Hoping to kick up discussion on how best to fit these two classes and what they bring to the table into the Golarion setting(or in the case of the Juju Oracle, to expand their reach). Hopefully some of this'll be useful to folks that want these elements in their Golarion.
Basics
First, a quick rundown for those unfamiliar with the Juju Oracle or the White Necromancer, both Charisma-based full casters capable of bringing non-evil undead into being, which makes them special in the current PF paradigm as far as RAW goes.
The Juju mystery for oracles was introduced in Pathfinder #39 : The City of Seven Spears. These divine oracles work with (somewhat loosely defined IIRC) wendo spirits tied with Mwangi traditions for all manner of reasons, some good, some not so much. Their relationship with the wendo allows them to call these spirits into vessels to animate them, drawing upon a different animating force than most undead. Juju oracles can be of any alignment.
The white necromancer was introduced in Kobold Quarterly #19. These arcane casters are masters of manipulating both positive and negative energy, and many of their healing and protective abilities hinge on putting their own lives on the line. Necromancers also work with the spirits of the dead rather than enslaving them. Where evil necromancers force the state of undeath upon others, white necromancers actually have to use diplomacy to request the aid of the dead, and often this is a two-way bargain that must be respected. White necromancers can be any non-evil alignment.
The big thing about both of these classes is that due to the way they both create undead(specifically through means that remove the [Evil] descriptor from the relevant spells), their mindless undead are always neutral while their intelligent undead always share the alignment of their creator. In the explicit case of the white necromancer, their intelligent undead are also not in any way beholden to their creators by any magical means, and there is often the understanding that this undead state is a temporary affair that will end when whatever task that needs to be completed is done.
In Golarion
So, how to fit these into the Golarion setting(and other worlds, especially when one considers Eox)? Juju oracles are already present in the Mwangi, but their influence is largely confined there, at least in the form written into their article. Expanding on the basic idea of wendo spirits to a more generic form of spirits(background nature spirits, ancestral spirits, etc) makes this approachable for many other cultures in other regions.
The presence of these two classes(or at least the precedence they set) enable a lot of concepts that would otherwise be locked out: The Eternal Charge that has been going on in the Worldwound since the first Mendevian Crusade, eternally loyal and vigilant mummified paladins guarding over the necropolis of Rahotep, Pharaoh of Tomorrow until his returns from his rest in Nirvana(thanks so much for that plotseed Todd Stewart!), to self appointed safekeepers of Black Blood focused on keeping that stuff away from the living and from seeping into non-corrupted Darkland environments by any means necessary.
Now of course Pharasma would get frowny-faced about this. That's what she does and that's okay. We all have our pet peeves. But what about the setting beyond her? How do the other gods and cosmological forces view juju oracles and white necromancers, and how do they react or put them to use? How does Sarenrae consider the deeds of a good-spawned undead weighted against the sins commited during a natural lifetime, if at all?
What cultures tolerate them? What cultures might even embrace them? How do they in turn affect these cultures that they may or may not be a part of? What organizations react to them? What organizations might be born from or because of them?
Mwangi Expanse is easy enough to find possibilities in for Juju oracles and white necromancers. But right next to that we have Osirion with who-knows-how-many cities of the dead. Some of which need protecting from that ghoul civilization lurking underneath the surface...
Reverence of ancestral spirits among the Shoanti and Kellids could give a reflavored variant of the Juju a foot in the door with some tribes. Barbarian cultures don't necessarily lock out arcane white necromancers either, since it's portrayed as a more "don't think, feel" approach rather than an academic approach; that is, it doesn't require any colleges, it requires people skills and an understanding of respect, which is what the white necromancer lives and dies by.
And then there's the notion of Nexian undead agents infiltrating Geb...
JO/WN-made Undead
There's also another issue: The way juju oracles and white necromancers make undead of any alignment while using non-evil variants of animate dead, create undead, and greater create undead raises the question of just what these undead are. We know that they're either vessels for (wendo) spirits or undead made from willing souls, but how does this affect the finer details of what they are?
For example, would a NG ghoul look the same as a standard ghoul? Would they share the same hunger? And this is the trickiest part: What about their spawning ability?
Personally, while I would like to avoid making up new creatures to be alignment appropriate analogues for each undead on those creation lists, I do like the idea of reflavoring them a bit. Admittedly some are more problematic than the others in that regard, one in particular.
On the matter of spawning, perhaps one alignment dependant way of viewing it(besides the easy answer of "good undead just don't spawn") is that good-aligned undead made by Juju oracles or white necromancers can possibly infect those they slay with their own spiritual essense(and alignment). It could be seen as inflicting a massive dose of empathy and guilt in those sorely needing it. For some, it may be like the "Thirty hours of pain all at once, all for you" scene from The Crow. For others, it might be an explicit pact communicated on a spiritual level, offering a sort of Ragman-ish deal to the victim. Both cases and other possibilities could result in good-aligned undead born from evil(or evil leaning) mortals that are now truly repentant and seeking what absolution they can with whatever time has been offered to them. Perhaps it will ease the burden of their souls when they finally go before Pharasma, perhaps it won't, but most would push on as far as they can go anyway with or without the promise of a pardon. Of course, only evil beings with a spark of goodness would even be possible to spawn as good undead. There would have to be something salvagable present to begin with. And that's just for good undead. There's also the added bonus in offering an alternate explanation for why evil undead are the vast majority, if spawning does indead inflict some of the spawners essense upon the spawnee.
Variants
Back to alignment appropriate undead, this is by no means complete, so any other ideas on how to flesh this out are more than welcome(ie: please halp!):
Skeletons look the same out of the box regardless of the alignment of their creators. Any further aesthetics are going to have to be applied directly by their creators.
Zombies work largely the same regardless of the alignment of the spirit animating them. Except in the eyes. All zombies have dead stares, but there's a hint of something in some of them. While all zombies made by Juju oracles and white necromancers are truly neutral, some spark of personality or emotion that marks either where this spirit came from or where it's going. Some have the eyes of dreamers(CG), some absolutely serene(NG), some determined(LG), some absolutely wild-eyed(CN), some impossibly stoic(LN), some impossibly crazed and twitching in their sockets(CE), and some in absolute pain and abject hopelessness(LE).
Ghouls....I have to admit, I love the new aesthetic introduced in one of the early adventure paths. There's something unsettling about that clean, bone-white appearance. I'd largely want to keep that for all alignments, but feeding habits should probably reflect alignment. But they should also still be unsettling. Perhaps they have to devour flesh in order to recover from their wounds.
Mummies are easy to see going any number of ways by culture and alignment, particularly lawful ones big on respecting the dead(Osirion!).
Mohrgs, not so much. These guys might be worth heavily reflavoring for other alignments and aesthetics.
The big problematic one on standard creation lists, and this is one of those undead that I personally never even consider as an option when discussing non-evil undead along with the demilich, is the devourer. Maybe it's just my personal bias, but I can't help but see purposefully destroying souls as anything but the worst of the worst. If there's an unforgivable sin in fantasy land, that's pretty much it for me.
But. they're on the creation list. One could just say "just don't use them and ignore 'em". But let's go nuts.
Whatever the non-evil(I'd go so far as to say non-NE) answer to the devourer is, it has to do something similar: place the souls of their victims beyond the easy reach of their allies without destroying them. This softened approach also makes these souls easier to recover through means other than miracle and wish, though they can still be quests in and of themselves. There is a lot that can be done with this concept:
Names are highly likely to change the moment someone suggests something better (ie: anything)
LE variant - Hell Mason - This towering humanoid figure of flesh and stone has a burning fire within, exposed through stove-like openings dotting its body, the largest in its chest. When it draws the soul of a victim into itself, the fire and pressure within spike to horrible extremes. The screaming soul within is cooked and compressed until it is nothing more than a brick of the same flesh/stone hybrid material as its slayer, a single pained eye left to mark what it once was. Once the cooking process is complete, it disappears in a puff of brimstone, instantly teleported to Hell where it is place into the wall of one of Dis' many prisons. Recovering this brick allows for the vicitm to be raised without wish level magic.
Special Zon-Kuthon-specific variant - Augurmould - This horrible amalgam of flesh and iron is the manifestation of an absolute sadist who has seen what rewards await him in Zon-Kuthon's realm and has desperately tried to avoid it. This being has been allowed (temporary) respite in this undead state, which it can only maintain by sending others to eternal torment in its place. The augurmould is fully aware that whatever torments it inflicts in this form will be visited upon it a thousandfold, giving them a sadistic choice between calling it quits or going on another day and building up a greater debt of pain. This being's chest cavity opens up like an iron maiden, with multiple hooked chains ensnaring victims body and soul and drawing them within. Once the chamber is closed, the victim is physically and spiritually mutilated, their blood spraying from the joints of Augurmould until the chamber opens once more, releasing a new Augur Kyton upon the world(see Bestiary 3). Capturing or destroying this new augur allows the victim to be raised without needing wish level magic.
CE variant - Amalgam of Souls - This blank-faced figure has flesh and skin akin to melted wax having just hardened, with multiple muffled, screaming faces pressing outward just under the skin. Souls drawn within to its mass manifest as their full living figure writhing underneath the skin of the creature's flesh. This figure slowly melts away until it's just one more maddened face screaming along the creature's surface. Slaying an amalgam of souls and completely destroying the body allows victims to be raised without wish-level magic.
N variant - Walking Gateway - This grim, majestic "angel" of bone, looking like the walls of Sedlec Ossuary given roughly-humanoid form, has a hollow torso. Within is a spiral of planar energy, a whirlpool that leads to the Walking Gateway's rightful spot in line at the Boneyard. Essentially, any souls drawn within the whirlpool are fasttracked to judgment. Recoving the soul's newly born petitioner form from whatever plane they would be sent to allows them to be brought back without wish level magic.
CN variant - Priests of Potential - Unstable in form, these somewhat humanoid figures of flashing light and shadow and opposed elements are aimless unless guided by those with stronger wills. The souls they draw into themselves are assaulted by chaos, battering their sense of self and identity until finally they are something else entirely. These souls are eventually released, reincarnated as any number of things, be they humanoid, animal, plant, mineral, or even something as abstract as a song. Restoring these souls ranges wildly in difficulty, depending on what they've become.
NG variant - Chorus of Regrets - This wispy figure seemingly composed of tattered silks hanging about a constantly obscured emaciated humanoid figure is always shrouded in mists which seem to flow out from within its folds. These mists and silks seem to form mournful faces from time to time, lamenting ancient tragedies and regrets. Souls of the wicked that are drawn within are shouted down within, faced by the admonishment and guilt of the faces and voices within until they are made to see their own corrupted soul for what it is. These souls are eventually lost to a mysterious, misty isle of repentance somewhere in Nirvana(see The Great Beyond). Finding that soul and forcibly dragging them back from their self-inflicted purgatory(and possibly eventual redemption) will allow them to be raised without wish-level magic.
I'm sorely tempted to swipe Set's idea for Desnan celestials for a CG variant, it's that awesome. It would also present a notion that restoring victims of good-variants would require evil deeds(as in, each of those butterflies would need to be captured and then pinned alive to a humanoid effigy).
Any other ideas? Culturally/setting-wise/variants/etc?
edit-added Chorus of Regrets after thinking over that last sentence, also edited for readability because words words words