Domains: Luck-at-sea, the gambler's tide, probability as a thing a person can pray about, the prayer for an honest sea on the day the gambler is the one who needs the sea to be honest.
Era of ascension: Great Expansion (~2,700 BSD). Cohort: current. Driftorf rose with the Windorf seafarer-villages along the trade-coast, when the long custom of casting lots for the day's sailing decisions — which channel, which wind, which catch — accreted into a worship the village-priests began to teach.
Worshipped by: Windorf seafarers, the lot-casters (the village-trained interpreters of the bone-and-shell casts the Windorf use for sailing decisions), the deck-hands who keep the working tally of how often the cast has been right and how often wrong. Windorf villages do not share Driftorf with the inland halflings, though the trade-port halflings near Windorf settlements sometimes adopt his rites in a reduced form. (The worships edge is authored downstream on the worshipper, not here.)
Driftorf is the daemon of the unknown route, and his domain is the prayer Gavelos does not answer. Gavelos is the navigator's god; the navigator prays to Gavelos for the known route, the chart-marked passage, the tide-table that has been compiled over centuries. Driftorf is the gambler's god, prayed to for the route that is not on the chart — the new channel that may shorten the passage by a day, the wind that the village's elders say is changing this season, the catch that may be in the deeper water this year. The prayer is not for the route to be safe; the prayer is for the sea to be honest with the gambler, which is to say for the tide to be what the tide actually is and not a misleading version of it. Driftorf accepts the prayer. Whether the gambler's bet pays out is a separate question.
The bone-and-shell cast is the worship's practical form. A Windorf seafarer who is deciding between two routes — two channels, two winds, two days for departure — casts three pieces of fish-bone and three shells onto a flat board the village-priest has chalked with the question. The pattern is read against a table the priests keep, and the reading is the daemon's recommendation. The recommendation is not binding. The seafarer is free to ignore the cast, and many do; Windorf doctrine teaches that the daemon's role is to make the odds visible, not to choose for the worshipper. A seafarer who has cast and ignored the cast and lost the bet is not held to have angered the daemon — the daemon's task was completed when the cast was read. A seafarer who has cast and followed the cast and lost is held to have been honestly answered to the question they actually asked, which is sometimes a different question than the one they thought they were asking.
The lore-handle the Windorf lot-casters carry is: the tide is honest; the gambler's prayer is only that the tide be honest toward them today. The doctrinal corollary is that the gambler who prays for the tide to be unusually generous on their day has misunderstood the worship; Driftorf does not bend the tide. The most a Windorf seafarer can ask of the daemon is to see the tide accurately, which is more than most seafarers manage on their own and which Windorf doctrine treats as the worship's actual gift.