Someone can correct me if I'm wrong, but Brad's been pretty clear about the issue of quest markers, for quite some time now:
There are none.
Now, that doesn't mean they won't log the general area of something when it's mentioned to you. I don't know the exact format they'll use, but I believe it's like a "general area bubble" that includes not only the place you need to eventually go, but all the stars either surrounding it, or in its constellation, or whatever.
The Captain's Log will make any notes you hear for you, so you don't have to keep a notebook handy.
I always HATED it when, in Skyrim, you'd get some quest to retrieve a relic in the bowels of a Dwemer ruin, that no one's entered in 10,000 years - a huge mystery. Yet, your GPS knew exactly which sarcophagus on the exact floor necessary, to retrieve said "mysterious, forgotten relic". It got to the point where I would just skip through all quest text, all dialogue, and all information - just to follow the GPS marker. It's one of the reasons why I didn't even bother with quests. I just set out by myself, to find things I thought interesting. My best times in all of Elder Scrolls (or Fallout, for that matter), had nothing to do with GPS questing.
I think it's relevant to note here, that dialogue SHOULD have weight in this game, in regards to quests. It didn't really, in FOIV or Skyrim. You basically got the same information each time. But in SC, if you don't follow the dialogue paths, and choose the correct answers, there should be very big bonuses, and in turn, very big consequences, if you don't explore the options and choose your responses based on your knowledge of that race. Take some risks. Cut off species or quests, based on your actions. The public will love you for it.