There are 8 motivations for coming to Caverns of Azlantia. Each player will choose 1. Tied to each will be a location within the 'dungeon' that helps satisfy the motivation. Arriving at that location will award a mythic tier for that character. Only the DM will know the location. Some characters will gain it earlier than others. But each has the capability of gaining it.
The Agent: whether The Pathfinders, The Aspis Consortium, A church, a pirate ship or any organization or nation, you are tasked to enter the caverns ffor something specific. The Oracular Skull. Find it. If possible bring it back.[Rm77]
The Bandit: you are on the run and seeking enough treasure to change your future. [Rm90]
The Explorer: you've stumbled on information regarding the location of an ancient city of The Azlanti. You just need proof. [Rm63]
The Expert: it is rumored the Azlanti had discoveted technologies far beyond what is currently known, oh what could be done bringing some of that out to the world[RM135]
The Guide: you've lead many a group into the jungles but this time there's something personal in it for you. [RM31]
The Hunter: there's rumors that there are things older than anyone has ever seen in the depths of Azlantia, oh to see it. [RM106]
The Historian: improving your knowledge of the past is all that truly matters.[RM52]
The Mercenary: Opportunities arise how can this foray be exploited? [RM28]