Li Shenron
Legend
Azul said:In one campaign, one player was a pirate, so her cohort was her first mate and her followers were her crew. When we went ashore to adventure, the cohort would take command of the ship and we knew it was in good hands.
In that same campaign, the cleric eventually built a small temple and took leadership. His cohort was the resident high priest at the temple he founded and the followers were the other clergy and staff.
Use in this way, the leadership feat provides the player with a trustworthy cluster of NPCs which he can entrust non-portable holdings to, rather than a small military unit that follows him everywhere.
I think this is how Leadership is explained to work in the DMG.

That is, you can have one cohort to follow you in adventures and/or many followers to care for your non-adventuring businesses. Followers are slightly more than hirelings, which you can have without Leadership, and they are supposed to be following you for something else than money (although you should provide them with basic sustenance).
A cohort is the typical villain's "right hand", a devoted bodyguard for the Wizard or Cleric, a squire like Sancho Panza, or an apprentice. He is supposed to be willing to take risk to defend or support his master.
Followers are usually voluntarily helping the leader, for religious or political reasons for example. The cultist of an evil priest are probably "followers": they are not merely hirelings or mercenaries, they do it for reasons other than simply money, but they are definetely less compelled to the master's will when it comes to risk their lives.