Here I am, pointing out the mechanical finesse of DW.
1) you have two principles that apply in this particular situation:
• draw maps, leave blanks: that just means you don't have to flesh out every detail of the world; you establish those details when they are relevant to the situation at hand.
• ask questions, use the answers: usually this means you simply are asking to the players "what do you do?" and react with your moves to their answers, but it also comes in play when you ask something like "how's the architecture of the southern realms?" and here it's just the player that replies to you, the character has nothing to do about it.
2) spout lore isn't just "roll to see if you know something about it".
• first of all, the character has to consult his accumulated knowledge, and what his accumulated knowledge actually is varies upon the character's story and background. If he's not consulting his accumulated knowledge, then it's not spout lore.
• for second, after he rolled, the GM might ask "how do you know about this?" but it's the player that has total control on the answer. He invents how the character learned that particular thing.