That is a dangerous bit of cognitive dissonance you are implying she has. Is there any reason why she could not believe in the justice of his ideals and advance his causes while fully internalizing his nature as an aetheric construct?
The elves know what their gods are and don't have any problem with that.
Mathilde would do very well if she read the records of Teclis' lectures on the divine to his human students that the Colleges have kept. While the Colleges have institutionally drawn one set of lessons from them, that's not the only path to take from them. The elven concept that you are your gods and they are you (like overlapping Venn diagrams) seems truer than the human conception, and gives a clue to how you might perform sorcery - and why the elves consider their magic to be both divine and arcane.
True but that comparison itself is demystifying. 'Gods are like a human soul in the warp only big enough not to be eaten by daemons' is not something you would hear from most priests.
Well, gods aren't
that like human souls. They're made of the same stuff, but that's not quite the same.
The #1 problem with getting a Loremaster of Hoeth to collaborate with is that almost all Elfs are dicks. The only Elfs that aren't dicks are elf adventurers, who are basically overworked interns that had mental breakdowns from having to work with humans too much.
I think people exaggerate that a lot through overexposure to Teclis. Teclis is a massive dick, but he's not a representative Loremaster, even if he is in charge. Their characters vary as much as humans' character do. Humans of great age, experience, and power that is. On the other hand, this is how they're described:
Here the High Elves learn and study High Magic, the only spellcraft that uses the Winds of Magic in harmony. Teclis, the same mage that helped the Humans of the Empire found the Colleges of Magic, is now the High Loremaster of the White Tower and he presides over some of the mightiest wizards in the world. High Elves utilize color magic akin to that of the Colleges of Magic, but to them such spells are minor magics taught to apprentices. In other words, the greatest wizards of the Colleges of Magic would be considered but whelps in the Tower of Hoeth. It is for this reason that High Magic is not detailed in Realms of Sorcery. Not only is it beyond the scope of most WFRP games, it is also impractical for Player Characters in typical campaigns. Those wizards lucky enough to find their way to the White Tower would not be seen outside its walls for decades, so while aspiring to study at there is a great character goal, its achievement would effectively mean the retirement of the character. GMs who want to feature high magic in their games should use it as a story element. It should be portrayed as both powerful and mystical, something beyond the scope of what most Imperial Magisters can even imagine. Remember that the aid of only three High Elf mages in the Great War Against Chaos was a priceless gift to Magnus the Pious and absolutely crucial in the enemy's defeat.
However, we don't need a Loremaster. A mist mage in the employ of one the Lothern Merchant Houses would be an ideal teacher and collaborator. They're users of Ulgu from a very intrigue heavy society.