private PlayerCharacterSerializer pcSerializer = null; // Used for storing pc data

        #endregion Fields

        #region Methods

        private void handleCreateChar(PlayerCharacter pc, IncommingMessage msg)
        {
            if (pc.LoginState == PlayerCharacterLoginState.ClientVersionCorrect)
            {
                CreateCharIncommingMessage msgCreateChar = (CreateCharIncommingMessage)msg;

                // Is acceptable character name
                if (!pcAuthentication.IsAcceptablePlayerName(msgCreateChar.UserName))
                {
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "This character name is not acceptable.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // Does character exist?
                if (pcAuthentication.Exists(msgCreateChar.UserName))
                {
                    // Character already exists
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "A character with that name already exists.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // TODO: Add check for appearace values

                // All ok. Create a character
                try
                {
                    pcAuthentication.Create(msgCreateChar.UserName, msgCreateChar.Password);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to create player " + pc.Name, ex);
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "Server could not create the character.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // Clear character (current state of character is undefined!)
                pc.ClearEntityImplementation();

                EntityAppearance appearance = new EntityAppearance(msgCreateChar.Type);

                appearance.Head = msgCreateChar.Head;
                appearance.Skin = msgCreateChar.Skin;
                appearance.Hair = msgCreateChar.Hair;
                appearance.Shirt = msgCreateChar.Shirt;
                appearance.Pants = msgCreateChar.Pants;
                appearance.Boots = msgCreateChar.Boots;
                pc.Name = msgCreateChar.UserName;
                pc.CreateSetInitialAppearance(appearance);

                EntityLocation location = new EntityLocation();
                short deviation = mapManager.StartPointDeviation;
                location.X = (short)(mapManager.StartPointX + (sbyte)WorldRNG.Next(-deviation, deviation));
                location.Y = (short)(mapManager.StartPointY + (sbyte)WorldRNG.Next(-deviation, deviation));
                location.Z = 0;
                location.Rotation = 0;
                location.CurrentMap = mapManager.StartPointMap;
                pc.CreateSetInitialLocation(location);

                // TODO: Apply race specific factors

                // Add bonus items
                ItemDefinition itmDef = null;

                // Royals
                itmDef = ItemDefinitionCache.GetItemDefinitionByID(5);
                if (itmDef != null)
                {
                    Item itm = new Item(itmDef);
                    itm.Quantity = 100;
                    pc.InventoryUpdateItem(itm);
                }

                // Recalculate enerigies
                pc.CreateRecalculateInitialEnergies();

                // Store data
                try
                {
                    pc.ForceSerialization();
                    pc.Serialize(pcSerializer);
                }
                catch (Exception ex)
                {
                    logger.LogError(LogSource.World, "Failed to serialize player " + pc.Name, ex);
                    CreateCharNotOkOutgoingMessage msgCreateCharNotOk =
                        (CreateCharNotOkOutgoingMessage)OutgoingMessagesFactory.Create(OutgoingMessageType.CREATE_CHAR_NOT_OK);
                    msgCreateCharNotOk.Message = "Server could not create the character.";
                    pc.PutMessageIntoMyQueue(msgCreateCharNotOk);
                    return;
                }

                // Send char created ok message
                pc.PutMessageIntoMyQueue(msgStdCreateCharOk);
            }
        }