That's What Augury Is For!
You were totally in line. That's a perfectly valid use of the spell, and an equally reasonable thing for your character to do.
Ditch the Divinations
If you insist on playing with this DM, you're taking the right steps. If the DM hasn't banned yet he hates divination spells, don't prepare them, and, instead, scribe such spells onto scrolls (or buy them, if that's an option), therefore reassuring the DM that they aren't for making the plot disappear but advance. Then stick to your word, whipping out the scroll of commune when everyone at the table--including the DM--understands you're otherwise out of options.
Also, if he doesn't immediately ban it, see if one of your character's magic items can be a phylactery of faithfulness (DMG 264) (1,000 gp; 0 lbs.). It takes a lot of the guesswork out of being a cleric.
You've run into a common problem - "Party RPGs with non-Party Characters". Same Page Tool can't fix groups who want different things, and it also can't fix game design that works against it's own game premise. You have a few options:
Class Limiting
"Hey, we're playing X kind of game and these classes/types in this
game don't fit that. Can we just not use them for this game run?"
Games that usually have classes antithetical to their goals usually also have a pretty broad set of class selection, so it's usually not too bad in terms of choice limiting. The other half to deal with is the social contract of your group.
(There's also a subset of gamers out there who deliberately pick the most contrary ideas to what you state the game is about. "Dude, why do you have a Navy Seal character in our game about civilians running from monsters?" Those players are their own problem...)
Building with Limitation in Mind
"Hey, for this kind of game I want to run, these kinds of characters
will need to fit these kinds of situations. Can you spend your
points/pick your skills/build your powers to better fit this?"
This is a relatively good option - you can get stuff like "combat rogues" and such that are better designed for situations rather than splitting off. This depends a bit on the system's ability to allow customization or choices within the class system, and also lets players know up front what they need to consider with a character class build.
Non-Party Play and Strong Pacing
If you can run a game which isn't dependent upon a party structure, all those character classes generally work fine as long as their goals and concepts line up. In these kinds of games you need to be able to cut scenes relatively quickly, not spend a lot of time on wasted scenes and the players need to have good goals to aim for.
That said, usually systems that are more mechanically light work better for this than ones attempting to balance out a lot of abilities, though games like Burning Wheel or Blade of the Iron Throne can work fine for it, mostly because the basic resolution systems allow for quick play and give good goal-building tools in the form of Flag mechanics.
Best Answer
Use the journey to deepen your players' knowledge and understanding of this barbarian king. Let the encounters illustrate his (and his underlings') personality and decisions. Maybe show him to have multiple sides, to be a person of grays instead of black and white, if you haven't done so yet.
An example: Have an encounter centered on refugees fleeing this king. Say, their cart (or ship or whatever) got into trouble, and they can't proceed, and the king's men (a small capture party) are catching up with them. Give your party the chance to help the refugees escape and/or fight the hunting party... but give it a twist (one, at least): Show that the refugees are, in fact, slavers: they have a few chained youngsters hidden (or out in plain sight?), who apparently haven't been treated well. These youngsters are from the king's people. Twist, once again: Even though the refugees are slavers, the youngsters are rapers and thieves who did hurt the refugees' families - that's why the slavers think enslaving them is proper punishment. In the eyes of the king's men, however, the refugees are just outlaws, though... but so are the youngsters, who would have to face even harsher punishment at the king's hands than slavery. Reveal this all relatively quickly, and have the king's men arrive (by an unexpected shortcut) in the middle of the debate. Try to turn it into a standoff, if possible, with talk first and combat later (or not at all.) Show what this king and his laws are like through the words of the opposing NPC parties.
Another example: Have your party come across a pillaged, burnt out village, with a few looters still there, picking what they can, killing the wounded etc. Reveal that this village belongs to the barbarian king, and that the cruel looters work for the same power (god, jarl, thane etc) as the PCs. The village was relatively unprotected because its fighting men went off to conduct a burial, from which they won't be back for at least a day. (Have the party learn this from someone: either a villager or a pillager.) Reveal that the looters - even though they're on the same side as the PCs - were about to plant evidence incriminating the PCs, at the behest of some internal rival (a nice way to introduce a mysterious one if you haven't done so yet. ;)) Make a villager or two a reliable witness of this - and then have the looters make a secret attempt on their lives. Then have the scouts of the villagers' returning warriors turn up and witness how the PCs handle the situation. Then show how the barbarians react to what they've seen. Maybe they'll like, in their grief, the PCs' actions, and try and put in a word for them with the king. Or not. It's up to what you wish the king and his rule to be and seem like.
So... something like this. Use the encounters you come up with to foreshadow the confrontation with the king. Once again, have NPCs and situations reveal what he's like, illustrate - through NPCs' actions, words, and opinions (of him and of his rule) - what the PCs can expect.