Here is the basic plot line for the start of the campaign, so much as I am willing to reveal. Your initial characters (with mostly the same stats as your actual characters) will go on a fairly generic adventure, and as they finish it something goes terribly wrong. After this, your initial characters have their minds broken and merged with your actual characters, you move to the actual campaign setting, and things get weird. Your goal (unless you decide otherwise) will generally be to return home. Your powers and personalities generally come from your initial characters, but your backgrounds are from your actual characters. If you want extra fun, you can say that the personality merge was incomplete and have fun with that, but that is completely optional. When the campaign starts, magic will be very rare, but it may become more common depending on player character actions.
Since having a Star Pact Warlock is so important to me for this, I am willing to let one person who plays one change all of the Star Pact powers to be either Cha or Con based (right now they are about half and half) without using feats (Paladins, Clerics, and Rangers will need feats to attempt anything like this). In addition, this Warlock will come with a dagger that can be used as an implement, although it doesn't start with an enhancement bonus. I will be also be upping the power and lowering the requirements for the rituals associated with enchanting magic items, while changing their power source slightly.
For characters with the divine power source, any apparent divinity is okay (you could even make one up, as long as it's reasonable). Actual gods and apparent gods will be different notions. Finding the hidden connections between these notions may be something the player characters have to do.
As far as the world goes, in the actual campaign world there are almost no civilized humanoids who are not actually human. Making a character that appears nonhuman (a dwarf looks kind of human, but a dragonborn does not) will result in interesting RP interactions. Some will be treated as monsters, some as nobility, and some as barbarians. The distribution of character races will most likely change as part of the events of the campaign, depending on the actions of player characters.