Well, I think we could get a perhaps interesting story out of it. But I don't think you're going to get many useful ideas for your mud, I'm afraid. The questions I'm asking myself while mud building don't align well with story construction. For example:
1. What are the elements required in every city that a player can start the game from?
2. How many rooms will each of these requirements involve?
3. How much space should be left for things like player owned land, without making the map needlessly large? What is the average size of a starting city?
4. Are starting cities based on player race, player choice, or both? How does this effect the number of required cities, and thus the size of the overall map?
5. Should currencies and languages be shared between everyone, between groups of players via race and city? How many should there be?
6. How much space should be left between cities for hunters and crafters? How should it be organized?
7. Once these questions are answered, how does this effect the overall feel of the world? Does it still feel like a real place? If not, start from scratch.
Then we get into planning the details of each city, once the overall decisions have been made. IE: a map for each city that meets the overall requirements, and is still interesting and unique. NPCs. Quests. Shops. And be careful with shops and quests; prices and rewards need to be balanced over the entire game, not just the one area. This means lots of spreadsheets, and where randomness is involved, perhaps some testing and simulation.
Anyway, my point is, designing a mud and writing a story are different in detail.