It will be easier to start out with a less rugged terrain, then add the river area (either by painted shader or image map), mask a river by that (a real one on a plane/lake, or just say a reflective shader in the line to the planet), then use the inverse of the mask to add smaller more rugged terrain features (which will then obviously be outside your river only). If you offset the displacement a bit, you won't even need a downward river displacement shader.
In the case of a water shader on a plane/lake, you'd have to mask out the water, or you end up with water all over AND huge render times. Simply lead the water mask to the opacity input of a default shader, set its color to black and lead the default shader's output to the input of a surface shader carrying your water shader. The terrain goes into the input of the default shader.