The Trill refers to two species from the planet Trill; one is humanoid and distinguished by a pattern of spots from the top of their head to their toes, and the other is a symbiotic slug-like organism called a symbiont. The symbionts will often "join" with a humanoid host so they can experience the universe at large. The symbionts distinguish humanoid Trill as walkers.

Known Individuals

For a list of Trill, see: Trill.


Trill Internal Anatomy

Trill Internal Anatomy

An important neurotransmitter in the Trill brain is isoboramine.


Two major factors contributed to the rise of Trill technology: the memories of symbionts, and easy access to ores and heavy metals. The symbionts could communicate with the Trill through Joining, although the ways and means of the first Joining remain shrouded in secrecy by the Trill Symbiosis Commission. Symbionts passed from host to host but retained their memories and friendships, and kept Trill society centered on a long-term view. Geologically, the planet Trill's heavy tectonic activity led to the formation of quakecaverns and eroded tunnels, through which the Trill could easily gain access to deposits of iron, aluminum, and other useful metals. The combination of the two factors led to the rapid rise of technology. (Decipher RPG module: Worlds)

As Trill society grew, their governments adopted a system influenced by the symbionts. The symbiont populations grew much more slowly than the Trill humanoid populations, so many Trills competed to have the right qualifications to be selected as a host. This general competitiveness showed through academic achievement and philosophical development—the symbionts made it clear that they would reject violent individuals who tried to become hosts by force. As a result, all Trill civilization stressed a high level of education and ethical personal responsibility. By the time they'd covered all of their planet's landmasses, the Trill already had a unified world government, a meritocracy run through systems of examinations and scientific appointments. This system was well in place by the time the Trill met the Federation, but matters were still cool between the two powers. Trills valued their independence and their position as a neutral party. Over the exchange of several decades, it became clear that the Federation stood for the same high values that Trill society encouraged—and that the members of the Federation had embraced those values, due to long years of struggle and learning, having worked hard to establish what came naturally to Trill culture. Eventually, the Trill applied for and received Federation membership in one of the fastest turnaround times from application to completion. (Decipher RPG module: Worlds)


The Trill have a civilization marked by a decided lack of conflict. The combination of environment taking off population pressures, crossed with the stabilizing influence of the peaceful symbionts, helped to make the Trill into intellectuals instead of warriors. Their war was not to subdue other cultures for resources, but rather to tame the environment. (Decipher RPG module: Worlds)

By the 22nd century, Trills had largely tamed their world, and engaged in rudimentary space travel and contacts with other cultures through subspace radio. The close of the 22nd century saw the Trill invention of warp drive. By the 23rd century, Trill warp engines were on par with most Starfleet designs; Trill travelers became a common sight throughout the Alpha Quadrant, although their symbionts remained secret and the Trill had little desire to colonize or conquer other worlds. (Decipher RPG module: Worlds)


The Trill mathematical system is noted for containing ethical modes. (TNG novel: Intellivore)


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