Here's a thought - why not make it possible to influence people via music? Say, once every 24 hours (a seperate clock for each NPC), if you do a performance within hearing of the NPC, then one axis is chosen (by the player, preferably). Let us say he chooses the hero/villain axis, the NPC has a heroism of 10 and the player a villainy of 10; that's a difference of 20. So if the player passes a performance check of 20 (the difference), then the NPC gains one point of villainy and is down to a heroism of 9.
If both PC and NPC are heroic, then this can only reinforce the NPC's natural heroic tendencies... and, in this way, whole spinners can slowly be converted by a sufficiently good musician. In this way, a player can ensure the presence of more compatible quest givers, from generic bystanders, with some effort - while anyone with enough heroism will be near impossible to convert in any case.