Ahhh, my apologies - I mis-read. You're right, of course.
Okay.
1) Compel protection. You see a homeless guy who you give your coffee change to every day getting mugged, or the convenience store you buy coffee at every day being robbed. Or your favorite faerie informant being magically controlled. Compel them to do something about it.
2) Compel curiosity. X changes; why? The homeless guy disappears. The convenience store suddenly changes owners. The faerie informant is just gone.
3) Compel absence. When they're *not* in area X, give them discomfort, or even a penalty on a skill check. "Well, if this were *your* neighborhood, you'd know *just* where to go to buy obscure object X, but since it isn't I'm compelling a penalty on your resources..."
4) Compel anticipation. Going back to my previous example, you know flag-stone X is loose, so you anticipate someone standing on it and stumbling; *compel* the anticipation so that when they stand on it and *don't* stumble (they're unusually agile, they were aware of it too and feinted, it got fixed by the janitor), they get a bonus on their melee for your defenses being out of line to stop it.