You crack open the black covers of the Dungeon Masters Guide (first ed. natch). You are looking up a half-forgotten section that your brain is foggy on. Inexplicably, out in the page next to it, in cramped tiny sans serif font a section forms in the seemingly random jumble of the book.
You don't remember ever have never noticed before. How could I have missed an entire subsection, I have read this umpteenth times? You read it, here there is a mysterious new subsystem. There is High Gygaxian quirk. All of it is strange and good. How could we never have played with that?
Tonight riding out of the mist of page 18 came...
The Paladin's Warhorse
When the paladin reaches 4th or higher level, he or she will eventually call for a warhorse...It will magically appear, but not in actual physical form. The paladin will magically “see” his or her faithful destrier in whatever locale it is currently in, and it is thereafter up to the paladin to journey to the place and gain the steed. As a rule of thumb, this journey will not be beyond 7 days ride, and gaining the mount will not be an impossible task. The creature might be wild and necessitate capturing, or it might be guarded by an evil fighter of the same level as the paladin, and the latter will then have to overcome the former in mortal combat in order to win the warhorse. In short, the gaining of the destrier is a task of some small difficulty which will take a number of days, possibly 2 or more weeks, and will certainly test the mettle of the paladin. Once captured or won, the warhorse knows its role and relationship to the paladin, and it will faithfully serve thereafter for 10 years.
(You have been here yourself?)