I come from the mindset that components contain nothing more than data. Depending on your game, that data is derived from static files that ship with the game to sometimes being combined with the information sent from the game world server to your client if we're talking about networked games.
That implies that rather than components generating anything, I prefer to offload that to systems. I prefer this route because it sometimes makes sense for a component to be shared across a few systems and rather than trying to muck with managing all that logic in one class with an Update() method, I can separate it out into multiple systems and allow each system to work with that same component.
As an example, when your game loads, you have some level data file that desribes what you want this level to look like, what entities exist within it, where, what their attributes consist of, etc. So this LevelLoader reads this level file and determines it needs to place an Orc in the scene at 1, 10, 5.
// Allocate an Entity Id (in our case its just an unsigned int)
TEntityId id = mEntitySystem.CreateEntity("Orc123");
// Create position
PositionComponent& position = mEntitySystem.AddComponent(id, "Position");
position.SetPosition(1, 10, 5);
// Create renderable
RenderableComponent& renderable = mEntitySystem.AddComponent(id, "Renderable");
renderable.SetMesh("UglyOrc.mesh");
// Allows components to wire up references, etc for given id before it
// gets added to the world.
mEntitySystem.Finalize(id);
// Add entity to the world, will start to receive world messages
mWorld.AddEntity(id);
To relate the above to your example, I'd probably abstract the creation of the terrain to some type of terrain generation system. Once the landmass has been created by the terrain system, you could easily adjust the above code as follows:
// Create position
PositionComponent& position = mEntitySystem.AddComponent(id, "Position");
position.SetPosition(mTerrainSystem.GetGroundPointAt(1, 10, 5));
The Terrain System would look at the generated heightmap, determine what the right height should be at that point to place the Orc on the ground, return the proper adjusted position and that would cause the entity to appear above ground but relative to the same two directions in 3D space.
HTH.