While much of this is probably going to get fixed, it's still fun to mess with modded creatures, materials and items that become available as a result. My adventure last night consisted of one human outsider who got some overpowered equipment, and a familiar to bestow magic goodies, and a human and gnoll from civilized societies.
Outsiders can start with any armor and weapons, but not tools, backpacks, food, or any other items. So the civilized guys brought their own unique equipment, including an extra backpack for the barbarian, some food, waterskins etc.
Starting as part of a civ that has access to everything in the game would be even more beneficial. But they'd probably conquer the whole world on their own and leave you with little adventuring potential, unless you forced them to have personalities, values and ethics that preclude wars of conquest.
Also, the pet value of the turkey is far less than the sum of it's parts once butchered. You can save money on food by bringing a single turkey and immediately slitting its throat and butchering it in the woods. Have a mod like wanderers friend and turn it's bones and skin into equipment you couldn't afford with your fancier gear, or in the case of outsiders specifically make those backpack and waterskins you can't buy. Manage to bisect it and get a second skin. But you can also just start in a human hamlet, claim one of their stray pasture animals as a pet, lead it into the woods and slit its throat it out there. No witnesses, no repercussions. There may be other similarly cheap pets that provide great value once butchered.
Use your turkeys as immediate power levelling fodder, don't have to find wild animals.