Some of the directions are vague, but it works if you're willing to look at the map and observe that there are shapes/structures strewn about it.
For example, the cleric Acolyte quest to go to the 4 shrines. You get "start here, go west, then south, then east" directions. They're all along major roads. You could argue that there's a metric ton of places the shrines could be, but... you know, it's a game, so more likely the things are in the more obvious than less obvious places.
Conversely, the one to recruit more people for the clerics is a bit more... vague. You get "one is in abessa" and "the other is in edan" but there's no clear implication to guide you, you would kind of just have to stumble around. I don't mind the latter, to be honest, but that's one that could have used more polish. Really it should have been "go talk to X for more info about it" where-in X is some scout who then details landmarks around the areas or reported where-abouts.
Duras' quest to find the murderer is also one where you have to go all over, but that one coincides in location with other quests you get in Goliet. To me, that's not a quest you do right then and there but rather you take it from Duras and in the course of doing other shit for Goliet you also will talk to those people (who then branch off into even more quests, like getting a hold of Rock for the world heart [which then sends you to the domed city]). It works out if you play things "naturally", but if you like to finish quests as you take them, you may find it troublesome. I usually like to take a ton of quests and just do whatever seems good at the time, often accomplishing shit as I go, and then clean up whatever's left when I'm done exploring.
I dunno, it's not a big deal, but it's also not as clear as "go talk to Orlan at the one tavern at the crossroads past the bridge" like in Gothic 2, which could afford to do exactly that due to how much smaller and more concentrated the game world was.