. It came out exactly as the brief described, and the Tarnished in it looks like a person rather than a class screen.

If you have an Elden Ring OC who has been sitting on the back burner waiting for a portrait, the order form is the most efficient way to get a brief in front of me, and the portfolio has the closest visual references for Tarnished commissions and other Souls-adjacent work. The souls-style commission overview walks through the studio's broader approach to From Software work, and the anime and Souls fan-art guide is the genre-level overview that sits above both this piece and the Malenia portrait piece. The Geralt portrait references piece handles the same problem from the Witcher side of the fence.

For OC-specific context across other genres, the V from Cyberpunk 2077 piece covers the same customizable-protagonist commission challenge in a cyberpunk register; the fan art vs original character anime piece covers the licensing question; and the custom projects service page is where you go if the Tarnished has grown into a fully original character that no longer needs the Elden Ring frame.

Pick the class, name the great rune, describe the armour mix, give me one sentence about the moment. That is the brief that produces a portrait of your Tarnished, not Generic Souls Knight.