At one of my latest workplaces, there was a system of loosely connected, branching event-driven processing nodes where the events accumulated additional data as they rippled through the system.
In the code and UI, this was represented as "heroes", coming from "guilds", "embarking" on "quests", eventually meeting their "reaper". On their quests, they entered "locations" containing "pickpockets" that pulled things out of (and put things back into) the hero's "inventory".
This cute-but-descriptive vocabulary really helped less technical people grasp how it all fit together -- even if it was a complete lie and gave the wrong picture of how the system worked under the hood.
(In particular, it is a common misconception that the heroes are driving the action by choosing locations to go to, when in fact it is the locations (processing nodes) that pull heroes (event data) along. But that misunderstanding never caused a problem in the four-ish years I worked with the system.)