This might be self explanatory. It's a weather table. You pick a starting spot and move through it randomly to generate the weather day by day.
If the players stay in a specific location (and experiences its specific weather table) for long enough they will gain an intuitive feel for the weather. They'll feel their way through its topography, possibly be suspicious of a coming pollination if rain follows a blossomfall.
What the weather does isn't important, and should be changed by the region. You could perhaps change it by season, but a large enough weather map could generate the rough feeling of changing seasons as long as you don't mind some randomness to its passing. The players will know that if they're in the middle of a draught that it's going to be a long time to the rainy season and they are unlikely to see a pollination.
A larger table can be more subtle, less changeable. However note that even this small table would take a week to go from rainy to dry season.
As for the edges: when you bump up against an edge you slide along it or stay put, depending on how the table is made. In this case I've marked dead ends with Xs, where if you bump up against them you just stay in that season. Pollination can last for a while, they take as long as they need. If there is no X (or a clear dead end with no angular preference), then slide in the direction indicated as closely as possible.
This means that seasons on the edges have a tendency to "stick".
I've been sketching these in my hex books.