My idea is to make a character that does everything to get what he wants, and he wants to bring peace to everyone in the world... in a non conventional way.
If this is your backstory/motivation, it's really hard to go wrong with a Star Pact Warlock. Seemingly benevolent but silent beings in the night sky promise power and eternal peace in exchange for strange and random tasks that slowly begin to form a pattern in an unexpected direction. Perhaps their idea of "peace" is to turn everything into aberrant creatures to form a Far Realm hivemind, the destruction of individuality. Or maybe their eternal watching has determined that we're unworthy; your actions will bring "peace" by dropping the moon or summoning a world-ending monster, leaving everything a peaceful and silent wasteland. Unknowable intelligences can be a lot of fun if you spin their propaganda right, with a dash of good old fashioned mind manipulation.
If you'd rather play the Warlock's Infernal Pact, you have to remember one thing about 4th Editions cosmology: before Asmodeus ascended to godhood, he and his devils were once angels. Is there a splinter faction of devils that never wanted to be a part of the war and are just seeking freedom? Maybe they remember life as angels and are bitter, requiring your character's help to overthrow Asmodeus from the outside. Or, more likely, are they playing your character for a fool who'll fall for a sob story, eager to help out evil creatures who have supposedly "reformed"? Make it ambiguous, and the beliefs of the other players will come out; is your character the world's most dangerous chump, or are these angels legit and
their characters are the bad guys for interfering with your mission? This route is sure to cause a lot of table talk.
The Fey Pact is the least likely route to result in your character thinking that's he's fighting for world peace; the fey kings and queens are powerful, but not on the level of the previous patrons. But what if the Fey aren't going to usher in peace, but instead are preparing for war? Your character's actions could be the only thing preventing powerful fey from marching their armies into the World and claiming it as their own. Or, again, your fey patron could just be tricking you into jumping through hoops to keep you busy, sending you against a rival fey, or just because he or she is bored. I agree that the Fey Pact is the best for a pesky villain, mechanically; don't forget to Eyebite the last survivor so that he can't follow you.
Lastly, if your goal really is World Peace™, look into some of the evil Gods. Divine characters are spellcasters too, y'know. Are you keeping a deadly secret for Vecna, one that would destroy the world if made known? How about Torog or Bane, convinced that the world needs to be tightly controlled and every criminal punished before anything can be done?
Remember, this is all just roleplaying; nothing says you can't be a team player before you turn on the party. Just make sure that when your character does betray them, he or she is
convinced that the others are working at cross-purposes and that this is the only way. That will make sure that even if there's an outcry, the other players will realize that it's all in-character and can't blame
you, the player.