Freehaven Organizations

Arcanists
(This is the wizards/sorcerer's guilds (with Witches and maybe some Oracles mixed in).)

Wizards of High Moons
Offers an Arcane Thesis that is based on the phase of the moons. Think Dragonlance. This is likely an all Wizard guild.

Enchanter's Guild
This is the local "magic shop" but characters will have to wait for their stuff to be made. Pay up front, and they're turn it over eventually. This is intended to be an NPC only guild. PCs would have to dedicate too much time to make this work. Definitely a mix of wizards, sorcerers, and oracles here.

Seers
This isn't a formal guild like the others, but they do watch each other's backs and protect each other. Most people know not to mess with the Seers. Heavy on Q'Nassi, heavy on Witches and Oracles. Archetype here with a bend toward low income/wealth, but some nice extra abilities that help with lack of items.

Mercenaries
(Fighters, Rangers, (Barbarians))

Swordsman's Guild
Duelists, bodyguards, and hitmen of a sort, all worked into one guild. The "hitmen" side of thing is in the open; not sneaking and treachery.

Guardsmen
All about guarding warehouses, people, businesses. These are professional guards. Mercenaries for certain. These aren't likely to fight to the death, but they can give alarm and spook people off.

Guides
Likely Rangers; possibly druids, possibly rogues. Some kind of support instead of prestige class.