>>28881475A monastery fortress seems like an apt comparison, though I'd classify them more as a band of mercenaries or a knightly order rather than a religious organization (though rescue guilds centered around legendary worship aren't entirely unheard of). Most guilds are self-governing entities but cooperate with local towns and villagers out of a mutual need for survival- the guild needs food and supplies and the town needs protection from bandits and thieves, and the trade between the two groups ensures sustained economic growth. In spite of this, for all but the most powerful/talented rescue teams life can remain pretty financially tight. After payments for food, housing repairs, supplies and of course the guild's cut, there's very little left for additional mouths to feed. Successful guilds tend to be very good at sharing resources between themselves when need arises and will aggressively defend their members and territory from any perceived outside threat.
What this all means is that any ferals intelligent enough to know about a guild's existence and function would more than likely avoid getting anywhere near it in the first place. Ferals tend to stick out due to their "wild" appearance and speech patterns, so they would likely be prime targets for a guard who happened to feel particularly irritable/aggressive that day. If a feral managed to dump one of their young on a guild's doorstep without consequence, the most likely response would be that the guild leadership is informed and attempts to either find the child's parents or try to find some villagers willing to take in an orphan. Kecleon merchants in particular are always in need of additional escorts and workers, so barring a shopkeeper or villager willing to take them in a difficult but relatively stable life in a trader caravan may be the only option to these Pokemon available.