Thanks EvilSOB! Especially for this one:
WHOH! MOTHERF....ER! Thats nuts!

This could be stored as a single file, one record per line, so 100 files for 100 entities, 100 "lines" each file.
I think, this is the way to go, at least for now.
GorNaKosh, thanks for your suggestion, link and explanation, each is piece that gives me an idea, what its all about.
I never was sure what such a database is all about, and I thought it is needed, if I have a lot of data, but it seems that it is needed especially for internal relations between values of money and such, like in an excel sheet.
For my purpose, the transaction, or better, interaction happens in game, when the entities are in the level, and the changes of the relations, as one NPC has it 'in his mind' doesn't relate directly to that of the others. This means no direct dependencies between the data of different entities.
The concept as it looks for now:
- I need a list of all entities of the game's world with their positions, in which zone they are.
- When loading the level, I check the list which entities are in this level.
- Each entity has a file with its relation values.
- If an NPC is in the loaded level, I read the values of its relations from the file, and it gets created as an entity in the level.
- Each relation is read into a struct, the NPC gets access to each struct via an array with the name of the relation.
- The level starts, each NPC has a number, the actions and reactions follow the order of the numbers, between each a pause, if the player wants, like in a round based game.
(That is easier to debug and to balance?)
- Each NPC compares the positions and distances between the NPCs with the relations and starts a reaction. Means, it takes a step depending its speed and its sort of action.
- Let's say the NPC changes the values of the relations only when its his turn. Maybe, that's too artificial, maybe, its not, because the player needs time to think as well. Maybe, each NPC can change its values each turn and it gets a gameplay as fast as that of an fps.
- In case that the player doesn't pause, playing 'realtime' instead of round based, each thinking-reaction chain has a delay rectified by a sentence of dialog or animations that suggest that the action couldn't happen faster.
- If the player leaves the scene, all values get saved, if he doesn't want to start the level from the beginning.
What's the author's side of the story:
- He creates a character with a default model, a default name, a default image and default values.
- He can choose from anxious, lighthearted, dumb, clever, slow, fast, trustful, suspicious...maybe, a smaller list then this is sufficient.
- He places the character into a scene, let's say a village, with default neighbours, default foreigners, default family, default enemies.
- Depending of the time frame of the story, the author chooses the quests. He can create a single big twisted quest. He can choose everyday quests, every month quests, one in a year quests and once per life quests.
- He creates the main quests for the player, which are contrary to the other quests to establish interesting conflicts.
- All the default values and behaviors and quests have default dialog sentences and animations.
- Everything that is default can be modified step by step to give a certain style and feeling and unique social environment to entertain the player.