Before you embark I would like to point out that bringing animals with you on an evil embark usually amounts to nothing short of suicide. As soon as one dies or is killed it revives and kills others, and it is very easy to go from a room full of peaceful turkeys into a vengeful wave of the undead. If you are set on bringing livestock, I'd highly suggest that you:
1) Make sure your hatching rooms are much bigger then you need so the turkeys don't kill any newborns because they are crowded, trigger the undead spiral.
2) Put some traps at the exits/entrances to any areas that contain livestock.
i've not tried an evil biome before, but i thought that was only a problem aboveground. if you pasture your turkeys indoors, it shouldn't be a problem (barring a necromancer sneaking in, of course).
anyways, quarry bushes for food should be fine. you can get a truly absurd amount of food from them very reliably. they're also useful for soap,
for drinks, i'd go with pig tails. you can use the extras for your cloth industry, so you were probably going to have to farm them anyways. in the pig tail off-seasons, you can use the same plots to grow dimple cups, if you want to run a cloth industry including dye that is.
at least, presuming you weren't planning on something crazy like, say... aboveground farms

if you are in fact planning to farm in non-cavern areas, then there's likely to be an abundance of options open to you. most of the above ground crops seem to have no problems growing in any season. and really, it's not like you need something that grows as fast as plump helmet anyways; the amount of space and labor required to feed an entire fortress from a couple of small (say, 25 square) farms is practically trivial. should you set up a couple of 10x10 plots, you'll have more plants than you know what to do with before long.